Brewing Satoru, the Infiltrator in cEDH

Satoru, the Infiltrator by Heonhwa Choe
Satoru, the Infiltrator
Free Creatures With Satoru
The first thing Satoru does is make any creature that naturally costs no mana, such as Ornithopter
I often wish I could play more cards rather than fewer cards in my Commander decks because I have access to some many tutors that my deck might actually be better if I could include more specific tools to find, so the "smaller deck" angle isn't a big draw for me. Where I get more interested is when we can abuse these cards.
There are a total of 13 creatures that you can naturally cast for free in a Dimir Commander deck: four that cost zero, and nine that cost X. The four that cost 0 are much better because they stay on the battlefield when we cast them for 0, unlike any of the creatures that cost X, which each enter with X +1/+1 counters. It's generally better to have a creature on the battlefield rather than in your graveyard, especially because cards like Retract
You can lean into this plan by playing Retract
It's very likely that Satoru decks want to play all 13 free creatures, but I could imagine building the deck in a way that doesn't use all of the ones that cost X.
Another card I really like for taking advantage of this shell is a card I've never seen played in another cEDH deck: Ugin's Mastery
With Ugin's Mastery
Satoru's Ninja Synergy
Another class of card that plays very well with Satoru is Ninjas. Whenever you use a ninjutsu ability, a creature will enter without having been cast, so it will trigger Satoru even though mana was spent. If you pick up another creature that was cast for free, you'll be able to draw again when you cast it.
If you have two creatures with ninjutsu in your hand and an unblocked creature, you can return that creature to play, use a ninjutsu ability, draw a card, then return that Ninja to activate the ability of the other one and draw another card, and keep alternating between the Ninjas for as much mana as you have. For this reason, Ninjas that only cost one mana to activate their ninjutsu ability are nice.
Sakashima's Student
Because of the loops that are possible with multiple Ninjas and the scaling payoffs of cards like Yuriko, the Tiger's Shadow
Satoru Graveyard Shenanigans
Another good way to trigger Satoru is with creatures that enter the battlefield from the graveyard. If you want to take advantage of these cards, you'll probably want ways to get them into your graveyard without casting them from your hand, such as looting effects, and you'll also probably want ways to sacrifice them so that you can trigger them again without waiting for them to die.
This means taking advantage of these cards can take up a lot of space in your deck, but they can also draw a lot of cards. Some good options include Forsaken Miner
Reanimation spells and other cards that manifest or cheat cards onto the battlefield will also trigger Satoru, which means a card like Reanimate
Satoru with Flicker Effects
Another angle that I'm a little less optimistic about is blinking: if you have a card like Thassa, Deep-Dwelling
Trinket Mage
Building with Satoru
All this is to say that there are several reasonable approaches to drawing cards with Satoru, and each kind of asks you to build around it in a way that wants some commitment with dedicated support cards, so while you could include a few of the best of each direction, you'll generally want to pick one or two to focus on.
Because Satoru wants to play 13 creatures that cost 0 that most decks don't want to play, it's naturally a particularly good Ad Nauseam
When it comes to building the deck, there's a lot I'm not sure about: I'm not sure which Satoru engines are worth leaning further into, and I'm not sure how many different ways you want to have to win the game, so I have a build that I'll go over, but I don't want the precise list I have to overshadow the points above about considerations for the deck, which is why I started there. As for where I'd start with this, my list, broken down as usual by what the cards do:
All The Free Creatures
These are basically a given, or at least a "play until proven otherwise."
I think a small Displacer Kitten package is pretty exciting here:
Another package that I think plays well with that, but also stands on its own, is the Bolas's Citadel
This package is nice because the 0s play independently well with each of The Reality Chip
A core strength of this deck is how many cards it has that draw a lot of cards, especially when you factor in that you'll draw them more because of both having so many cards that just cycle and having a lot of tutors. These are the various card advantage engines outside of Satoru:
I'm a little skeptical of Retract
Drawing all these cards wouldn't do much for us without a way to convert them into interaction, so we need some premium counterspells. My current suite looks a little sparse, but it'll play like a deck with a few more since it's drawing so many cards. Still, I wouldn't be opposed to Dispel or Force of Negation finding their way into the deck:
Subtlety
The other important piece to tie all this card advantage together is the ability to generate extra mana to use the cards:
Notably, this doesn't include any Signets or Talismans or anything because I'm looking to have two mana sources in my opening hand to get to cast Satoru, and those don't help with that, and if I include cards that don't help with that, I'm more likely to flood out after I cycle the free cards.
I'm not very confident in the Ninjas: with only a few of the 0-cost creatures staying on the battlefield, I think it might be hard to take advantage of them; still, I'd want to try a few:
A few more obvious cards, like the Thassa's Oracle
Tutors
And of course, the good black creatures:
It won't come up much, but if you play a creature with Dauthi Voidwalker
To round the deck out, a bit of removal and some one-offs:
And of course, 25 lands, which can be found in the full decklist below.
Sam Black's Satoru cEDH Deck
View on ArchidektCommander (1)
Lands (25)
- 1 Bloodstained Mire
- 1 Cabal Pit
- 1 Cephalid Coliseum
- 1 Command Tower
- 1 Darkslick Shores
- 1 Darkwater Catacombs
- 1 Flooded Strand
- 1 Gemstone Caverns
- 1 Inventors' Fair
- 1 Island
- 1 Marsh Flats
- 1 Misty Rainforest
- 1 Morphic Pool
- 1 Otawara, Soaring City
- 1 Polluted Delta
- 1 Scalding Tarn
- 1 Swamp
- 1 Takenuma, Abandoned Mire
- 1 Undercity Sewers
- 1 Underground River
- 1 Underground Sea
- 1 Urborg, Tomb of Yawgmoth
- 1 Urza's Saga
- 1 Verdant Catacombs
- 1 Watery Grave
Creatures (28)
- 1 Cryptic Trilobite
- 1 Dauthi Voidwalker
- 1 Displacer Kitten
- 1 Emry, Lurker of the Loch
- 1 Endless One
- 1 Hangarback Walker
- 1 Memnite
- 1 Mistblade Shinobi
- 1 Moon-Circuit Hacker
- 1 Omarthis, Ghostfire Initiate
- 1 Opposition Agent
- 1 Orcish Bowmasters
- 1 Ornithopter
- 1 Orochi Soul-Reaver
- 1 Phyrexian Marauder
- 1 Phyrexian Walker
- 1 Sakashima's Student
- 1 Shield Sphere
- 1 Shifting Wall
- 1 Spellseeker
- 1 Stonecoil Serpent
- 1 Subtlety
- 1 Talion, the Kindly Lord
- 1 Thassa's Oracle
- 1 The Reality Chip
- 1 Trinket Mage
- 1 Ugin's Conjurant
- 1 Walking Ballista
Artifacts (14)
Instants (22)
- 1 Ad Nauseam
- 1 Borne Upon a Wind
- 1 Cabal Ritual
- 1 Chain of Vapor
- 1 Culling the Weak
- 1 Cyclonic Rift
- 1 Dark Ritual
- 1 Deadly Rollick
- 1 Demonic Consultation
- 1 Fierce Guardianship
- 1 Flusterstorm
- 1 Force of Will
- 1 Mental Misstep
- 1 Mindbreak Trap
- 1 Mystical Tutor
- 1 Pact of Negation
- 1 Paradoxical Outcome
- 1 Retract
- 1 Slaughter Pact
- 1 Swan Song
- 1 Tainted Pact
- 1 Vampiric Tutor
Sorceries (7)
Enchantments (3)
I think this deck has enough raw power and proven cards to win games despite a few experimental pieces, which may not speak highly of Satoru if the deck is capable of winning despite the cards that are included because of the commander, but it's less that I think they'll be bad and more that I have questions about them because they aren't proven the way that cards in most Dimir decks are.
I think there are some kinks to work out in terms of figuring out whether things like the KCI and Ninja packages are worthwhile and whether it's worth playing any of the graveyard stuff or leaning more into Etherium Sculptor