Turns out I'm very swayed towards TL decks with way more basic lands than you would expect, as well as super janky Leaders.
This deck, essentially functions like a combo deck, working towards a specific combination of cards in hand in conjunction with my general and X spell for a win condition.The goal of this deck is to as bring out Sasaya and flip her as quickly as possible, then ramp into a ridiculous Genesis Wave, Gelatinous Genesis, Mistcutter Hydra or
Sands of Delirium
. To do that, I'm running 34 lands and as much land-to-hand searching/draw as I can fit in, with some minor stall tactics like Moment's Peace for good measure. The Reliquary Tower is the only non basic I'm willing to run (save maybe Dryad Arbor possibly...but she'd hardly do anything, it'd just be cool) for the niche scenarios in which I start to run over hand size and really need to work towards that 7LandHand, as I would reaaallllyyyy like if every single land was a forest in order to get eh maximum efficacy from Sasaya.
The general plan of attack goes something like this.
I stop playing lands at 3. Once I have three lands, I work on cultivating my hand, whether by means of spells that put lands directly there like Kodama's Reach or
Journey of Discovery
or by stalling/drawing cards with my roadblocks, [[yavimaya elder] (who also grabs lands when he dies hehehe), Elvish Visionary, Wall of Blossoms etc.
Once I have 7 lands in hand THEN I play out Sasaya. If I drop her beforehand, then she often eats a removal spell but if I already have the hand I need, I can activate her ability in response and flip her to dodge the spell (unless it's an Abrupt Decay or a Beast Within or something, then I'm still screwed :P).
Once she's flipped, it's time to go to town, dropping land after land for every turn it takes for me to find that X spell I need. I often like to keep hold of one from earlier in order to be able to go off as soon as possible but if that's not possible, it's HEART OF THE CARDS TIME.
Things this deck is weak to:
Countermagic. I'm green, I cast things, they get countered. Unless their a Mistcutter Hydra, not much I can do about that. You just need to learn when to sniff out a counter waiting to trip you up and play around it.
Hyper fast aggro. I'm a combo deck, duuurrrr. Fogs and blockers work okay but they don't always work quite as well as I'd hope.
All comments and suggestions are appreciated but I've been running this deck through almost 15 different configurations so far to find the prime model for it so I've likely at least tried something you'll suggest! I've tired lots more fogs, mana creatures for ramp so I can hold my lands in hand, more X spells, less X spells, a handful of backup creatures for when the deck doesn't go off...I've tried heaps.