Any suggestions? I know it looks terrible. But it wins sometimes. Also i feel like it's too much Mana Ramp what do you think?. And i think that Verdant Force isn't really good i was thinking on adding Vigor and Molimo, Maro Sorcerer, opinion on them?
I think your mana ramp could definitely use some streamlining. Rampant growth loses to search for tomorrow, in my opinion. Wall of roots keeps you alive against fast aggro and ramps handily. You could easily combine that with your existing overgrown battlements for a small 8 pack of defenders that ramp.
edit: Well, there is one disadvantage to playing 12 post that this doesn't have to worry about, and that is land destruction. There is heavy land destruction being played across the format along with blood moon effects. If he goes with the land denial plan, he should be able to curbstomp most 12 post builds easily.
I think your mana ramp could definitely use some streamlining. Rampant growth loses to search for tomorrow, in my opinion. Wall of roots keeps you alive against fast aggro and ramps handily. You could easily combine that with your existing overgrown battlements for a small 8 pack of defenders that ramp.
edit: Well, there is one disadvantage to playing 12 post that this doesn't have to worry about, and that is land destruction. There is heavy land destruction being played across the format along with blood moon effects. If he goes with the land denial plan, he should be able to curbstomp most 12 post builds easily.
Well those are really good cards that i've never considered. I really like Plow Under. And i like the effects of Primal Command, but what should i use it for?. I mean i know to buy time but in what way?.
Primal command has a couple of modes that interest you. gain 7/search for a creature will often be the two most common, but the ability to plop a problem planeswalker on top and then make them shuffle is pretty evil, too. On the other hand, "put land on top of your library, go fetch cloudthresher/woodfall primus/what have you" is beyond obnoxious, as you just stomped their draw for a turn and fetched up something they have to deal with.
Plow under is mean, but I would probably play mwonvuli acid moss over it most of the time. nuking one of their lands (think a cloudpost, for example) and fetching a forest can put you ahead of the game where a plow under only slows them down when you're not really applying pressure. That said, a few things I would definitely like to see tested/changed about your list.
-joraga treespeaker, + wall of roots
-rampant growth, +search for tomorrow
-2 ascetisim, +2 Garruk Wildspeaker
Now, after that, there are a couple of ways you could take this. If you go green sun's zenith, then +2 or 3 dryad arbor for t1 ramp. At that, I'd also likely include some creatures to easily fetch up with it, such as kitchen finks and maybe 1 or 2 other useful options, such as your acidic slime that's already present.
If, instead, you go for the t3 plan with creature/land ramp, then you'll probably want to take out some explore/harrow/caged sun, add 2 more cultivate (I like consistent ramp strategies), and consider what creatures to keep in for primal command to fetch. Cloudthresher hoses fliers, so does arashi, the sky asunder. I actually like steel hellkite in here big time. An attacking sweeper is always good! Verdant force doesn't do much, you think, but the ability to drop him earlier and packing more garruks means that very quickly he's threatening overrun for the win, since verdant force craps out tokens on each upkeep.
im running a ramp variation using TnN and summoning trap. overgrown battlement + wall of roots is great but i keep switching back to lotus cobras instead of roots. they both run great - i think its a sideboard kinda deal because the wall of roots helps against aggro. ill post my list later.
Primal command has a couple of modes that interest you. gain 7/search for a creature will often be the two most common, but the ability to plop a problem planeswalker on top and then make them shuffle is pretty evil, too. On the other hand, "put land on top of your library, go fetch cloudthresher/woodfall primus/what have you" is beyond obnoxious, as you just stomped their draw for a turn and fetched up something they have to deal with.
Plow under is mean, but I would probably play mwonvuli acid moss over it most of the time. nuking one of their lands (think a cloudpost, for example) and fetching a forest can put you ahead of the game where a plow under only slows them down when you're not really applying pressure. That said, a few things I would definitely like to see tested/changed about your list.
-joraga treespeaker, + wall of roots
-rampant growth, +search for tomorrow
-2 ascetisim, +2 Garruk Wildspeaker
Now, after that, there are a couple of ways you could take this. If you go green sun's zenith, then +2 or 3 dryad arbor for t1 ramp. At that, I'd also likely include some creatures to easily fetch up with it, such as kitchen finks and maybe 1 or 2 other useful options, such as your acidic slime that's already present.
If, instead, you go for the t3 plan with creature/land ramp, then you'll probably want to take out some explore/harrow/caged sun, add 2 more cultivate (I like consistent ramp strategies), and consider what creatures to keep in for primal command to fetch. Cloudthresher hoses fliers, so does arashi, the sky asunder. I actually like steel hellkite in here big time. An attacking sweeper is always good! Verdant force doesn't do much, you think, but the ability to drop him earlier and packing more garruks means that very quickly he's threatening overrun for the win, since verdant force craps out tokens on each upkeep.
I will make the changes that you recommended me and post results. Should i really take out Ascetiscism?. It saves my creatures and gives the possibility to regenerate.
Also i realized that Caged Sun isn´t the card that i want and i´m gonna add Vigor i think he´s pretty good. Atleast better than Verdant Force.
A T2 Dungrove followed by a T3 Blanchwood Armor will win more games than anything. Or a T2 Ledgewalker followed by an Armor. Quick clocks. The Swords give you the evasion that you might need. Garruk will fill your hand up (draw you often 5-6 cards).
A T2 Dungrove followed by a T3 Blanchwood Armor will win more games than anything. Or a T2 Ledgewalker followed by an Armor. Quick clocks. The Swords give you the evasion that you might need. Garruk will fill your hand up (draw you often 5-6 cards).
aye, but it's win more. You don't need a blanchwood on molimo, by the time you cast him he should already by around 7/7 which wins in a couple of hits anyways (ok, 3).
dungrove elder isn't a bad idea, and with enough cards like him, the plow under/acid moss plan could become effective. This guy is what I mean by pressure.
However, I wouldn't waste my time with blanchwoods. I'd go for dauntless dourbark and go for two cards that interact well together and on the field together.
Seeing as you get a lot of mana relatively fast why not add some cards that make your creatures huge. Blanchwood Armor or equipments like Agumentian Armor, some stuff that gives +x/+x. Also your lacking ways to block flyers, thornweald Archer?
aye, but it's win more. You don't need a blanchwood on molimo, by the time you cast him he should already by around 7/7 which wins in a couple of hits anyways (ok, 3).
dungrove elder isn't a bad idea, and with enough cards like him, the plow under/acid moss plan could become effective. This guy is what I mean by pressure.
However, I wouldn't waste my time with blanchwoods. I'd go for dauntless dourbark and go for two cards that interact well together and on the field together.
Well. Maybe i should add a few Treefolk guys and big guys like Avenger of Zendikar and Vigor(I love Vigor).
Seeing as you get a lot of mana relatively fast why not add some cards that make your creatures huge. Blanchwood Armor or equipments like Agumentian Armor, some stuff that gives +x/+x. Also your lacking ways to block flyers, thornweald Archer?
The only treefolk I'd go for are dungrove elder, dauntless dourbark, and treefolk harbinger. That is all, you gain nothing from any of the other except for maybe reach of branches and that is only if your meta is counter heavy.
The only treefolk I'd go for are dungrove elder, dauntless dourbark, and treefolk harbinger. That is all, you gain nothing from any of the other except for maybe reach of branches and that is only if your meta is counter heavy.
This is just a moderate treefolk themed list with a small toolbox to fetch up (lignify does horrible things to goofys and is a treefolk for dourbark to count), rootgrapple blows stuff up and the reach of branches is a recurring threat based upon those lovely forests, which you just keep finding.
The original MGC list you were posting, which I might find preferable (personal preferences only, of course) because it'll be far more utility included, would be something like this.
Most of the deck is self explanatory. However, a few of the card choices are explained here.
Acidic slime: General Purpose answer
WoodFall primus: I hear tell ramping into great big painful fatties is what this sort of deck is supposed to do.
Cloudthresher: 7/7 reach flash hurricane for 2? yes please!
Howl of the Night Pack: Could quite easily be Rude Awakening, but a bunch of forests/land ramp and a late game garruk overrun says hi!
Vorinclex, Voice of Hunger: Well, this is definitely a control card. he costs a lot, but could come down as early as t4, and helps you and hurts them. Worth considering if you can get him down easily enough.
Well.. I'm not sure if i could still have my whole bunch of creatures.
You misunderstand me. I'm saying your deck is using the same theory as 12post, but the speed and reliability of the latter is much higher then your homebrew. I'm saying if you want to win with mana ramp, play 12post.
If you want to keep tooling around with this deck, by all means. Just my advice.
This is just a moderate treefolk themed list with a small toolbox to fetch up (lignify does horrible things to goofys and is a treefolk for dourbark to count), rootgrapple blows stuff up and the reach of branches is a recurring threat based upon those lovely forests, which you just keep finding.
The original MGC list you were posting, which I might find preferable (personal preferences only, of course) because it'll be far more utility included, would be something like this.
Most of the deck is self explanatory. However, a few of the card choices are explained here.
Acidic slime: General Purpose answer
WoodFall primus: I hear tell ramping into great big painful fatties is what this sort of deck is supposed to do.
Cloudthresher: 7/7 reach flash hurricane for 2? yes please!
Howl of the Night Pack: Could quite easily be Rude Awakening, but a bunch of forests/land ramp and a late game garruk overrun says hi!
Vorinclex, Voice of Hunger: Well, this is definitely a control card. he costs a lot, but could come down as early as t4, and helps you and hurts them. Worth considering if you can get him down easily enough.
I really like the second list. Also the first one. Can't decide which one to use. But i will test them both and maybe make a few changes on them. I really like Howl of the Night Pack and WoodFall Primus.
You misunderstand me. I'm saying your deck is using the same theory as 12post, but the speed and reliability of the latter is much higher then your homebrew. I'm saying if you want to win with mana ramp, play 12post.
If you want to keep tooling around with this deck, by all means. Just my advice.
And how i can make 12post fit in my deck but keeping the big fatties and mana ramp?. I'm pretty new to green ramp so i don't have any idea of how to.
12 post is good, but I would try out the lists I've posted first. I think the 1st one could especially curbstomp them pretty easily, though I don't know how well they would do vs. the rest of the meta.
12 post is definitely the way to go in terms of mana ramp strategies in modern. That said a mono green ramp deck if built correctly could be close to the same level but without the vulnerability to land destruction and Blood Moon.
It's got good anti aggro from the Walls and life gain sub theme , good anti ramp from the land destruction sub theme(including Beast Within), which also helps against control alongside cards like Thrun, the Last Troll and Gaea's Revenge. The big problem for me is against combo, the land destruction and life gain can help a bit but a quick storm combo or infinite combo like Melira or Splintertwin is deadly and the only sideboard I could work out is Chalice of the Void(which you set for an important combo piece's cost, or set for one against zoo, elves, gobbo's etc.).
Here's my deck list:
22x Forest
Creatures:
4x Llanowar elves
3x Joraga Treespeaker
4x Overgrown Battlement
2x Leatherback Baloth
1x Troll ascetic
2x Omnath, Locus of mana
1x Acidic Slime
1x Rampaging Baloths
1x Terra Stomper
1x Steel Hellkite
1x Avenger of Zendikar
2x Verdant Force
4x Rampant Growth
2x Cultivate
1x Explore
1x Harrow
1x Garruk Wildspeaker
2x Asceticism
1x Caged Sun
1x Green Sun's Zenith
Any suggestions? I know it looks terrible. But it wins sometimes. Also i feel like it's too much Mana Ramp what do you think?. And i think that Verdant Force isn't really good i was thinking on adding Vigor and Molimo, Maro Sorcerer, opinion on them?
however, Ramp decks often love to buy time. Have you considered Mwonvuli Acid Moss or Plow Under or even Primal Command?
edit: Well, there is one disadvantage to playing 12 post that this doesn't have to worry about, and that is land destruction. There is heavy land destruction being played across the format along with blood moon effects. If he goes with the land denial plan, he should be able to curbstomp most 12 post builds easily.
Credit to DolZero for this awesome sig!
Well.. I'm not sure if i could still have my whole bunch of creatures.
Edit:
Well those are really good cards that i've never considered. I really like Plow Under. And i like the effects of Primal Command, but what should i use it for?. I mean i know to buy time but in what way?.
Plow under is mean, but I would probably play mwonvuli acid moss over it most of the time. nuking one of their lands (think a cloudpost, for example) and fetching a forest can put you ahead of the game where a plow under only slows them down when you're not really applying pressure. That said, a few things I would definitely like to see tested/changed about your list.
-joraga treespeaker, + wall of roots
-rampant growth, +search for tomorrow
-2 ascetisim, +2 Garruk Wildspeaker
Now, after that, there are a couple of ways you could take this. If you go green sun's zenith, then +2 or 3 dryad arbor for t1 ramp. At that, I'd also likely include some creatures to easily fetch up with it, such as kitchen finks and maybe 1 or 2 other useful options, such as your acidic slime that's already present.
If, instead, you go for the t3 plan with creature/land ramp, then you'll probably want to take out some explore/harrow/caged sun, add 2 more cultivate (I like consistent ramp strategies), and consider what creatures to keep in for primal command to fetch. Cloudthresher hoses fliers, so does arashi, the sky asunder. I actually like steel hellkite in here big time. An attacking sweeper is always good! Verdant force doesn't do much, you think, but the ability to drop him earlier and packing more garruks means that very quickly he's threatening overrun for the win, since verdant force craps out tokens on each upkeep.
Credit to DolZero for this awesome sig!
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I will make the changes that you recommended me and post results. Should i really take out Ascetiscism?. It saves my creatures and gives the possibility to regenerate.
Also i realized that Caged Sun isn´t the card that i want and i´m gonna add Vigor i think he´s pretty good. Atleast better than Verdant Force.
4 Llanowar Elves
4 Search for Tomorrows
4 Farseek
4 Dungrove Elder
4 Troll Ascetic
3 Silhana Ledgewalker
4 Blanchwood Armor
4 Moldervine Cloak
1 Sword of Light and Shadow
1 Sword of Fire and Ice
4 Stomping Grounds
4 Verdant Catacombs
14 Forests
4 Acidic Slime
4 Ancient Grudge
3 xxx
A T2 Dungrove followed by a T3 Blanchwood Armor will win more games than anything. Or a T2 Ledgewalker followed by an Armor. Quick clocks. The Swords give you the evasion that you might need. Garruk will fill your hand up (draw you often 5-6 cards).
http://forums.mtgsalvation.com/showthread.php?t=519290
Yeah good combo. I really like it i would use Blancharmor on Molimo, Maro Sorcerer too.
dungrove elder isn't a bad idea, and with enough cards like him, the plow under/acid moss plan could become effective. This guy is what I mean by pressure.
However, I wouldn't waste my time with blanchwoods. I'd go for dauntless dourbark and go for two cards that interact well together and on the field together.
Credit to DolZero for this awesome sig!
Well. Maybe i should add a few Treefolk guys and big guys like Avenger of Zendikar and Vigor(I love Vigor).
Hmmm or Steel Hellkite against flying?
Credit to DolZero for this awesome sig!
Which of them do you consider a 4 of?
4 Dungrove Elder
4 Dauntless Dourbark
4 Noble Hierarch
4 Search for Tomorrows
4 Mwonvuli Acid Moss
4 Plow Under
2 Lignify
3 Cultivate
1 RootGrapple
2 Garruk Wildspeaker
1 Reach of Branches
23 Forest
The original MGC list you were posting, which I might find preferable (personal preferences only, of course) because it'll be far more utility included, would be something like this.
4 Search for Tomorrow
4 Overgrown Battlement
4 Wall of Roots
4 Cultivate
4 Mwonvuli Acid moss
4 Primal Command
1 Acidic Slime
1 Woodfall Primus
1 CloudThresher
3 Garruk Wildspeaker
2 Howl of the night pack
1 Vorinclex, Voice of Hunger
23 Forests
Most of the deck is self explanatory. However, a few of the card choices are explained here.
Acidic slime: General Purpose answer
WoodFall primus: I hear tell ramping into great big painful fatties is what this sort of deck is supposed to do.
Cloudthresher: 7/7 reach flash hurricane for 2? yes please!
Howl of the Night Pack: Could quite easily be Rude Awakening, but a bunch of forests/land ramp and a late game garruk overrun says hi!
Vorinclex, Voice of Hunger: Well, this is definitely a control card. he costs a lot, but could come down as early as t4, and helps you and hurts them. Worth considering if you can get him down easily enough.
Credit to DolZero for this awesome sig!
You misunderstand me. I'm saying your deck is using the same theory as 12post, but the speed and reliability of the latter is much higher then your homebrew. I'm saying if you want to win with mana ramp, play 12post.
If you want to keep tooling around with this deck, by all means. Just my advice.
I really like the second list. Also the first one. Can't decide which one to use. But i will test them both and maybe make a few changes on them. I really like Howl of the Night Pack and WoodFall Primus.
And how i can make 12post fit in my deck but keeping the big fatties and mana ramp?. I'm pretty new to green ramp so i don't have any idea of how to.
Credit to DolZero for this awesome sig!
If you truly want to go with mono green ramp then the best strategy is to build around Green Sun's Zenith utilising Dryad Arbor, Overgrown Battlement and Wall of Roots as the primary ramp sources. Something like-
2x Dryad Arbor
21x Forest
Creatures 23
1x Arbor Elf
1x Joraga Treespeaker
4x Overgrown Battlement
4x Wall of Roots
1x Viridian Shaman
1x Kitchen Finks
1x Obstinant Baloth
1x Thrun, the Last Troll
1x Acidic Slime
1x Deus of Calamity
1x Pelakka Wurm
1x Avenger of Zendikar
1x Gaea's Revenge
1x Tornado Elemental
1x Woodfall Primus
1x Terrastodon
1x Vorinclex, Voice of Hunger
4x Green Sun's Zenith
4x Beast Within
4x Primal Command
4x Plow Under
4x Relic of Progenitus
4x Chalice of the Void
3x Kitchen Finks
It's got good anti aggro from the Walls and life gain sub theme , good anti ramp from the land destruction sub theme(including Beast Within), which also helps against control alongside cards like Thrun, the Last Troll and Gaea's Revenge. The big problem for me is against combo, the land destruction and life gain can help a bit but a quick storm combo or infinite combo like Melira or Splintertwin is deadly and the only sideboard I could work out is Chalice of the Void(which you set for an important combo piece's cost, or set for one against zoo, elves, gobbo's etc.).
It might be worth considering splashing into either white for Gaddock Teeg or into black for Memoricide / Cranial Extraction.
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