Purpose is to drop Lurking Predators on turn three and let my opponent build my field. Hopefully it works even better in multi-player, aside from the fact that I become a huge target. What do you guys think?
The deck has no way to search for Lurking Predators, so although you've got 4 of them, it needs to be able to function smoothly when you don't find one.
You have no way of dealing with the major threats in the format right now, mainly thopter foundry, dark depths, and dredge. You should probably change up your creature base a little to account for that. You should probably also move the acidic slimes into the main.
If you want to stick with the all-creatures approach, my suggestion would be something like:
This way, the deck has a couple of different gameplans that are complimentary. For example, turn 1 elf, turn 2 Leatherback Baloth is a strong start. But so is turn 1 elf, turn 2 channelers, turn 3 lurking predators / cloud thresher / acidic slime. Or turn 1 treespeaker, turn 2 level up / maybe play something, turn 3 slime / kicked wolfbriar / and so on.
you might want to see my all-in green deck for ideas. There's a link to it in my signature. Also, since most of your creatures are elves, why not run a few of the M10 Elf Lord? It seems like a good fit.
Purpose is to drop Lurking Predators on turn three and let my opponent build my field. Hopefully it works even better in multi-player, aside from the fact that I become a huge target. What do you guys think?
3 Llanowar Elves
3 Arbor Elf
3 Greenweaver Druid
4 Borderland Ranger
2 Mosstodon
2 Paleoloth
2 Oakgnarl Warrior
2 Spearbreaker Behemoth
2 Verdant Force
3 Terra Stomper
4 Jungle Weaver
4 Vigor
4 Lurking Predators
Lands- 22
22 Forest
4 Acidic Slime
4 Thorling
3 Beacon Behemoth
1 Mosstodon
3 Kalonian Behemoth
The deck has no way to search for Lurking Predators, so although you've got 4 of them, it needs to be able to function smoothly when you don't find one.
You have no way of dealing with the major threats in the format right now, mainly thopter foundry, dark depths, and dredge. You should probably change up your creature base a little to account for that. You should probably also move the acidic slimes into the main.
If you want to stick with the all-creatures approach, my suggestion would be something like:
4x Llanowar Elves
4x Arbor Elf
4x Joraga Treespeaker
4x Mul Daya Channelers
4x Wilt-Leaf Cavaliers
4x Leatherback Baloth
4x Wolfbriar Elemental
4x Acidic Slime
2x Cloudthresher
4x Lurking Predators
Lands
22x Forest
4x Matsu-Tribe Sniper (SB against dark depths)
4x Loaming Shaman (SB against dredge)
4x Mold Shambler (SB against scapeshift)
2x Cloudthresher (SB against fairies / thopter foundry)
1x Squire (Or other good cards)
This way, the deck has a couple of different gameplans that are complimentary. For example, turn 1 elf, turn 2 Leatherback Baloth is a strong start. But so is turn 1 elf, turn 2 channelers, turn 3 lurking predators / cloud thresher / acidic slime. Or turn 1 treespeaker, turn 2 level up / maybe play something, turn 3 slime / kicked wolfbriar / and so on.
If your answer is "No," then your morality does not come from God's commandments.
If your answer is "Yes," then please, please reconsider.
The primary purpose of the Wolfbriars is to give you an outlet for all your extra mana mid-to late game.
If your answer is "No," then your morality does not come from God's commandments.
If your answer is "Yes," then please, please reconsider.
4 Acidic Slime
4 Farhaven Elf
4 Nest Invader
4 Carven Carytid
4 Elvish Visionary
4 Woodland Elves
4 Wall of Blossoms
4 Lurking Predators
SORCERIES
4 Banefire
LANDS
14 Forest
2 Mountain
4 Evolving Wilds
4 Terramorphic Expanse
wall of blossoms is not extended legal.
4 Arbor Elf
4 Joraga Treespeaker
4 ????
4 Kitchen Finks
4 Mul Daya Channelers
4 Leatherback Baloth
4 Wolfbriar Elemental
2 Ranger of Eos
2 Cloudthresher
I am petitioning to get players to stop complaining about mythic rarity. Sig this to join the cause.