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Introduction

When Slimefoot, the Stowaway was released I knew I needed to make a saproling deck. I have an affinity for tribal and token decks and this does both! I have found that this deck does draw a significant amount of hate since you are dealing damage to each opponent. However, I have had a blast and I cannot wait to see how this deck evolves in the future.

Honestly, I try to avoid playing black personally, but since I have an affinity for token decks and Slimefoot, the Stowaway does this really well. There has been a significant amount of support for saprolings throughout the years and we can put them all together to make a highly synergistic deck. Having access to black allows us to choose form among the most powerful removal spells in the game and green supports the creation of tokens. You will make an army of Saprolings that Slimefoot will have no trouble parting with.



  • You like making tokens
  • You like Sacrificing creatures
  • You dont mind waiting for your plan to come together
  • Youre okay with a bit of hate since you deal damage to all opponents
  • You like looking like an unassuming problem
  • You like winning with combat damage
  • You dont like relying on your commander

Overview

The biggest strength is that the damage dealt by Slimefoot, the Stowaway is dealt to each opponent. This is particularly important in multiplayer commander. I have not tested this in 1v1 at this time. My build is being fine tuned for multiplayer games. We generate a significant amount of tokens that we can generally take our opponents out in a single turn if we can align a sac outlet with our commander.
Currently I am finding that the main weakness is that this deck draws hate pretty fast since you are dealing damage to each opponent. We don't have much of an opportunity to play politics.


The Strategy

The main strategy is to create tokens and sacrifice them to take out all of you opponents on the same turn. We are looking to assemble an infinite mana combo to create as many tokens as we need and sacrifice with either our commander out or through redundancy in Blood Artist and Zulaport Cutthroat to win. We can also swing for lethal with a big ol' Craterhoof Behemoth drop.

Slimefoot, the Stowaway + Parallel Lives/Doubling Season + Ashnod's Altar + 4 mana = Win. If you have two creatures you can sac them to get mana to create saprolings and continue to sacrifice them until you win.


Card Choices Explained

Ashnod's Altar is absolutely necessary for this deck. You need to sac creatures and getting 2 mana for each creature sac'd helps ramp into our bigger spells.

Druidic Satchel is a great card to use when you have extra mana. This can act as a token generator, land ramp, or a way to gain life. Multipurpose cards are great!

Mana Vault is also here for ramp. Not necessary but I have one so I included it.

Skullclamp can help us to gain card advantage. We can equip to a 1/1 saproling and draw two cards. Again, card draw is one of the most powerful things you can do in a game of magic.

Sol Ring is Sol Ring. Aren't these required for all commander decks?

Swiftfoot Boots is here to help protect Slimefoot from targeted removal. Opponents will remove it early and always. It feels bad to cast Slimefoot for 5, 7, and 9. Commander tax blows...

Blood Artist is necessary to get additional damage in when saprolings are sacrificed or die. You enerally play it when you are ready to combo off.

Craterhoof Behemoth is a win-con that can help you swing for lethal with your little fun-guys. There is enough ramp and token generation that the hoof should be an auto include.

Deathspore Thallid creates saprolings and provides you with a sac outlet. Giving a creature -1-1 until end of turn tends to be useful when you need to remove a troublesome creature from the board.

Elvish Farmer helps to create saprolings and provides you with a sac outlet to gain life.

Eternal Witness helps to get back lots of useful cards from your graveyard. Generally an auto include in my decks running green.

Jade Mage provides us with a mana sink throughout the game. You will generally find her useful late game but if you have a turn where you've got nothing to do, this can at least create a saproling.

Korozda Guildmage is a card I am not sure will stay forever. You can pump a creature but the real reason it is included is for the second ability. The problem is that your creatures aren't always very big so I don't know useful this card will be. Time will tell.

Mazirek, Kraul Death Priest receives a bonus for being present when the saprolings are sacrificed. There are enough sac outlets in this deck that I am keeping this in the 99.

Mycoloth synergizes with our commander very well. You can have it eat any number of saprolings you would like to get double that number of +1+1 counters. You have to think about this card though. It is not fun when you eat all of your saprolings to have it die before your next upkeep. This is one of my favorite cards in the deck.

Nemata, Grove Guardian is a Jade Mage and a Thallid Germinator combined but with better stats. Great for making tokens and provides us with another sac outlet.

Psychotrope Thallid is fantastic. We can create saprolings and we have a sac/ramp outlet. This little guy can help us push out our more expensive spells.

razaketh, the foulblooded is a tutor for all intents and purposes. Quite expensive to get out onto the field but worth it once it happens. It can help us search up whatever card you need in a pinch.

Sakura-Tribe Elder is included for ramp and chumping purposes. This guy is great.

Savage Thallidcreates saprolings and is a sac outlet that can help us save the most important fungus on the field with its regeneration ability.

Sporecrown Thallid helps boost power and toughness for all fungus and saprolings. This guy can help turn a game around quickly if someone wasn't expecting the boost. He can also help get some of your creatures out of burn spell range.

Sporemound has landfall for saprolings. Why not?!

Sporesower Thallid helps to make saprolings even faster. Line him up with other fungus that are getting spore counters to create an army in less time.

Sporesower Thallid helps to reduce the number of spore counters needed to be removed from all fungus. Combined with Sporesower Thallid, you can get a token per fungus on each of your turns.

Sporesower Thallid creates saprolings and provides a sac outlet while boosting power and toughness

Thallid Omnivore is another sac outlet but helps us to gain additional life in the process. We will almost always be sacrificing a saproling.

Thallid Soothsayer is a sac outlet and card draw. Drawing cards is one of the most powerful things you can do in a game of magic. This guy is a keeper!

Tendershoot Dryad is a powerhouse in this deck. Getting a saproling at EVERY upkeep is invaluable. You will generally Ascend almost immediately and if your opponents cannot remove it, you will have significant advantage.

Thelon of Havenwood pumps his friends with spore counters and can help create additional spore counters late game by removing fungus from your own graveyard.

Thelonite Hermit is another lord that provides the extra benefit of morphing to get 4 saprolings. Auto include.

Utopia Mycon creates saprolings, is a sac outlet, and can help ramp. Auto include!

Verdeloth the Ancient is our final lord that can create a large amount of saprolings depending on how late in the game you play it.

Verdant Force is great because it pumps out saprolings at each upkeep. In 4 player games this will likely draw removal. If it sticks around you will get the upper hand. Plus the 7/7 body is great.

Whisper, Blood Liturgist is a card I included to make sure I always have a sacrifice outlet. I am not entirely sure that it belongs in the 99 but I haven't seen any downside at this point.

Zulaport Cutthroat is added redundancy to hit our opponents when saprolings are sacrificed or die. The fact that each opponent loses life here is great.

Cryptolith Rite is a ramp. We will have a lot of creatures on the board and having all of that mana helps with our mana sinks late game.

Dictate of Erebos is great to keep our opponents boards clear. We will be sacrificing a lot of saprolings and will likely keep our opponents boards clear the majority of the time this is out.

Doubling Season helps create double the saprolings and double spore counters. This card is out of many players price range and that is understandable. If you have it include it. If you do not, Parallel Lives is just fine.

Fecundity is going to draw us a ton of cards. Tokens do hit the graveyard when they die so we will get to draw a card for every creature we sacrifice.

Fists of Ironwood is more cute than anything. I included it because it makes saprolings. The trample is great but hardly ever beneficial.

Fungal Plots - Since we will have a few cards in our graveyard, spending two mana to create a saproling is just fine. This also functions as a sac outlet which is absolutely necessary.

Golgari Germination is a great include as we do run a high creature count. You don't feel so bad after a board wipe when all of your nontoken creatures become saprolings.

Growing Rites of Itlimoc is great for those of us who doe not have a Gaea's Cradle. Early game this will usually grab a fungus and it flips easily. Once flipped you have a way to create a bunch of saprolings using Slimefoot which makes even more mana for Itlimoc, Cradle of the Sun.

Life and Limb is only used when you plan to combo off. I would not use this unless you plan to win that same turn. One board wipe will really get you.

Necrogenesis is a fun card that is not utilized enough. You can really get your opponents who are trying to play with their graveyard and we get saprolings while we are at it. Oh are you trying to reanimate creatures?! Good luck!

Night Soil is a another fun card that gets our opponents who utilize their graveyard. I play both this and Necrogenesis because my meta is full of reanimation strategies. You may find that you only want to play one of them.

Parallel Lives doubles the number of saprolings that are created. This is an absolute must have in this deck or you will not likely get enough tokens to deal enough damage to take your opponents out.

Song of Freyalise functions as a Cryptolith Rite for the first two turns and then places a +1+1 counter on each creature we control on the third turn. We get to ramp and then buff the team. Sometimes the go wide strategy will be necessary so the counters are appreciated.

Go for the Throat is my targeted creature removal of choice. My meta doesn't play many artifact creatures so this works for me. If you play in a heavy artifact creature metagame this card might need to be changed for you.

Harrow is land ramp.

Krosan Grip is another great choice for artifact/enchantment removal.

Putrefy is here for the same reason as Krosan Grip.

Scatter the Seeds is almost a free spell. You can convoke this out if you have enough saprolings at the end of your opponents turn.

Second Harvest can swing the game in your favor very quickly. If you cast this when you have parallel lives or Doubling Season out then you have done something right.

Spore Swarm is included to get more tokens. Nothing special here. Just play the card and get 3 creatures.

Sprout Swarm is a great convoke card. If you have 5 saprolings this card is free and comes right back to your hand. Must include!

Demonic Tutor cause why not tutor. If you have a demonic tutor I would play it but it is not necessary. Getting any card from the deck that you need is always beneficial.

Cultivate is here to ramp.

Farseek is also just ramp.

Fungal Sprouting can be hit or miss. If you have a large creature out this card is great. If you don't, well....it isn't.

Rampant Growth again...ramp.

Saproling Migration is great both early and late game. Try to kick it if possible but there will be times that you will want to just play it for .

Saproling Symbiosis is great. You will get so many saprolings off of this card. Love *clap* it *clap*!

Skyshroud Claim cause ramp!


Other Information

3 May 2018

I appreciate the suggestions that have come in. This is the first update for the deck. I look forward to testing out the new build. More reports to come!

Elvish Mystic OUT FOR Song of Freyalise

Song of Freyalise is going to do a lot more work that Elvish Mystic. It provides us with the massive ramp we need late game. The more creatures we have the bigger the ramp.

Forest OUT FOR Oran-Rief, the Vastwood

Having more lands in the deck that can help provide reach later in the game is beneficial. If we can create a bunch of saprolings in a single turn we can double their power/toughness by just tapping this land. This is pretty good value.

Swamp OUT FOR Westvale Abbey  

Again, have more utility lands for our deck is beneficial. This land synergizes with what our commander is doing and can create a massive beater when needed. The first ability might not be used but can be useful in the right meta.

Golgari Signet OUT FOR Skullclamp

The ramp we have in place is good as it is. Also, since we just added Song of Freyalise we have more ramp than before. It never felt great casting the signet. The Skullclamp will provide with with something much more powerful in card draw. This should have been included in the first place. I made a mistake not including it as the draw was lacking.

Explosive Vegetation OUT FOR Cultivate

Cultivate is cheaper and I don't think the added benefit of having both lands come into play tapped is that beneficial in this deck. This is just a preference thing. Feel free to leave Explosive Vegetation in your deck. I would rather have the additional mana available to cast another spell as the majority of the deck is low casting cost.

Decree of Pain OUT FOR Fecundity

The card draw that we will get from Fecundity will be mush more beneficial that that coming from Decree of Pain. The card was very expensive to cast and I never wanted to cast the card even when I had the mana available.



Feedback

Your feedback is greatly appreciated. Let me know if this primer helped you. Leave your comments below. Thanks for reading!



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98% Casual

Competitive

Top Ranked
  • Achieved #5 position overall 6 years ago
Date added 6 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

32 - 0 Rares

28 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 3.32
Tokens City's Blessing, Copy Clone, Human Cleric 1/1 BW, Morph 2/2 C, Saproling 1/1 G
Folders want, *buildupon, EDH, edh, saps, decks to try, Interesting Commander Decks, Idea List, Neat Stuff, Muldrotha
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