This is a very synergistic and flexible aggro saproling tribal deck. It can wallow in the mud with other aggro decks, it can normally outpace mid-range decks and often can keep up with them when it can't, and it can put serious pressure on control decks. With such a low mana curve and no (qualifying) tap lands, it can come out with guns a-blazing. Toss your saprolings to the side to clear troublesome enemies and then surprise your opponent with a replacement fleet. Many don't know how to play against this deck since they have no idea how many creatures are coming onto the board next turn or how much they'll get beefed up. Very synergistic aggro. But most importantly, this is a very fun deck to play too.
First, let's go over the saproling generation engines.
First, we have Fungal Infection. Admittedly, it's not that great of a card, so that's why we only have one. But we needed something to lower the mana curve and this can be a removal spell, especially against aggro decks and it generates a token. I didn't see any other interesting cards with a CMC of one, so I decided to throw it in here.
Then, we have Saproling Migration. For the early game, it's a great way to throw creatures on the board to get around blockers or to survive single-removal spells. For the late game, it's a great place to dump mana when you have nothing better to spend it on.
Next, we have Slimefoot, the Stowaway. His activated ability isn't particularly useful until the late game when you're hurting for cards to get more creatures on the board. But his triggered ability is particularly nice for board wipes and our few sac outlets.
Fourth, we have Spore Swarm. We get three saproling tokens for the cost of four mana. And it's an instant! This is amazing, especially against control decks. Very good way to catch your opponent by surprise.
Last and far from the least, we have our girl Tendershoot Dryad. This chick is so amazing that despite her high cost, we set aside four slots for her. She's (almost) our magnum opus. We want our opponent to use up most (if not all) of their removal by the time we cast her. One of her is bad enough. But if we manage to get two or more on the battlefield, your opponent is going to be sweating pretty damn profusely.
Speaking of our magnum opus, let's go over Majestic Myriarch. In this deck, her second ability is completely useless. But we have her because once we get a ton of creatures on the board, she takes names and kicks ass. Few creatures pose a legitimate threat to her.
Next, let's go over other saproling specific synergies.
First, we have Sporecrown Thallid. This dude is a popular target for removal spells, which is great, because we want our opponents to use those on him instead of the big guns that will follow.
Then, we have Fungal Plots. This is a multi-purpose card. Our opponents will inevitably destroy or counter some non-token creatures of ours. This will allow us to pump out more saprolings. Additionally, if we're stuck between a rock and a hard place, we can use this card as a draw engine. However, we generally want as many creatures on our side of the battlefield as possible, so this is a bit of a last resort.
Speaking of draw engines, we have three others.
First, we have Arguel's Blood Fast. We only use this on an as-needed basis. And when we do need it, we probably don't care too much about our life total. We either have life to spare or we're in a pinch to get the right card out. So this isn't particularly useful early in the round. Hold onto it unless you have mana to spare and are sure that it won't be going anywhere anytime soon.
Then, we have Driven // Despair. This card is amazing in this deck. First, it makes Majestic Myriarch a total bitch. Then, with our go-wide strategy, this is almost always guaranteed to get us some card draws, especially if we use the aftermath. Speaking of, the aftermath is an incredible way to get rid of any removal spells your opponent might be holding onto.
Next, we have Shaper's Sanctuary. Admittedly, this isn't that great of a card, but because removal is extremely common in the meta and this only costs one mana, it's an easy inclusion in this deck. Additionally, it's quiet enough that few ever care about it being on the battlefield.
Next, let's get into our ramp package.
First, we have Llanowar Elves. They pretty much speak for themselves, so there's not much to be said about them.
Then, we have Harvest Season. On average, you'll get about three lands out of this card. Three mana for an average of three lands is a bargain!
Next, we have our beloved
Growing Rites of Itlimoc
. We can very easily get it to transform, which will then put us in a position that we won't even have to worry about mana. This synergizes very well with Slimefoot, the Stowaway.
Lastly, we have Song of Freyalise. Very cheap mana engine that ends with a huge bang by giving each of our creatures a +1/+1 counter and then trample, indestructible, and vigilance until end of turn. What's not to love?
Now, let's dig into our removal package.
First, we have Cast Down. This card is very cheap to cast and answers most threats that we'll encounter.
However, this doesn't answer legendary or indestructible creatures. For those, we have Walk the Plank and Vicious Offering.
Then, we have one Field of Ruin for good measure. The Ixalan set brought many transform lands that we might want to get rid of.
Speaking of removal, I would be remiss to not mention a particular vulnerability of this deck. If our opponent is playing black, we must be very wary of Golden Demise. It will destroy just about every creature that we have on the battlefield.
Lastly, we have a few miscellaneous cards worth mentioning.
First, we have Throne of the God-Pharaoh. This card is pretty cheap for what it does. It's excellent at dinging our opponent for a few more life points each turn. This works very well with Song of Freyalise and Llanowar Elves.
Next, we have Path of Discovery. This card is a little costly, but if we can afford to get it down with out sacrificing momentum, this thing packs a huge punch, especially with our token engines.
Notably, this deck zero non-creature, non-land removal. It's a bit of a pain in that regard, but we had to forego those to make room for more powerful stuff. Maybe I'll eventually find room for a Broken Bond or two.
I guess that covers just about everything in this deck. Like I said, it's a very flexible deck, which makes it fun to play against the majority of decks. I wouldn't classify this deck as competitive but it can definitely hold its own against most decks.