I like to play decks, with kind of a mini game in them. As for this deck it is: How fast can I assemble seven land cards in my hand to flip Sasaya, Orochi Ascendant and start to make millions of mana.As a result of this, I divide the cards in this deck into 3 categories:-cards, that find you lands or ramp-cards, that win the game once you have nearly infinite mana-cards, that allow you to play the fair game, until you can flip Sasaya
Category 1:Most of the cards in this category are self-explanatory, as they just fetch out the lands, like Kodama's Reach or Nissa's Pilgrimage. However there are some interesting cards, that may need explanation:Courser of Kruphix: the best way to collect land cards in your hand is to never play them from your hand. Courser lets you play your lands from the top of your library, so you can contain the ones in your hand. Also the incidental life gain is quite nice.Crucible of Worlds and Ramunap Excavator: As you don't want to play the cards from your hand, you could also play the from your graveyard. This is the point, where these two cards alongside your fetch lands come in handy. The fact, that you can get Ramunap Excavator with Woodland Bellower and Green Sun's Zenith is also relevant.Realm Seekers, Expedition Map and Sylvan Scrying: Reliquary Tower is actually quite crucial to this deck, as you are normally limited to seven cards in hand. However you also need seven lands for Sasaya's ability. So you need a way of keeping your non-land cards in hand, for the moment you flip Sasaya and start winning the game. Those three cards simply find Reliquary Tower and Realm Seekers easily just becomes a threat by himself.Abundance: This card lets you decide, whether you want to draw a land or a non-land card. This ability is relevant all game long.
Category 2:Those cards simply win you the game once you have flipped Sasaya. Most of them are just big and dumb spells.Hpwever some of the require special treatment.Helix Pinnacle: One of our best win condition, as it is hard to deal with and you can easily get 100 mana, with a flipped Sasaya. Simply. never play this card to early, as people tend to panic at the sight of this card and try to knock you out of this game, just to remove this permanent.Silklash Spider: It's ability not only lets you kill unwanted fliers, but also unwanted players as well, as long as they have a lower life total than you.Hydra Broodmaster: This creature also brings her family to the party and I tell your, her family can be quite devastating. For real, I have been able to create more than 50 Hydras with this card alongside their 60+ power mother.Genesis Hydra and Genesis Wave: As the Hydra tends to be a Demonic Tutor for a permanent, Genesis Wave just puts your library onto the table. Just remember, that you either need to win the game on the spot, or to leave a card in your library, as you'd simply lose with no cards in your library.
Category 3:In here are all the cards, that let you survive the early game, or let you play the game, as if you were a normal green deck.Managorger Hydra: An inexpensive threat, mana-wise, that can grow quite large and even can win you some games.Tireless Tracker: Works espacially well with fetchlands and just gives you tons of cards (or at least clues). He also isn't a good threat on his own.Eternal Witness and Skull Winder: Witness and her younger sibling are plain good in Green decks. They are also fetchable with Woodland Bellower. The same is true for Reclamation Sage and Fierce Empath.Polukranos, World Eater: Creature removal on a creature. He is even better once we flip Sasaya.Solemn Simulacrum: Solemn is just good. Nothing left to say there.Triumph of the Hordes: Triumph can win games out of nowhere.
This was my primer on my Sasaya, Orochi Ascendant EDH deck. If you have any questions or tips for me, please leave them in the comment section. I hope you liked it.Have a nice day!