I have a few suggestions for what to cut:
The
Hermit Druid combo with
Dread Return could be compacted a few cards.
You need 3 creatures for it.
Narcomoeba is 1,
Fatestitcher is 2, and after unearthing
Fatestitcher, you can tap him to untap a black land and delve out Tasigur if necessary for 3. Therefore, I think that
Dregscape Zombie and
Gravecrawler.
Leyline of Anticipation doesn't seem super at home here, as a lot of the cards your opponents will be willing to give you will be instant speed removal, instant speed cantrips, etc.
Reclamation Sage, Icthyomorphis, and
Frogify are all subpar here. They don't go to the gy unless an opponent actively seeks to destroy them, so its hard to use them repeatedly with Tasigur.
Right now, your win conditions seem overkill to me. Once you get your
Hermit Druid activation, here's how I think you win:
Pili-Pala +
Palladium Myr gives you infinite mana (and infinite untaps as a result) and
Prodigal Sorcerer can ping your opponents to death.
Quillspike +
Devoted Druid go neutral on mana, so they still need
Pili-Pala +
Palladium Myr to actually do anything. Basically, the way I'm seeing it right now (I may be just not seeing how they work as a
backup plan) they aren't necessary and can go.
Jace, Wielder of Mysteries,
Laboratory Maniac, and
Thassa's Oracle: Considering they aren't necessary to win, that's wayy to much. I'd probably go for
Thassa's Oracle, maybe Jace if you really want him, and drop Lab Man. At this point, Lab Man has been outclassed.
Taigam, Sidisi's Hand: While not a
bad card, it just feels underwhelming. It only triggers once a turn (unlike
Underrealm Lich) and its removal ability quickly eats up your graveyard. I dunno, this one really depends on how he's felt when playing.
The cantrips: I found that having a bunch of cantrips made Tasigur activations boring, as my opponents just kept giving them to me. Still depends on your experience, tho.
Leyline Prowler: Bleh. Ugh. Why? Run
Arcane Signet instead (or
Fellwar Stone because Sultai are the most common colors in commander). Not an essentially 3 mana CIPT rock. Ew.
Ok, with all that said, here are my top suggestions for what to include in any slots you do decide to cut:
1.
Thornling: Gives
Necrotic Ooze haste so you don't have to wait a turn after doing the whole
Hermit Druid -->
Dread Return thing. Very, very important!!
2.
Reality Shift: A really good removal spell in general that provides yet another alt win condition in case you get infinite mana but
Prodigal Sorcerer is removed. Even if it didn't provide that safety net of a win condition, I'd still run it.
3.
Assassin's Trophy: If you have le money for it and your playgroup doesn't get a major advantage from the extra lands (basically, if there are ramp/landfall decks, it may not be the way to go), it's an auto include. Fantastic card.
4.
Abrupt Decay: Depending on your play group, it can be fantastic. If it tends to be more competitive (oftentimes lots of counterspells and low cmc threats) then it definitely deserves a spot.
5.
Muddle the Mixture: Good
counterspell or it can find
Hermit Druid. Epic.
6.
Sultai Charm: 3 mana that can draw some cards (and get a card you want in your gy in your gy) or remove a mono colored creature or any artifact/enchantment. Extremely flexible.
A lot of my suggestions depend on what type of cards you are looking to include:
More removal:
Return to Nature,
Price of FameMore Tutors:
Traverse the Ulvenwald,
Eldritch Evolution/
Neoform +
Rune-Scarred Demon,
More Recursion:
Tamiyo, Collector of Tales;
Seasons Past;
Noxious RevivalTell me what you think about my suggested cuts & give me some more specifications on what types of cards you're looking to include in their place!