Vorinclex, what can you say about him? Well much like his actual character, he's ruthless, powerful, and deadly. It's not to often that you get a good control mechanism from a mono green creature. That's one of the things I like so much about this guy; in addition to doubling my mana base he drastically slows down the opponent via punishing their mana base. And in a deck that aims to get out as many fatties as possible, ensuring that my opponent had a tough time casting any resistance is a wonderful thing.
So without further ado, let's have a look at the deck and examine what makes it tick:
One of the most noticeable features is that every card serves a purpose or several. There are no strict vanilla creatures in my deck, not even creatures that are good only in of themselves. Almost every creature can do something useful in terms of the board, or as a tool again my opponent.
The Removal
When each type of removal is combined, the grand total is 14 cards. If I also include Kozilek and lands, then 17. 17 removal spells seems like a pretty efficient amount, don't you say?
Ulamog, the Infinite Gyre: my personal favorite, he's a Vindicate an a 10/10 body that swings in with Annihilator 4. Oh yeah he's also indestructible. And in a deck where I can double my mana base as early as turn 5, casting him on turn 6 is more fun than Christmas, Thanksgiving, and my Birthday all mashed into one. Kozilek, Butcher of Truth is also valued for his Annihilator ability; although I reserve more primarily for card draw.
Argentum Armor and Desert Twister also Vindicate stuff; the former can do so repeatedly, and the latter once but immediately. Also, I find it hilarious that green has a card that can target kill creatures and planeswalkers. That's just silly.
Duplicant and Slice in Twain: RFG creature removal and instant speed artifact/enchantment removal/ cantrip respectively. Nuff said.
All Is Dust and Oblivion Stone: the latter works wonders with my colorless fatties as well as my recursive fatties. The former allows me to save what I what. blow up all the rest. Either way I'm happy.
Mostly everything here is fairly obvious. I included the heavier spell of Boundless Realms since it amplifies my mana base while ensuring that I hit into more fuel later in the game.
The Draw
Again, most of the stuff here is built for full utility. Sould of the Harvest, Garruk's Packleader, and Regal Force not only serve to reward me for playing down more fatties, but also count as fatties in of themselves. Kozilek, Butcher of Truth also serves as a fatty that draws cards, and swings in for removal.
The remaining draw is auto include, either because it's an EDH staple in any deck, or because it has marvelous synergy with my army of fatties.
The Summon
I couldn't find a better name for getting creatures into play early. Either way, these few cards allow me to add sumpreme board presence later in the game.
Lurking Predators: punishes my opponent for playing spells, then gives me more board presence. What's there not to love?
Myojin of Life's Web: being indestructible is awesome. Being able to swarm the board after a wrath based effect is hilarious.
While tokens aren't a major part of the deck, I still feel that a few of them are essential; I dislike the idea of having only one strategy when palying. Having a lot of small guys ready to hit through is a good idea. The Wolfbriar Elemental is somewhat the weakest of the bunch since he only makes 2/2 wolves. Avenger of Zendikar and Rampaging Baloths on the other hand make a more beefy army; well to be fair 0/1 plant tokens don't so much, but with the amount of mana acceleration, they obviously won't be 0/1 for long. The 4/4 beast from the baloth are simply fantastic.
The Return
Having the ability to either return creatures or have creatures that withstand removal is an essential part to winning; it gives control decks a persistent problem while grinding through agressive assults.
The rest allow me to take back what's already died.
The Protection
I don't like removal (against my creatures). These tools are here to help.
Vigor is one of my personal EDH favorites, so much that I never build a green EDH without him. Turning my creatures into half-indestructible fatties that can only get bigger is unarguably amazing.
So without further ado, let's have a look at the deck and examine what makes it tick:
1x Vorinclex, Voice of Hunger
Mana Ramp (13)
1x Boundless Realms
1x Caged Sun
1x Gauntlet of Power
1x Hunting Wilds
1x Oracle of Mul Daya
1x Solemn Simulacrum
1x Garruk Wildspeaker
1x Extraplanar Lens
1x Search for Tomorrow
1x Nature's Lore
1x Rampant Growth
1x Sakura-Tribe Elder
1x Sol Ring
Non-Creature Removal (5)
1x Terastodon
1x Woodfall Primus
1x Acidic Slime
1x Indrik Stomphowler
1x Slice in Twain
Vindicate/Creature Removal (4)
1x Ulamog, the Infinite Gyre
1x Desert Twister
1x Argentum Armor
1x Duplicant
Board Sweepers (2)
1x All Is Dust
1x Oblivion Stone
1x Kozilek, Butcher of Truth
1x Regal Force
1x Soul of the Harvest
1x Garruk, Primal Hunter
1x Garruk's Packleader
1x Momentous Fall
1x Yavimaya Elder
1x Crystal Ball
1x Sylvan Library
1x Sensei's Divining Top
Cheat into Play (4)
1x Myojin of Life's Web
1x Lurking Predators
1x Genesis Wave
1x Green Sun's Zenith
Protection (5)
1x Vigor
1x Asceticism
1x Bear Umbra
1x Whispersilk Cloak
1x Lightning Greaves
Recursion (6)
1x Worldspine Wurm
1x Moldgraf Monstrosity
1x Wurmcoil Engine
1x Genesis
1x Eternal Witness
1x Colfenor's Urn
1x Avenger of Zendikar
1x Rampaging Baloths
1x Wolfbriar Elemental
Power Up (3)
1x Bellowing Tanglewurm
1x Brawn
1x Loxodon Warhammer
Mana/Draw (4)
1x Cultivate
1x Kodama's Reach
1x Journey of Discovery
1x Explore
Tutor/Non-Creature Removal/Mana (3)
1x Brutalizer Exarch
1x Primal Command
1x Mwonvuli Acid-Moss
Lands (37)
1x Treetop Village
1x Tranquil Thicket
1x Slippery Karst
1x Temple of the False God
1x Terrain Generator
1x Strip Mine
1x Tectonic Edge
1x Boseiju, Who Shelters All
1x Cavern of Souls
28x Forest
One of the most noticeable features is that every card serves a purpose or several. There are no strict vanilla creatures in my deck, not even creatures that are good only in of themselves. Almost every creature can do something useful in terms of the board, or as a tool again my opponent.
Ulamog, the Infinite Gyre: my personal favorite, he's a Vindicate an a 10/10 body that swings in with Annihilator 4. Oh yeah he's also indestructible. And in a deck where I can double my mana base as early as turn 5, casting him on turn 6 is more fun than Christmas, Thanksgiving, and my Birthday all mashed into one. Kozilek, Butcher of Truth is also valued for his Annihilator ability; although I reserve more primarily for card draw.
Argentum Armor and Desert Twister also Vindicate stuff; the former can do so repeatedly, and the latter once but immediately. Also, I find it hilarious that green has a card that can target kill creatures and planeswalkers. That's just silly.
Terastodon, Woodfall Primus, Acidic Slime, and Indrik Stomphowler all function as nasty creatures that remove those pesky contraption known as enchantments, artifacts, and lands.
Duplicant and Slice in Twain: RFG creature removal and instant speed artifact/enchantment removal/ cantrip respectively. Nuff said.
All Is Dust and Oblivion Stone: the latter works wonders with my colorless fatties as well as my recursive fatties. The former allows me to save what I what. blow up all the rest. Either way I'm happy.
Brutalizer Exarch, Mwonvuli Acid-Moss, and Primal Command all have the ability to remove something and then some. I always favor cards that can be useful in multiple ways.
The remaining draw is auto include, either because it's an EDH staple in any deck, or because it has marvelous synergy with my army of fatties.
Lurking Predators: punishes my opponent for playing spells, then gives me more board presence. What's there not to love?
Myojin of Life's Web: being indestructible is awesome. Being able to swarm the board after a wrath based effect is hilarious.
Green Sun's Zenith and Genesis Wave: do I even need to give explanation?
Worldspine Wurm, Wurmcoil Engine, and Moldgraf Monstrosity each reward me when they die, again making it difficult for the opponent to effectively deal with my board.
The rest allow me to take back what's already died.
Vigor is one of my personal EDH favorites, so much that I never build a green EDH without him. Turning my creatures into half-indestructible fatties that can only get bigger is unarguably amazing.
Ascetisicm: yay all my fatties are now trolls
Lightning Greave and Whispersilk Cloak: very good for protecting my general, and for any other creature that may/will need it.
Bear Umbra: lets my dude survive wrath and removal effects, while giving him a power up, and essentially doubling my mana base. I love this card.
Any and all advice is welcome.