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Shroomfers and their SPECTACULAR Saprolings

Commander / EDH Mono-Green

meismine


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I just love saprolings so much. They are my grubby little buddies and have never done anything wrong. I have tried to make many decks that highlight their beauty - but I am weak - and those decks would end up doing other things more, and i dont like that. Saprolings deserve the most. This deck will fix that. With the lovely Shroomfus at the helm we are going to spread our seed far and wide.

Do a little ramp, do a little voltron, cast Shroomfus tonight! This creature is the perfect fella - but there is a small problem... 1/1. To surmount this the goal is to load 'em up with all sorts of artifacts and some enchantments. My play group uses a lot of removal and they are not afraid to use it on my favorite guys - so I am trying to avoid most aura based support (since it goes to the yard when Shroomy goes to the Command Zone). I've thrown in a few anthems and the like since once I punch face, I want all of my new friends to punch face as well.

There is no other game plan. I will trample over my opponents and awaken them to the joys of dirt and soil. Please help me make the perfect deck, any and all advice is appreciated. There are many cards that might have a good place that I dont know about, and need to know about.

Priority here should absolutely be 1cmc ramp spells. I'm more partial to the enchantments but the dorks will do just as well.

Based on math that I dont understand there is about a 48% chance of your opening hand containing at least ONE of these ramp pieces and ONE land. My recommendation would be to take the free muli anytime you dont start with that combo (unless the rest of your hand is SO FIRE that it is worth not getting a T2 Shromfy - this is covered below).

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Two options here - Didja RAMP or are we going slow??

IF RAMP: Cast Shroomfus.

IF SLOW: This takes a little more analysis. In this position you should be casting some 2 drop buff and have another one in hand at the ready for T4. The goal is to have Shroomy hit with two buffs by the time they are able to swing in T4. Just have anything from column 1 paired with anything from column 2.

I have just now decided. writing this sucks. I dont like it. Have something thats like a 1 drop with 1 equip cost and some other anthem idk. Then do as follows t1-equipment t2-anthem t3-shroomfus t4-equip shoormfus and do somthing else i dont care. Then t4 you will hopefully have at LEAST a 3/3 or some other threating trampler. then do murder and killings for the glory of saprolings.

IF RAMP: Swing. IDC at who, there's gotta be someone who doesn't have a blocker established yet. Knock em. Prioritize strength. Get some sorta buff or boon going for Shroomy.

IF SLOW: Cast Shroomy. The ONLY reason I can think to not cast him now would be if you have [Card:Hero's Blade] and some other one drop. If that is the case... There better be some GOOD value going on since you will not be able to swing till T5.

Just be mana efficient getting shit out if possible. Try to hit a good balance of anthems and Voltron.

In a perfect world I would start the game with 2x forests, any of my 1 drop dorks, and some mix of 4 cmc voltron or anthem pieces. This would be the most efficient way for me to be turn three hit face generate value. Something like this.... Forest, Forest, Wild Growth, Tenza, Godo's Maul, Forest, Sylvan Anthem, Insidious Fungus
There is an alternate path to victory where I prioritize many sorta strong small dudes. I could see a version of this deck where the goal is to make saprolings with various spells and assistance, then buff ALL saprolings with anthems and the like. My fear with a deck like that is that one boardwipe could ruin everything. Once I am reduced to only Shroomfus I need to have a way to raise the forest again, and many of the methods to get saprolings outside of him are not very recursive.
Oh yea, got thank the fella that helped me make this functional. He knows who he is, real cool fella! Had the hot tip of "put more land in there you idiot" and also "your ramp is dumb and here is why". Turns out looking to cast cmc 2 or 3 ramp doesnt do you a lot of good when your commander is 3 cmc. Whowouldathunkit??

Imma wait for further tips from other awesome people, but next up is preparing the alt art for my proxies lmoa. If you checked out this far then i appreciate ya, you are a buddy too! (Not as cool as my pal, but eyyy there was never a chance of that happening)

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95% Casual

Competitive

Revision 12 See all

(22 hours ago)

+1 Endless Atlas side
+1 Fabled Passage main
+1 Font of Mythos side
-2 Forest main
+1 Mask of Memory side
+1 Mind's Eye side
+1 Prismatic Vista main
+1 Recycle main
+1 Sensei's Divining Top side
+1 Slate of Ancestry side
+1 Temple Bell side
+1 The Immortal Sun side
Top Ranked
  • Achieved #19 position overall 3 days ago
  • Achieved #15 position in Commander / EDH 3 days ago
Date added 2 weeks
Last updated 22 hours
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 2 Mythic Rares

30 - 6 Rares

24 - 9 Uncommons

14 - 1 Commons

Cards 100
Avg. CMC 2.77
Tokens Beast 3/3 G, City's Blessing, Phyrexian Germ 0/0 B, Saproling 1/1 G
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