Sasaya, Lost In the Woods

Self-Replacement

The key to being able to flip Sasaya as soon as possible is never to go down on cards in hand. If you start with 7 cards in hand, draw for turn, play a land and then play a spell – you just went from 7 cards in hand to 6. And you definitely can’t have 7 lands in hand if you don’t have 7 cards in hand.

That’s why this deck runs a million janky creatures that just replace themselves. [[Sylvan Ranger]] is a 2 mana body that is guaranteed to become a forest in hand when it ETBs. That’s fantastic in this deck. It could be a Rampant Growth that ramps me instead, but then I’d be down a card in hand… and I don’t really need extra lands in play, I need extra lands in hand. There’s a few “ETB: Draw a card” creatures as well, like [[Wall of Blossoms]]. Since the deck is 57% land and a lot of the non-lands also put lands in hand, this keeps your grip full, digs through the deck, and provides early blockers.

These creatures and similar lands-to-hand spells are also how you’ll get back up to 7 lands in hand if Sasaya gets removed before you pop off. Which can happen, and everyone is always surprised when I’ve dumped all my lands onto to the board, Sasaya is removed, and then two or three turns later, I have 7 lands in hand again.

Later on, you can use [[Evolutionary Leap]] to sacrifice the crappy creatures to go find the creature wincons in the deck, so they’re not even that dead later.

On Creature Tutors

I built this form of the deck after building a super tutor-heavy version. That version was not actually very fun to play with or against. It also was not resilient against early aggro or interaction. That deck goldfishes extremely well, and it’s kinda funny to play a deck with over 80 lands in it, but it’s more of a gimmick than anything.

This version runs zero tutors, is a lot more fun to play with and against, and is much more resilient against interaction. It’s not as reliable to go off on very early turns, but it’s a much more consistent deck in real games, and a lot more fun.

Win Con

The usual way to win is to flip Sasaya and cast [[Cultivator Colossus]], [[Awaken the Woods]], or [[Genesis Wave]]. The backside of [[Ulvenwald Oddity]] is one of the few ways mono green has to give your creatures haste, which is really key with Awaken the Woods. [[Scute Swarm]] can almost just accidentally win the game with any of the above cards that put a bunch of lands into play (along with [[Wrenn and Seven]], which is clearly one better than [[Wrenn and Six]]).

How to Play the Deck

Cast all the spells that replace themselves early on, so that you always keep a full grip and make some chump blockers. Use [[Endless Atlas]] and [[Magus of the Library]] as cheap repeatable draw outlets in case you draw too many wincons that can’t replace themselves with Forests. Magus of the Library is especially a house in this deck because you basically always have 7 cards in hand at all times.

Casting Sasaya

Don’t cast Sasaya until you have 7 lands in hand and a wincon or something that can find a wincon. She draws all the heat, so don’t just cast her to have her in play. Pretend she’s a sorcery. Also, always remember to hold your land for turn until after you play and flip Sasaya.

Make sure you count your mana carefully on the turn you’re planning to cast her… having each 7 forests that each tap for 7 may seems like infinite mana, but if you tapped 2 to get that 7th forest in hand and tap 3 to cast Sasaya, that only leaves you 2 left, which is 14 mana…. which might be enough to win, or it might just be enough to make you the Arch Enemy. Most of the times I lose with this deck, it was because I was too anxious to get her into play and didn’t really have enough mana to user her on the turn I played her.

Flipping Sasaya

Sasaya is surprisingly hard to remove if she isn’t countered.

Remember that when you play Sasaya, you hold priority after the spell resolves. No one can try to remove her until you do something. Once she’s in play, activate her ability by revealing your hand. If someone responds with creature removal, you can just respond with her ability again. If it’s just creature removal, it’ll fizzle once her ability resolves and she has flipped to being an enchantment. Even if the spell can target both a creature and an enchantment, you can still tap your remaining lands for exponential mana before she gets removed.

Budget Cuts

As of this writing, this deck is under $70. That’s less than I’ve spent on some of the pricier precons. If this is still too pricey, you could drop [[Realms Uncharted]] for some other land searcher. If at all possible, don’t drop [[Awaken the Woods]] or [[Cultivator Colossus]] because those are the two most reliable wincons in the deck. Go find a damaged version of them if you have to. You can win without them, but it’s a lot harder. [[Wrenn and Seven]] is a good cut, too. It’s very good in the deck, but it’s not a wincon and fairly replaceable. [[Primal Surge]] can go. It’s fun, but it can sometimes tank if you hit a non-permanent too early. You could pretty easily get this deck in under $50, I think, and it would a be a house in that category.

Additions

You could add some creature tutors if you wanted. A million exist. You don’t really need them in this deck, and I find it more fun to find alternate win cons rather than tutoring for the same ones every game.

Honestly not sure what I’d add at this point. Even with unlimited budget, there’s not a lot missing.