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Saproling Party?
by Matthew Hudson
Has anyone (okay, else noticed how Wizard's
R&D team seem to be obsessed
with saprolings in recent expansions?
Just look at the cards that are out there, in Type 2,
that create
Saprolings:
Nemata, Grove Guardian (Planeshift. rare)
Rith's Charm (Planeshift, uncommon)
Rith, The Awakener (Invasion, rare)
Verdolth the Ancient (Invasion, rare)
Saproling Infestation (Invasion, rare)
Artifact Mutation (Invasion, rare)
Aura Mutation (Invasion, rare)
Saproling Burst (Nemesis, rare)
Saproling Cluster (Nemesis, rare)
Spontaneous Generation (Mer. Masques, rare)
And, of course, Saproling Symbiosis (Invasion, rare).
Okay, now you all are saying what is this guy talking
about? We all know
that these cards are out there but who cares when we
have 7/7 trampling
wurms, armies that can be recruited from a few lands and
U/W decks that
annoy the hell out of everyone (including the owner when
millstone doesn't
show up.).
Well, what I am talking about is that:
(1) These cards are usually quite easy to get hold of
(with the exception of
Rith and the Burst) as they are not considered 'top
tier' cards.
(2) With the help of some other cards there is a basis
for a viable T2 deck.
Let me explain, starting with the card I consider the
MVP: Saproling
Symbiosis:
Saproling Symbiosis 3G
Sorcery
You may play ~card~ any time you could play an instant
if you pay 2 more to
play it.
Put a 1/1 green Saproling creature token into play for
each creature you
control.
Okay, given a standard green mana acceleration deck (not
Fires), by the time
you get to turn four there is usually how many creatures
in play? Turn 1
bird or elf; turn 2 bear and elf or bird; turn three two
bears and turn
four.
Given this is a 'God' draw and I realise that this will
not always happen, I
would say that on average you would have 4-5 creatures
in play. Now how does
doubling this number sound. Turn five (if you have the
mana) you could be
attacking with three bears and 5 1/1 tokens (1/1 without
you playing Nemata
at the start of turn 5 anyway).
A few turns later it could all be over..
Okay so let's assume that we use Saproling Symbiosis as
the basis of the
deck. What support cards should we use?
I, personally, think that you have to use multiple
copies of the legends I
have mentioned above.
Of these, Rith will be the most familiar to you. A
6/6 flyer for 3RGW, that
when he/she (what sex are the Dragon legends anyway?)
cause's damage you can
pay 2G, name a colour and put a 1/1 Saproling token into
play for each
permenant of that colour (including the opponents) into
play.
Veredolth costs 4GG with an X kicker, who gives all
Saprolings and Treefolk
a +1/+1 bonus. The kicker is a bonus (if there is spare
mana left with
nothing to do) but I've would not bother paying the
kicker. The +1/+1 bonus
is enough for the casting cost, plus the fact he is 4/7
beat machine anyway.
Nemata, Grove Guardian is another 4GG. However he/she/it
is 'only' a 4/5,
but has two useful abilities in this deck. The first is
to pay 2G and out a
1/1 Saproling into play. The second, far more important,
ability is to be
able to sacrifice a Saproling to give all the other
Saprolings a +1/+1
bonus.
So that looks like the Saproling generation sorted out.
Now I think that I
need to look at the support cards in this deck.
Birds of Paradise and Llanowar Elves are a no brainer
for this deck. They
are quick creatures, provide mana and count towards the
creature count for
Saproling Symbiosis (I usual find that people regard
Birds and Elves as
land.).
The spells we have got are expensive, so I think that we
need to include
some of the Planeshift familiars. Since we will be
splashing red and white
for Rith, then I think that these are probably the right
way to look for the
familiars.
The Thunderscape Familiar is a 1/1 with first strike for
1R and reduces the
cost of green and black spells by 1 and the Sunscape
Familiar is a 0/3 wall
for 1W that reduces green and blue spells by 1. I did
think about including
the green Thornscape Familiar, but at the moment it only
redues the cost of
Rith and the other red spell I will discuss, Ghitu Fire
and the possible
Teferi's Moat..
The final creature that I think we should look at is the
Thornscape
Battlemage. With the familiars we are playing, I would
expect that we should
be able to cast him (?) for GWR more often than not.
Great, a bit of direct
damage and artifact removal for a cheap casting cost.
The non-creature spells really do have to be special.
Earthquake is a
definate no no in this deck. A 1 point quake will wreck
you beyond believe.
Although Wax/Wane could be useful in this type of deck,
the creature rush
that you generate should enable you not to worry too
much about boosting
creatures or destroying random enchantments. Likewise
for Giant Growth/Seal
of Strength and Disenchant.
So that leaves which spells (in addition to the
saproling Symbiosis)?
My favourite direct damage spell of the moment is Ghitu
Fire. XR as a
sorcery or X2R as an instant. To the dome or to a
creature.Great. I know
that the magic community at large will say 'But Urza's
Rage cannot be
countered and deals ten points with kicker'. I agree,
but it costs 10RR and
in our mana intensive deck this doesn't make good sense
(espically when you
can create 4 1/1 saprolings with the same amount of
mana.).
Seal of Fire is also useful in this deck as it takes out
the Rebel
searchers, Nether Spirits and opponents mana creatures.
I would be inclined to try a mixture of these two in the
deck if I was
running fewer creatures. However because of the high
creature count then
these would be just a waste of slots in the deck (as it
stands at the
moment).
Next comes Armageddon. Now this may seem like a strange
choice, given how
much mana is needed by the deck to operate efficently,
but this deck has an
inherent ability to get round the 'Geddon.
Familiars.
With, say two familiars on the table at the time you
cast 'Geddon, all of
your 'fat' green spells will only be costing 2GG or
1RGW. A 6/6, 4/7 or 4/5
for 4 mana? Sounds reasonable.Just make sure that you
have some elves or
birds in play or a land or two in your hand before you
cast 'Geddon though.
Finally I think that Rith's Charm must be included in
the deck. Three 1/1's
for RGW, in this deck, is quite cheap. Add in the
ability to destroy those
annoying Ports or preventing the damage from that
unblocked Shivan Wurm,
then I think that you have an automatic inclusion in the
deck.
Finally, we come to the land. Because the deck needs
green mana like no
man's business, then forests are the best place to
start. This is closely
followed by a few plains and mountains for casting Rith,
Ghitu Fire etc. I
would also be tempted to include the Invasion 'Come into
play tapped' lands.
This will give you a little boost later on.
Now I can imagine everyone out there going 'Why not use
the Painlands from
Sixth Edition? The reason is the damage they cause. This
deck is slow to get
going, so you need to limit the early damage you take in
general. While
Painlands are great for decks like Brian Kiblers Red
Zone etc, they can
cause you to lose a game that you could of won due to
the inflicted damage.
Right then after all of the above, I think that the main
deck should look
like this:
'Saproling Party' ver 1.0
Creatures
4 Birds of Paradise
4 Llanowar Elves
4 Thornscape Battlemage
3 Nemata, Grove Gaurdian
2 Verdoloth the Ancient
2 Rith, the Awakner
3 Thunderscape Familiars
4 Sunscape Familiars
Spells
4 Saproling Symbiosis
4 Armageddon
4 Rith's Charm
Land
10 Forests
6 Mountains
6 Plains
2 Elfhame Palace
1 Shivan Oasis
Now, I suppose that I have to look at the sideboard.
(N.B. The environment that I play in the UK
consists of (surprise,
surprise) Fires, U/W Mill Control and Counter Rebel
(like I said
surpising.). So if your area plays a more varied variety
of decks, then
please change the sideboard to suit, but the sideboard I
am going to discuss
now is based on beating these three deck types.)
Artifact/Aura Mutation are key cards for my area. They
destroy the targetted
artifact or enchantment and give you some more
Saprolings. I would play more
Auras than Artifacts, in the sideboard, because of the
higher predominance
of Fires in my area.
Savage Onslaught is my current answer to Rebels. 1R
gives all your creatures
first strike, whilst the G kicker gives all the
creatures +1/+1. Not a bad
deal, since it will give all of the tokens that you have
generated a decent
ability and pump them up a bit. Add to this the fact
that if you cast it
with kicker, then your Birds will stop the annoying
Thermal Gliders that I
tend to die to at the moment.
Armadillo Cloak is only in my board for the chance to
put on Rith and do a
Kibler. Plus if you can cast it on Nemata your ground
force looks a lot more
worrying.
Disenchant is another no brainer in this deck. We do
need some way of taking
out Fires and Burst in the second or third games against
Fires. And, more
often than not, will draw out a counterspell from those
U/W mages who are
protecting their millstones (paving the way for a
Saproling Symbiosis at the
end of their turn if you are lucky).
Kavu Chameleon is the other obvious choice.
Uncounterable and the ability to
change colour means that this creature can resist black
removal and will
stay on the board after a Washout by changing the colour
in response to the
Washout being played.
Finally, my last answer to Rebels is Tsabo's Decree.
Okay so the only black
mana sources in the deck are the Birds of Paradise. But
since the Decree is
so powerful, then it is worth the chance to play a few
in the sideboard of
this deck, and hope that you draw one and a Bird to play
them.
Anyway, here's my sideboard.
3 Kavu Chameleons
2 Artifact Mutation.
3 Aura Mutation
1 Disenchant
2 Tsabo's Decree
1 Armadillo Cloaks
3 Savage Onslaught
Like I said in the note above, this Sideboard is aimed
at beating the Fires,
Rebels and U/W control decks that have taken over in my
region.
So, to the match ups then.
Fires vs Party
This is a very difficult first game (I guess round about
20/80 in the Fire's
player favour). If they go off at the speed of light,
then you can forget
game 1. If they have a slow start (no turn three Fires),
then you may win
depending on how many Saprolings you make.
Games 2 and 3 become slightly easier after sideboarding.
If you side in the
Aura Mutations and 1 Disenchant for the Rith's Charms
and the Onslaughts for
2 Armageddons and 1 Nemata Grove Gaurdian, you will go
about 40/60 against
Fires most of the time.
Pure Rebels vs Party.
Probably the easiest of the match-ups for this deck. If
you can get a
'Geddon off, then use the Saproling beatdown to win game
1. For games 2 and
3 side in the Onslaughts and maybe the Aura Mutations
(if you saw Parallax
Wave or Crusade). These games should be easier to win
now as an army of of
first striking (hoperfully.) Saprolings will make short
work of any Rebels
that get in your way.
U/W Millstone Nether Spirit/Counter Rebel vs Party
Games against these two deck types will be your most
difficult. U/W in any
form will probably be able to counter anything that you
try to do. Just
keep casting the spells and hope that you get enough
creatures on the table
to win. I have lost all of my first games (in testing)
against such decks
and have only won two out of six matches at all. I think
that my if your
area is a hot bed of such decks, then up the count of
the Chameleons in the
sideboard to 4 and think about adding Gaea's Herald to
the sideboard as
well.
Other matchups vs Party
Of course there will be rogue decks that you may face.
The only help I can
give you here is to get in there with as many Saprolings
as possible, as
quickly as possible and hope that this works.
Well that is about it for now. If you wish try the deck
out let me know how
you got on. My e-mail address is below and remember that
the people who
consider Saprolings as only a threat to them in a Fires
deck will be in for
a shock when playing this
Later
Matthew Hudson
matth116@hotmail.com
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