Maybeboard


This is a deck I built because I wanted to try a tribal deck that not many people have ever played before and have fallen in love with how it came out! I know there are some optimizations that could be made, but I am pretty happy with it the way it is and have come to a point where I no longer want to add anymore cards to this deck unless if new shaman support is released.

The main game is to summon a turn one or 2 shaman, preferably one that taps for mana, get Sachi out onto a board with at least one or two shamans, and begin building value by tapping your creatures for mana, playing all the cards in your hand, then reloading with tons of draw engines and dumping excess mana into sinks that build more and more value overtime. Eventually you reach what some people would call the Fucky Wucky or FW stage for short, where play your entire deck using haste enablers like Thousand-Year Elixir and Concordant Crossroads and putting it all into your hand with cards like Regal Force and Shamanic Revelation or push them all onto the field with cards like Genesis Wave and Kindred Summons, and swing out with a giant board of shamans the size of texas using anthem buffs like Beastmaster Ascension, Overwhelming Stampede, and good old tried and true Craterhoof Behemoth because shamans are weak as shit stat wise

This deck has a couple of glaring weaknesses, but ones that can't really be fixed given the way the deck is shaped, the most obvious being the lack of response to flyers. Often in match ups like dragon or angel tribal this deck can have a hard time surviving until the FW stage of the game and can lose due to not being able to deal with them fast enough. I tried using fog effects but most times these cards end up clogging hands, especially against combo or control decks that often can respond to these effects regardless with counters. The main strategy against flyers is just to get the engine online faster than your opponent, which isn't always possible but is easier than attempting to buy time with fogs that might not even be in hand. The other big counter is that since its mono green, there isn't much of a way to deal with getting board wiped. TBF most decks can't survive it, but it especially hurts with Sachi since most of the mana in this deck is the creatures themselves so if u are board wiped multiple times it can lead to situations where u cant do much of anything due to not having enough mana on board to summon Sachi and not having a way to make your shamans able to make up for the loss of mana. This brings us to the final and most glaring weakness of the strategy which is Sachi herself. Because the deck is built around Sachi, if you opponents have ways to consistently shut her down or removing her from the field then the deck is significantly worse and ceases to function. That being said sometimes a commander deck has to be built that way, since without Sachi the strategy wouldn't work at all.

To remedy these weaknesses while they are not in the main deck, most of the tools to help against these short comings are in the maybe pile because there technically isn't a sideboard in commander, that being said these are not perfect solutions since the deck is still weak to all of the things mentioned before, these are just band aids that can be used in for more problematic match ups. That being said that's it for Sachi hope u enjoyed looking at the deck and while it is not really that complex its a cute tribal deck that i have fallen in love with when i was playing with friends in college during covid.

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94% Casual

Competitive

Date added 6 months
Last updated 4 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

37 - 0 Rares

16 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.40
Tokens Beast 3/3 G, Elephant 3-3 G, Emblem Nissa, Who Shakes the World, Human 2/2 G, Saproling 1/1 G, Timeless Witness 4/4 B, Wolf 2/2 G
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