This is a strictly casual deck that likes doing stuff slow and steady. Powerful cards are saved for turns and turns while slowly accruing blockers and accruing hella lands.
Elixir of Immortality if things go too long, which they often do with this deck.
Blighted Woodland: A land card that can can tap for one colorless the turn it comes down and later be turned into two forests? Exactly what we want.
Broken Fall: one of a few Pet Cards present here, but I very much enjoy the "set it and forget it" nature of cards such as this. Regenerating one token to block out opponents one big creature over and over is often times very relevant, or keeping a single creature around after a board wipe. Very crucial things for a Token deck.
Chain of Acid: the other pet card. hopefully the opponent is kept off of lands long enough that we can pick of each others lands with no problem, seeing as we spent the early game destroying their lands while we got more.
Constant Mists: only a pet card by technicality, this lets us put all the land we generate to good use so we can save our Saprolings for attacking later rather than blocking.
Drownyard Temple: combos very well and very slowly with Ghost Quarter and Constant Mists, as well as being a moot Chain of Acid target. like all good non-basics, it comes down untapped.
Geier Reach Sanitarium and Mikokoro, Center of the Sea: I do adore card draw, particularly when it can be searched for with Reap and Sow. It is absolutely possible to slow roll our opponent into a self-mill situation with enough Ghost Quarters and a few Elixir of Immortality activations. and like all non-basics in this deck, they tap for mana the turn they come down!
Ghost Quarter: general purpose land nerfing that with enough activations fails to find basics. Also see the previoulsy mentioned combo with Drownyard Temple. taps for colorless the turn it comes down.
High Market: just another thing to do with blockers. the incremental life gain is nice, but much more than one is close to too many. every once in a while it feels like two would be nice, but there are quite a few situations I woudl be reluctant to draw the second. say it with me now, taps! for! one! the! turn! it's! played!!!
Mwonvuli Acid-Moss and Reap and Sow: destroy an opposing land and get a fresh one for yourself. deceptively simple cards that often spells doom for the opponent. these are quintessential to the deck and are the most stabilizing plays one can make.
Primal Growth: it might not seem worth it, three mana for one land. But to that point i have two retorts: firstly, the lands from Primal Growth come in untapped! second: sacrificing a turn two Saproling to get two more lands is absolutely magnificent.
Regrowth: probably could be used for something better, like Exploration or Burgeoning if I ever win the lottery and decide to spend it on the misery of my friends. But Regrowth is a fantastic insurance policy in a deck with quite a bit of mana to spare.
Seal of Primordium: just basic protection against opposing stuff, the same 'what if' nervousness carried over from EDH.
Sprout Swarm: blockers, fertilizer, and eventually win conditions.
Squall Line: wipe out those pesky fliers and burn for X at instant speed in mono green!! more people need to know about this card!
WIP!!!!!!!!, will clean up soon. Been nursing this baby on 5cc mobile for quite some time, i'm very proud of it.