
Sasaya, Orochi Ascendant // Sasaya's Essence
Color Identity
Details
Mana Value
3
Popularity
#2,670
of 3,466 commanders · via EDHREC
Card Text
Legendary Creature — Snake Monk // Legendary Enchantment
Reveal your hand: If you have seven or more land cards in your hand, flip Sasaya.
//
Whenever a land you control is tapped for mana, add an additional one mana of any type that land produced for each other land you control with the same name as it.
2/3
Playstyle
Control · Late-game · Minimal interaction · Wins by engines
- Aggression
- 1 of 5
- Speed
- 1 of 5
- Interaction
- 1 of 5
- Combat
- 2 of 5
- Engine
- 5 of 5
- Complexity
- 5 of 5
Card Price
Strategy Guides
Ramp Strategy Guide
Ramp decks are for players who want to spend the early game accelerating so later turns happen ahead of schedule. This strategy wants to build more mana than the table, using mana ramp EDH staples, extra land drops, dorks, and rocks, to win through earlier threats, large spells, or a resource lead opponents must answer. Ramp is different from Landfall because acceleration is the point, and different from Big Mana because it is the engine rather than the payoff. The best ramp commanders reward extra mana sources while still giving you something meaningful to cast.
Big Mana Strategy Guide
Big Mana decks are for players who want the game to build toward casting one spell that changes every resource count at once. This strategy wants to accelerate beyond normal mana development, using land ramp, mana rocks, doublers, and big mana commanders, to win through X spells, huge spells EDH tables have to answer, or haymakers like Torment of Hailfire and Expropriate. In the Ramp, Landfall, and Big Mana overlap, Ramp is acceleration, Landfall turns land drops into triggers, and Big Mana is the payoff plan for spending all that mana. Unlike Storm, it usually casts fewer spells in a turn and asks each one to matter on resolution.
Combo Strategy Guide
Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.
Appears in These Collections
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