Green has long been considered to be the "weak" color in magic compared to colors like blue or black. This is due to greens traditionally smaller share of the color pie, as green has efficient creatures creatures (so does white), rapid mana generation (artifacts can as well) and hates on non-creature permanents (actually a traditional domain of white). Mono Green Ramp aims to fix that perception by playing to greens strengths: smashing face with the biggest, hairiest, scariest creatures around and circumnavigate one of Magic's biggest limiters, mana build up. At its most basic form, Ramp tries to generate as much mana as possible in the shortest time possible to play greens famously efficient creatures long before your opponent is playing their big stuff.
Ramps Strengths:
Best mana generation (ramp) around
Most efficient large creatures around
Easy to understand game play
Ramps Weaknesses
Little responsive game play (especially creature removal)
Difficult time if ramp is disrupted
Hard time dealing with flying creatures (due to lack of green fliers)
While there is a massive card pool available for mono green ramp, this primer will attempt to only discuss the absolute best cards available both for budget and non-budget play. The basic core elements of a green ramp deck that will be gone over are: Beaters, Ramp, and Support.
In Ramp, the most important thing about your beaters is their efficiency, or how much bang for your buck you get. To determine this, look at evasion (abilities like trample, flying or hexproof) how over the curve the creature is (G for one power/toughness is normal, anything above that is over the curve), and whether or not it has an ETB trigger (so that even if it dies before it can attack, you still got something out of the creature).
Beat sticks below the CC3 mark are almost always a mark of green aggro, not green ramp. CC1 and CC2 Cards are for ramping, not beating.
CC3 GGG: Champion of Lambholt :rate 3.5:
This is an interesting card in ramp. If you play lots of creatures, she can easily go out of control. That's not to special itself, but what is special is she makes your guys evasive in a way not even bellowing tanglewurm can match. Get her past more then 4 power, and most decks will have a hard time blocking. Dungrove Elder
Hexproof and a body as big as the forest. Always relevant and always deadly, the elder is a card
to be feared, especially when he comes down turn 2 thanks to a turn one ramp spell. Leatherback Baloth
When you are mono green, GGG is a joke. For a 4 /5 beater, its a joke only you will be laughing
at. The epitome of a vanilla beater, it just does not get any better then leather back baloth for
vanilla green creatures. Predator Ooze
What never dies and keeps on getting bigger? This guy! While not immune to counterspells or dismember, predator ooze is never the less a great, efficient beatstick that is hard to stop and
hard to kill. Troll Ascetic
The reason we called it “troll shroud,” once this guy lands he is very difficult to remove. The 3/2
body isn’t optimal, but the regeneration combined with hexproof makes him nasty. Pair him with
his BFF loxadon warhammer and go to town.
4CCGGGG Blastoderm
A 5/5 shrouded for four is downright amazing, but blastoderm comes with the major drawback of fading. Usually Blastoderm is out for long enough to do some serious damage before it fades away though and its a worthy card to consider. Thrun, the last Troll
Big brother to the ascetic, this guy also cannot be countered, as well as having the beefier 4/4
body. The drawback is Thrun is legendary, limiting his presence on the board. The lack of
evasion hurts both trolls, but they can still kick ass in a mono G deck. Thrun is also essentially green's silver bullet for control decks, as there is literally no way short of Wrath of God or Damnation to deal with him. Polukranos, World Eater
This guy is NUTS. Above the curve already, and he can easily munch several little monsters when you make him monstrous. He is legendary though, so you might have to limit the number of copies you have of him in a deck.
5CCGGGGG Wolfire Silverheart
This is the most efficient creature ever printed while soul bound, no questions. It is 12 power for 5 as long as its soul bound, and four of that power can go to something nasty or even to a bird to create a 4/5 flier. With out a doubt, one of the best creatures for a ramp deck, especially if you use creature based ramp. Gigapede
6/1 shroud is nice, but what Gigapede really wants is to overrun his enemies and destroy them.
And since you can pitch that useless forest to get gigapede back, you should do that over and
over again. Fixing top decks is what Gigapede is all about, and it does well with Fauna Shaman as well. Thornling
Morphlings green cousin, thornling can be tough or powerful, invincible, and even hasty. You can
get quite a bit of mileage out of this big guy, so long as you have mana aplenty (which as green,
you should always have) Vordapede
5/4 Vigilence and trample for 3GG alone are good, but when this card can come back from dying it goes over the top. Batterskull
Not a green card, or even technically a creature, Batterskull is still an excellent card in green
ramp. Vigilance and lifelink are highly relevent, and so is the fact that batterskull can evade
anything but Krosan Grip to come back for more. Bellowing Tangle Wurm
I like this guy. Intimidate is a nice ability, and having all your creatures become evasive is a nice
plus. Hes not terribly efficient on his own, but with a horde of creatures at his back he's a terror. Ant Queen
Creating an army of tokens is good, especially at only 2 mana each. However, the queen as the drawback of having no evasion or way of avoiding getting killed before she can spit out her army. Still, summoning an army is good if your using Overrun effects to make your little ants terrifying. Witherseed Treefolk
Recursion is important, it means you can play a threat over and over, no matter how many times your opponent doomblades or wrath of gods. Witherseed treefolk will keep coming back unless put on a Path to Exile or counter spelled. Kalonian Hydra
Five for a 4/4 seems wimpy, until this bad boy attacks. Suddenly, he's an 8/8. Do it again, and he's a 16/16. He screams "deal with me," because if your opponents don't, this hydra will eat them alive. Arbor Colossus
Above the curve with a nice ability like reach, what really makes Arbor Colossus great its the fact that it can become monstrous and shoot down a pesky flier. Then you are looking at an even more impressive creature, and have gained some nice card advantage to boot. Thragtusk
Oh Thragtusk, is there anything you don't do? You give me life, you provide a token when you die, and you beat face nicely.
6CCGGGGGG Primeval Titan
You knew it was coming. An ETB trigger that gets lands, trample, and a 6/6 body make
this one of the top threats in magic. Has a place in almost all mono green ramp decks. Use him to grow your Dungrove Elder or get lands like Treetop Village. Wurmcoil Engine
Not green (A major drawback if you are running Green Sun's Zenith), but the fact that when it dies it splits into two creatures and has both deathtouch and lifelink makes the engine a great choice for a green deck. While it has the drawback of not being
green, its benefits more then make up for that. Jugan, the Rising Star
A 5/5 flier is a rarity in green as is, so its not surprising this card is legendary, thereby limiting its
value. However, Jurgan has a neat little workaround. When he dies, five +1/1 counters are
distributed among your creatures, making Jurgan hard to permanently get rid of, or allowing you
to play two at once for 10 +1/1 counters to distribute. Worth consideration just for being a flying fatty in green. Primalcrux
In monogreen, this card is a monster. It comes out baseline as a 6/6, and for each green
permanent you control it gets bigger and bigger. It loses out to cards like Wurmcoil Engine or the
Titan in value department, but its a nice budget finisher. Rampaging Baloths
A land fall card, green often has mana to spare and hits most of its land drops, so the Baloths
will often get quite a bit of mileage in. Turning land drops into 4/4 beasts is very useful, and
Rampaging Baloths also has trample, a highly relevant ability. Vigor
As a 6/6 trampler, Vigor isn’t bad at all. When he prevents damage to all your other creatures
and makes them stronger for damage dealt, he becomes awesome. Use with cards like Prey
Upon or Arena for maximum value. aurochs Herd
Many people will recall the dominance of Squardron Hawk, as it rapidly filled up a players hand with creatures. Aurochs herd does the same thing, giving you a hand full of 4/4 beaters with trample. The aurochs also give each other battlecry, so attacking enmass with them will result in four 7/4 tramplers rushing at your opponent. Hydra Omnivore
Only really great in muliplayer, while this hydra lacks evasion it does a good job of smashing face to everyone equally, and can attack the one guy with no blockers to hit everyone for a good chunk of life. Cloudthresher
Flash and reach are both amazing abilities, but cloud thresher can even be evoked if you need to deal with some pesky vault scourges right now. The 6 for a 7/7 body is also above the curve, making cloudthresher all around a nice answer to fliers you can tutor up with Green Sun's Zenith. Sylvos, Rogue Elemental
The only reason Sylvos does not rate a 5 is because he is legendary, limiting his board presence. Even alone, a 8/5 regenerating trampler is something that is going to give your foes pause.
7CC+ XGGGGGGG Thorn Elemental
Instead of having trample, Thorn Elemental will hit your opponent no matter what as long as it swings. This is very useful, as 7 unblockable damage is not something many decks will want to be facing, as cards like Wall of Denial are usually headaches for ramp decks. Avenger of Zendikar
Another landfall card, again, turning your lands into creatures is good for green, and then growing
those creatures is even better. Even if you never get any +1/1 counters on those plant tokens, an
Overrun or Triumph of the Hordes turns 5 or 6 plant tokens into a lethal army. Ghoultree
This card is... Interesting. Its fairly easy to cast on the cheap, but no evasion means you have to
have a game plan if this card is going to be your wincon, namely putting in lots of Sakura Tribe Elders, Dawntreader Elks, and Viridian Emissarys. Hornet Queen
Summoning an army of 1/1 fliers is good stuff, having deathtouch is better. Any sort of boost
turns Hornet queens swarm into a deadly threat that must be dealt with. Khalni Hydra
As an 8/8 trampler, Khalni Hydra is super easy to cheat into play with a few mana dorks or a
Leatherback baloth as its mana cost is reduced for each G in a creature you control. Palakka Wurm
Gain life when it enters, draw a card when it exits. Trample and a 7/7 body as well? This thing is
pure card advantage and a nice beat stick as well. Terastrodon
A 9/9 that blows up 3 things? Granted, your opponent will get 3 3/3 elephants themselves, but in
green that’s usually nothing you need to worry about. Think of this as a super efficient beast
within that can’t hit creatures. Craterhoof Behemoth
This is an interesting card in that its a win-more card like Overrun but its also a creature. It will almost always supercharge your forces enough to win the turn it comes down, and the haste does not hurt at all.
Eldrazi Titans (Emerkul, The Aeon’s Torn, Ulamogg the Infinity Gyre, Kozilkec the Butch of Truth)
All of the titans are good stuff. All have the draw back of being costly and non-green. All have
great ETB triggers and almost always win the game the second they come down. And did I
mention they all cost an arm and a leg? Swing once with any of these though and its GG.
The Colossi (Darksteel Colossus, Blightsteel Colossus)
Big, scary things to ramp to? Yes please! While they do not have an ETB trigger, most of the
time one attack is all you need to win. They are both indestructible, but are vulnerable to being
exiled. Chumping usually is a losing proposition though, so you don’t have to worry about
that. What you do have to worry about is their obscene cost.
Creatures Birds of Paradise/Llanowar Elves
The birds and the elves have been fighting for the title of “best green one drop ramp creature”
since alpha. They both have their advantages. The Birds is evasive and produces any color to
benefit splashes, but the elves has 1 power that decides games a surprising amount of time. In the
end, it comes down to personal choice and budget, but either of these creatures is almost mandatory (sometimes, you even use both for ramp creature 5-8). Noble Hierarch
The contender to birds and elves throne as best one drop creature accelerant, the Hierarch has birds draw back of no power itself, but does buff a lone attacker. In decks that rely on a single big beater, the Hierarch is rather nice. Arbor Elf
An almost functional reprint of Llanowar Elves, this card is slightly worse for the simple reason it requires a forest on the battlefield. Usually this isn't a problem and can even be taken advantage of, but its still a minor weakness. Overgrown Battlement
A solid 2 drop, in multiples this card can generate an insane amount of mana as well has having
a nice 0/4 body to stop early attackers. Joraga Treespeaker
A decent one drop, treespeaker requires a mana investment two turns in a row, then starts to ramp you nicely. The problem is, sinking a bunch of mana into a ramp creature is begging your opponent to kill it, so use with caution. Wall of Roots
Wall of roots has the advantage over overgrown battlement in that it does not tap to be used, as so can defend and deliver mana at the same time, and that it can give you mana the turn it comes out and let you play another bird of paradise or the like. Its disadvantage is it will eventually wither and die, and it cannot generate more mana when played in multiples like the battlment can. Sakura Tribe Elder
Rampet Growth on a stick! While not as useful since the changes to damage and the stack,
chump and sack is the name of the game with this little snake man. Viridian Emmessary
A 2/1 that dies for a land! Probably not quite as good as the Elder, the Emissary does have the
nice bonus of more power and dealing damage before it dies to go fetch you a forest. Dawntreader Elk
Decent power/toughness means this card can potentially trade before you pay to sack it for mana. Unlike elder though, this card cannot ramp you the turn it comes out if you drop it turn two, and unlike Viridian Emissary it can't consistently trade as well as get a land. Yavimaya Elder
Another variation on the sac creatures, this guy will also draw you a card and get you not one but TWO lands, a great little engine. Farhaven Elf/Woodelves
Almost the same card, Farhaven elf can get a basic land other then a forest if you are going multiple colors, while wood elves can get you ANY forest card, and will put it into play untapped. In monogreen, Woodelves is superior, especially since it can get you cards like dryad arbor or Sapseep forest. Solemn Simulacrum
The sad robot is a great way to get a basic land and draw card, and is a decent choice for any green ramp deck. Oracle of Mul Daya
Two land drops, and make sure you draw gas? Yes please! While most decks are leery of letting
their opponents know what they have coming, green usually doesn’t care, and just keeps on
bowling right through. krosan Tusker
One of the best green card advantage cards, hands down. Its an almost uncounterable card advantage
engine by drawing you a card and finding a land, and has the sweet flip side of being a 6/5 beatstick in a pinch. Azura, Lost But Seeking
In a landfall deck, this little lady is NUTS. She rapidly puts all your lands out, and if you have ways
to take advantage of 14 lands in play (which you should when you run her) your opponents will
soon learn to fear this unassuming monk.
Spells Wild Growth/Utopia Sprawl
A replacement for mana dorks, these combo well with Arbor Elf as well. Search for Tomorrow
A mostly superior of rampet growth, the suspend 2 doesn't matter if you play it in your first couple of turns, and it goes a long way toward maintaining your tempo. Rampant Growth
The yard stick all other ramp spells are measured by, there are better cards out there, but this
old workhorse is still very popular in casual green decks. Gaea's Touch
Similar to Explore, this can also be sacrificed for GG to ramp you even faster. Natures Lore
A less common superior version of Rampant Growth, this card will put the land into play untapped, which allows for easy shenanigans. Cultivate/Kodama’s Reach
Functionally the same, these are both great ramp cards that many decks should consider
running for their nice card advantage and ramp. Explore
Best used in a landfall deck, Explore can easily ramp you to insane amounts in the right builds,
and when you play two or three of them on one turn you will really appreciate how explosive this
card can be. Recross the Paths
Reuseable ramp that puts lands into play untapped. As you will often have some very high cost cards in your deck, you can get two or three uses out of this frequently. Harrow
Harrow is a nice go-to card for decks looking to put several lands into play at once. The fact that the lands it
puts in come in untapped is also rather nice, and the fact it is instant speed. Be careful though, as if its countered you are down a land. Sol Ring
Outside of the power nine, this is THE best artifact ramp around. Its also unconditional mana advantage, if you play it turn one, turn one you have two mana. No matter when you play it, you have more mana then if you did not. Most play groups frown heavily upon using this card in multiples, as its on banned and restricted lists for a good reason.
Removal Cards
Non-creature removal Acidic Slime
Five for a 2/2 is not exactly the makings of a great beater, but when that beater also blows up
something and often takes a creature down with it, its definitely a good support card in green. Indiric Stomphowler
The stomphowler can be considered the precursor to the slime, in that they both cost 5 and blow
something up. The beast is bigger, lacks deathtouch and cannot hit lands, but its still a great card. Woodfall Primus
Again, enter the battlefield triggers make for efficient beatsticks. Creatures that do this twice are
even better. The primus is on the costly side, but it is well worth the price of admission for what
you get. Terastrodon
Talked about in the beatstick section, but worth mentioning again. Its very expensive, but its also
very efficient at killing annoying planeswalkers or the like. Think of it this way, would you rather
your opponent have a Gideon or a Jace, or a 3/3 elephant? Naturalize
Once upon a time, Disenchant got printed in green as Naturalize, and there was much rejoicing.
Its a decent card, but over time its been overshadowed by two cards in particular, Nature’s Claim
and Krosan Grip. Nature’s Claim
Claim is one mana answer to any artifact or enchantment, but at the cost of giving your opponent
4 life. Generally speaking this is a worthy trade off for being the cheapest artifact/enchantment
hate around. Krosan Grip
Krosan grip costs three, but cannot be countered by conventional means as it has split second.
Against counter heavy decks that rely on artifacts or enchantments, this is a Godsend.
Creature removal Prey Upon
Do not under estimate this card. Green creatures are almost universally larger and more efficient
then their inferior colored counterparts, so why not take advantage of that fact with Prey Upon? It does have the twin drawbacks of sorcery speed and requiring you have a creature, but this is still some of the best creature removal in green.
Ambush Viper (and other deathtouch creatures)
Deathtouch creatures like Deadly Recluse and Ambush Viper can act as pseudo creature removal, but they require two things. 1. The creature live to see combat and 2. The creature you want to kill will be dealt damage (Fog, first strike, and other effects prevent this). You can avoid this with cards like Arena or Prey Upon, but its still a clumsy work around.
Acidic Slime. Beast Within
The current unconditional green “kill it now” card, beast within is an answer to anything that’s not
a vanilla creature of power 3 or less. Use it wisely, as the draw back of making a 3/3 token is not
minor. Arena
The original fight card, Arena has the advantage of being reusable and the drawback of tapping
your creature and requiring lots of land. Dismember
No, its not green, but you can cast it with only green mana. Running birds of paradise makes the
steep 4 life cost a little easier, and this card will deal with most of your creature based threats.
I Win Buttons Overrun
Pump everyone +3/3 and give them trample for five is great stuff, and overrun has been a staple
of green since it was printed. It has the advantage of always pumping for 3, even if you have just
have little stuff like BoP or Viridian Emissary currently on the board. Overwhelming Stampede
Highly situational, if you have a big guy that hasn’t been killed yet, Overwhelming stampede is
great. But Overrun is traditionally used to give the little guys that last push to make them
monsters, not buff your already awesome cards into overkill mode. Triumph of the Hordes
Lets face it, most of the time, Overrun is overkill most of the time, and the rest of the time the
problem is your opponent has just to much life to knock down. Triumph solves this problem by
trading off +1/1 for infect and costing only 4. A great card, and almost always superior to overrun
or overwhelming stampede. Eldrazi Monument
+1/1 flying, and invincible is great stuff. Having to sacrifice a creature every turn isn’t that much
of a draw back, you should win the turn you play this most of the time. The biggest problem is
usually the lack of trample, though frankly green has enough trample creatures that this isn’t a
problem, and nothing is funnier then flying wurms and baloths.
Planeswalkers Nissa Revane
Nissa is only usable in elves. In elves, 99% of the time, you can instantly make the deck better by
taking out nissa. Therefor, Nissa is horrible. Garruk Wildspeaker
A solid card, Wizards got green’s planeswalker right the first time around. He ramps, he gives
you creatures, he even overruns. Saw play in more then one top green deck, and will serve you
well if you sleeve him up. Garruk, Primal Hunter
More expensive, and more powerful. Creature generation, card draw and
OMGWTFBBQWURMS. Most of the time his ultimate is never used (card draw or token gen
being superior) but that doesn’t matter. The Hunter is good stuff, and sees play in top decks
currently. Garruk, Relentless
As weird as this flipping planeswalker is, he’s solid. All of his abilities are relevant, from token gen
to removal to trading up one of your dudes. Hes fragile, but most of the time he does exactly
what you want him to do before he goes to the graveyard, which is why he was a popular
pro tour card. Garruk, Caller of Beasts
Meh. That's all this planeswalker gets from me. Certainly, he is very powerful and a great card, and worthy of a spot in a standard mono-green deck. But in mono-green ramp, he's not as impressive as his two smaller brothers (Wildspeaker and Primal Hunter). Certainly if you are playing some truly fat creatures the Caller can be very helpful, but not more so than his younger brothers.
Other spells to consider Harmonize
4CC to draw 3 cards? YES PLEASE! The best green draw spell, hands down.
Equipment Loxodon warhammer. Sword of X and Y. Umezawa’s Jitte. All of the great equipments are
relevant as always in a creature based deck. Pick and choose which ones you want to use in
your deck for excellent results. Lead the Stampede
Sometimes you get nut draws with this card. Other times you fizzle. Telling your opponent what
you are getting isn’t the best strategy though, so use with caution. Most of the time though, it
doesn’t matter as long as you get enough threats. Primal Command
A nice tool box card, it can deal with a noncreature threat, gain some life, find you a creature, or get rid of a graveyard, all with convenience of doing two of those things. Green Sun’s Zenith
One of the best green cards ever printed, this lets you run a “tool box”. Artifacts got you down?
Tutor up a Acidic Slime. Need some life? Go get yourself a Palakka wurm. Lots of pesky
graveyard action? Go get Scavenging Ooze. Its become nigh on mandatory in green decks of late, and even budget players that love green should look into picking up a playset. Fauna Shaman / Survival of The Fittest
Discard a creature to find a new one. Works best either with Vengevine or Basking Rootwalla
type cards, but can be used in any deck to filter through bad creatures to find better ones. Survival of the Fittest is not usually considered a casual friendly card as it is banned in most
formats, so ask your playgroup or substitute fauna shaman.
Lands Forest
The simplest land is usually the best. Your basic forest will comprise the majority of the land base. Many green cards like having lots of basic forests, and it makes it harder for your opponent to disrupt your land base. Khalni Garden
The only land I know of that makes you a creature and is a land, the Garden is a popular choice, but beware as it comes into play tapped. Dryad Arbor
A great card with green sun's zenith, it lets you ramp yourself on turn 1 by searching for it. Be warned that it suffers from summoning sickness. Treetop Village (and other man lands)
A land that doubles as a creature is usually the domain of control decks, but green ramp needs something to spend all that mana on, so why not turn your mana into a threat? Other choices include mishra's factory and Mutavault, both of which produce colorless mana and make a 2/2, but do not come into play tapped. Village does become a larger creature and produce green mana, it does have the drawback of coming into play tapped. Mosswort Bridge
Comes into play tapped, but also allows you to hide away something scary to be played later on the cheap once you meet the easy requirement of having power 10 or more on the board.
On pump Giant growth is a long time favorite of green players, as are cards like Might of Oaks or Mutagenic growth. Generally speaking, instant speed pump is best in “Little Green” decks that
rely on small creatures getting through them pumping them for lethal damage. In green ramp
decks that rely on dropping fatties, instant speed pump is usually just overkill.
Construction of a Ramp Deck
Most mono green ramp decks have at least 8-10 ramp cards in
the 1-3CC slots, from mana dorks like Llanowar Elves to Rampant Growth and Cultivate.
After you have your ramp, you need to choose some beat sticks. Having several along the curve
is important. One thing you do not want to do is end up with a hand with 4 6-7CC creatures and
not enough early beaters, so pick some cards like Durngrove Elder, Obstinate Baloth, or Bellowing Tangle Wurm that can come out turns 2-4 and hold down the field. Most ramp decks
include 4-8 of these kind of cards. Next, choose the big beat sticks. A card like Pelakka Wurm or Khlorian Behemoth are good budget choices for a finisher. More expensive cards like Wurmcoil Engine or Avenger of Zendikar are less budget friendly but pack a bigger wallop. Finishers like
these usually take up 3-6 slots in a deck.
Lastly, you need pump/support cards. Adding in a couple planeswalkers, harmonizes, [CARD]prey
upons[/CARD], or overruns are key to having a solid game plan. A timely Natures Claim can turn the
game around, and dropping Overwhelming Stampede is often enough to make your opponent
scoop right then and there. Support cards are very important, and usually compose 6-8 cards in
a green ramp deck.
Most green ramp decks run at least 23-26 lands. Obviously this is on the heavy side, but when
you want to constantly drop 6CC or more creatures, its mandatory.
Containing 30 creature cards is a good start for running lead the stampede, as you want to have
a good chance of flipping at least 3 creature cards to make it worth your while. This deck
contains 12 ramp cards, all of which are creatures, to make sure it can cast its big hitters in the
form of Pelakka Wurm or Terastrodon as fast as possible, then swing in the next turn with an overrun boosted horde.
I didn’t call it “Mythic Green” because it was going to be budget friendly. Green Sun's Zenith lets this deck run a “tool box” of creatures to deal with just about any situation its going to come up against. Planeswalkers can either accelerate this deck or act as another win con for you.
Eldrazi Ramp
A Standard Magic deck, by Tim Landale
2nd place at a Miscellaneous tournament in New York City, New York, United States on
2010-10-03
A solid green deck that ramped into eldrazi was once a top tier contender in standard. This deck
is just one take on the “eldrazi ramp” archetype.
Wolf Run Green
A Standard Magic deck, by Ben Friedman
1st place at a StarCityGames.com Standard Open tournament in Baltimore, Maryland, United
States on 2011-10-23
Currently still quite the viable deck, Wolf Run Green uses Kessig Wolf Run and a bare minimum
of red mana to smash face with bit scary creatures like Dungrove Elder and Primeval Titan, or
an inkmoth nexus flying high and infecting for lots.
Exploration is a much cheaper Azura, Lost but Seeking, but with a $20+ price tag-- still, drop it first turn, and wee- double land drop each turn! in tandem with Scouting Trek and Rowen- two lands each turn, for as long as you've stacked. or repeated Mulches.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Also I would use Scythe Tiger in this deck... A 3/2 Shroud for one mana... Is pretty nice (Yeah , you need to sacrifice a land but if you are ramping...)
No, that's not really the right choice for ramp at all.
Anyway, to the topic at hand; unless you are building for a certain format (modern? standard?) you are missing a lot of cards here.
Really no mention of Nature's Lore? There is no reason to run Rampant Growth over these in mono-green.
I think you forgot ALL the auras that ramp has access to. Wild Growth was a staple along side of Llanowars. Now we have Utopia Sprawl too. Yeah, auras generally are bad, but ones on lands are the hardest to 2 for 1. And one can not deny these are great with something else you forgot, Arbor Elf.
Hello all! I hope this is a good place to ask for advice regarding this deck. Please bear in mind that I play Legacy casually with friends, and we all agreed to only play mono-colored decks (so no Progenitus here). Cards with hybrid mana costs are ok, but multi-colored are not.
Yeah, missed that. My bad, I added it, along with wild growth and utopia sprawl. I am not sold on skyshroud claim as being better then Harrow or Cultivate.
Quote from Dark Kloud »
Also I would use Scythe Tiger in this deck... A 3/2 Shroud for one mana... Is pretty nice (Yeah , you need to sacrifice a land but if you are ramping...)
I have a few questions:
1. is not better Overwhelming Stampedethan overrun on this deck?
2. do you see Predatory Focus on this deck?
3. are these critters nice for this deck? Terra Stomper, Hornet Queen, Rampaging Baloths, Kalonian Behemoth, living hive, regal force, Khalni Hydra, Ant Queen, Gaea's Revenge, tangle golem
4. Akroma memorial is not nice?
1. Eh. No. Overwhelming stampede is just rather underwhelming because you HAVE to have big guys to be worth it. And most of the time, those cards are cut anyway because they are "win more,"
2. Nope. That's what trample is for. If it was an enchantment? Maybe.
3.I have Hornet Queen, Khalni Hydra and Gaea's Reveng and Rampaging Baloths, regal force is more for green combo. The rest of the cards just are not good enough.
4. Sure, its nice. But really, its not the best choice for MGR.
Quote from gbannagia »
Hello all! I hope this is a good place to ask for advice regarding this deck. Please bear in mind that I play Legacy casually with friends, and we all agreed to only play mono-colored decks (so no Progenitus here). Cards with hybrid mana costs are ok, but multi-colored are not.
Your deck looks pretty good. I would probably ditch the snakeform's for beast within, and possibly add some more mana. I would also ditch the giests for more reliable ramp I would probably do:
-1 Rancor
-1 Gaea's Reveng
-4 Snakeform
-4 Strangleroot Giest
+4 Beast Within
+4 Cultivate
+2 Forest
How it works? I don't really know (lol). I tested it with proxies and works well but is a bit slow. I will tell why I choosen these critters. ant queen: She has the power of spamming green insects (1/1 for 1G at instant speed), is nice for an overrun or stampede and they make hydra cheaper. obstinate baloth 4/4 for 4, and you gain 4 life. also is immune to discard...a solid body. Leatherback baloth 4/5 for 3. Perfect for early game. terastodonone of my finishers. 9/9 for 8. You can destroy opponents cards or destroy your own critters (Insects tokens, for example) and make it biggers. pelakka wurm. Honestly I will use this because his name is fun. Nah, is a nice 7/7 and you gain 7 life. Khalni Hydra My favourite finisher on this deck. I played it on turn 4!!!. Seriously, is a nice finisher. hornet queen. Aka "Deathtouch army". for block some big critters, for make khalni hydra cheaper...
And my ramp: arbor elf. Aka "Llanowar's friend" because i use wild growth. wild growth. Is one of my favourite ramp cards. with 1-2 arbor elves on table... you will have tones of mana. sakura-tribe elder. a classic ramp critter, it makes a nice work hitting or ramping lands. I like it.
Ideas? Suggestions?
6 Overrun effects is just to many. Cut 3, and add in some tutor or ramp. 3 GSZ or 3 Cultivates would help your deck out greatly.
i nearly forgot... if you want to go mono-green, deep Vintage: Gaea's Touch. weee, we get to drop two forests a turn- then if needed, we can sac for :symg::symg:.
I also like Yavimaya Elder for deckthinning power- two lands in hand, and a draw.
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i nearly forgot... if you want to go mono-green, deep Vintage: Gaea's Touch. weee, we get to drop two forests a turn- then if needed, we can sac for :symg::symg:.
I also like Yavimaya Elder for deckthinning power- two lands in hand, and a draw.
This was the first deck I played and continued playing it for quite some time. I have played many variants of it from being more stompy and more rampy. Gotta say Skyshroud Claim is a beast. Some versions are better than others. But my favorite version had my favorite cards and was very fun.
I feel that maybe Traproot Kami or Dauntless Dourbark should be slipped in here. Traproot because while sure, it may not help out pumping creatures, it can get very scary being a 0/10 for 1. Dauntless because it grows with your Forests, and if you have Dungrove Elder out, he gets all the scarier.
I usually play Magic with a couple of friends every Friday, but since I am just a newbie, they tend to beat the **** out of me. I chose to make a mana ramp deck because I felt that the mechanics involved in it were quite easy to understand. I have also added a couple of cards related to hexproof because of a lucky card (Thrun, the Last Troll) I've pulled from a booster pack. From the experience that I have gained by playing the few matches with this deck, I noticed that I tend to lose against flyers and control decks. So, is there any way I can improve my deck into a solid mana ramp and hexproof deck? I don't really plan to spend much $$$ in this deck because I haven't tried solid decks of other colors yet.
You need more sets of 4 for consistency and get rid of singles. Flying is green's weakness, so it's not too unusual to lose against them if you're not prepared. Crushing Vines prepares you against artifact users as well as flying, Plummet is effective if you know you're playing against a heavy flying deck, Cloudthresher is a flyer-killer, and there's many others.
Given the amount of mana-ramping creatures you have now, I would have at least 20 lands. You might get Pendelhaven or Oran-Rief, the Vastwood.
You should try to get 3 more Asceticism since it's pretty awesome for giving hexproof to all of your creatures. Harrow isn't a good card for this deck. (Rampant Growth would be better). Also, get rid of the Fog. Right now, you have too many high-cost creatures and not enough ramping.
If you want to try out other colours, borrow your friends' decks. Cheapest way to find out what you like.
Rampant Growth lets me do something on Turn 2 if a dork gets killed.
Harrow is great for following up with a Rampant Growth on the same turn.
Turn 3 Vorapede is horrific, plus he can get backed up by Swarmyard.
Acidic Slime can serve a variety of functions, kill a land, kill a Bitterblossom, as well as be a good blocker if I'm somehow on the back foot. Great utility card.
Mwonvuli Acid-Moss ramps me and denies them (card advantage!), and works well with Acidic Slime to occasionally mana-screw an opponent.
Leatherback Baloth: He might be better than Yavimaya Elder? If I go Turn 1 Birds, Turn 2 Baloth, Turn 3 Acid-Moss, Turn 4 Acidic Slime and deny them mana while pressuring them with a 4/5, a lot of decks can't handle that.
Vines of Vastwood: Probably the best pump spell ever printed. Its only competition is...
Primal Bellow: In a mono-green ramp deck, this is sick. I can tack it on a Birds and swing through for 10 evasive damage or something. I like the idea of it because it lets me take advantage of my forests.
Wolfbriar Elemental: I love this because of its flexibility and because it lets me take advantage of my ramp. If I need to drop a body immediately against RDW, I can, and his strength is directly proportional to the amount of mana you can use, so he's never a dead draw. The later in the game, the better he gets. The trouble is, I'm not sure what I'd take out for him since I love Pelakka Wurm so much.
Overrun: It's a staple in green decks, but I'm not sure it's what I want here? It would obviously work great with Wolfbriar Elemental.
Unyaro Bees: I like this because it's evasive, it works with ramp, and it combos with Swarmyard.
Predator Ooze: He seems pretty sweet, but bounce really ruins him.
Prey Upon: As far as I'm concerned, this is 1CMC green removal, especially with something like Leatherback Baloth.
Rancor: The best enchantment in the history of the game. It gives Dungrove Elder trample, but the hipster in me would feel bad about abusing people with this in casual.
I don't like Primeval Titan or Swords, and since this is casual, I don't want to play with them.
Right now the only thing that REALLY takes full advantage of my ramp is Dungrove Elder...it would be nice to have something else like Primal Bellow, Unyaro Bees, or Wolfbriar Elemental that just gets better the more Forests you have in play.
Yavimaya Elder is great, especially for deck thinning, land supply, and card advantage, but would Leatherback Baloth be better? I'm wondering.
Added in Champion of Lambholt, Wolfir Silverheart and Craterhoof behemoth. While all are pretty decent, the silverheart is NUTS. 100% NUTS. This guy is amazing for ramp, as he can turn even a humble llanowar elf into a 5/5 monstrosity.
PS: Please also check the card names in the first post! It's really hard and annoying to click on link and found that the card is not found in database! Approximately 25% of your cards in the first post have mistakes in name ...
I really like this deck but I run into a huge problem whenever an opponent plays a big-ish creature with flying i'm forced to race them to the end. In the past i messed around with adding a few creatures with reach but then i don't have as much early game ramp. The other option is to take out the big creatures for reach creatures but then i would get stuck with a lot of creatures that aren't all that big. Some help would be great
Prey Upon has been said to be good. Removing the channelers, slagwurms, and/or rancor could help remedy that. Ulvenwald Tracker may go well as a 2-3 of too.
I really like this deck but I run into a huge problem whenever an opponent plays a big-ish creature with flying i'm forced to race them to the end. In the past i messed around with adding a few creatures with reach but then i don't have as much early game ramp. The other option is to take out the big creatures for reach creatures but then i would get stuck with a lot of creatures that aren't all that big. Some help would be great
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Mono Green Ramp Primer
Green has long been considered to be the "weak" color in magic compared to colors like blue or black. This is due to greens traditionally smaller share of the color pie, as green has efficient creatures creatures (so does white), rapid mana generation (artifacts can as well) and hates on non-creature permanents (actually a traditional domain of white). Mono Green Ramp aims to fix that perception by playing to greens strengths: smashing face with the biggest, hairiest, scariest creatures around and circumnavigate one of Magic's biggest limiters, mana build up. At its most basic form, Ramp tries to generate as much mana as possible in the shortest time possible to play greens famously efficient creatures long before your opponent is playing their big stuff.
Ramps Strengths:
Ramps Weaknesses
While there is a massive card pool available for mono green ramp, this primer will attempt to only discuss the absolute best cards available both for budget and non-budget play. The basic core elements of a green ramp deck that will be gone over are: Beaters, Ramp, and Support.
In Ramp, the most important thing about your beaters is their efficiency, or how much bang for your buck you get. To determine this, look at evasion (abilities like trample, flying or hexproof) how over the curve the creature is (G for one power/toughness is normal, anything above that is over the curve), and whether or not it has an ETB trigger (so that even if it dies before it can attack, you still got something out of the creature).
Beat sticks below the CC3 mark are almost always a mark of green aggro, not green ramp. CC1 and CC2 Cards are for ramping, not beating.
CC3 GGG:
Champion of Lambholt :rate 3.5:
This is an interesting card in ramp. If you play lots of creatures, she can easily go out of control. That's not to special itself, but what is special is she makes your guys evasive in a way not even bellowing tanglewurm can match. Get her past more then 4 power, and most decks will have a hard time blocking.
Dungrove Elder
Hexproof and a body as big as the forest. Always relevant and always deadly, the elder is a card
to be feared, especially when he comes down turn 2 thanks to a turn one ramp spell.
Leatherback Baloth
When you are mono green, GGG is a joke. For a 4 /5 beater, its a joke only you will be laughing
at. The epitome of a vanilla beater, it just does not get any better then leather back baloth for
vanilla green creatures.
Predator Ooze
What never dies and keeps on getting bigger? This guy! While not immune to counterspells or
dismember, predator ooze is never the less a great, efficient beatstick that is hard to stop and
hard to kill.
Troll Ascetic
The reason we called it “troll shroud,” once this guy lands he is very difficult to remove. The 3/2
body isn’t optimal, but the regeneration combined with hexproof makes him nasty. Pair him with
his BFF loxadon warhammer and go to town.
4CC GGGG
Blastoderm
A 5/5 shrouded for four is downright amazing, but blastoderm comes with the major drawback of fading. Usually Blastoderm is out for long enough to do some serious damage before it fades away though and its a worthy card to consider.
Thrun, the last Troll
Big brother to the ascetic, this guy also cannot be countered, as well as having the beefier 4/4
body. The drawback is Thrun is legendary, limiting his presence on the board. The lack of
evasion hurts both trolls, but they can still kick ass in a mono G deck. Thrun is also essentially green's silver bullet for control decks, as there is literally no way short of Wrath of God or Damnation to deal with him.
Polukranos, World Eater
This guy is NUTS. Above the curve already, and he can easily munch several little monsters when you make him monstrous. He is legendary though, so you might have to limit the number of copies you have of him in a deck.
5CCGGGGG
Wolfire Silverheart
This is the most efficient creature ever printed while soul bound, no questions. It is 12 power for 5 as long as its soul bound, and four of that power can go to something nasty or even to a bird to create a 4/5 flier. With out a doubt, one of the best creatures for a ramp deck, especially if you use creature based ramp.
Gigapede
6/1 shroud is nice, but what Gigapede really wants is to overrun his enemies and destroy them.
And since you can pitch that useless forest to get gigapede back, you should do that over and
over again. Fixing top decks is what Gigapede is all about, and it does well with Fauna Shaman as well.
Thornling
Morphlings green cousin, thornling can be tough or powerful, invincible, and even hasty. You can
get quite a bit of mileage out of this big guy, so long as you have mana aplenty (which as green,
you should always have)
Vordapede
5/4 Vigilence and trample for 3GG alone are good, but when this card can come back from dying it goes over the top.
Batterskull
Not a green card, or even technically a creature, Batterskull is still an excellent card in green
ramp. Vigilance and lifelink are highly relevent, and so is the fact that batterskull can evade
anything but Krosan Grip to come back for more.
Bellowing Tangle Wurm
I like this guy. Intimidate is a nice ability, and having all your creatures become evasive is a nice
plus. Hes not terribly efficient on his own, but with a horde of creatures at his back he's a terror.
Ant Queen
Creating an army of tokens is good, especially at only 2 mana each. However, the queen as the drawback of having no evasion or way of avoiding getting killed before she can spit out her army. Still, summoning an army is good if your using Overrun effects to make your little ants terrifying.
Witherseed Treefolk
Recursion is important, it means you can play a threat over and over, no matter how many times your opponent doomblades or wrath of gods. Witherseed treefolk will keep coming back unless put on a Path to Exile or counter spelled.
Kalonian Hydra
Five for a 4/4 seems wimpy, until this bad boy attacks. Suddenly, he's an 8/8. Do it again, and he's a 16/16. He screams "deal with me," because if your opponents don't, this hydra will eat them alive.
Arbor Colossus
Above the curve with a nice ability like reach, what really makes Arbor Colossus great its the fact that it can become monstrous and shoot down a pesky flier. Then you are looking at an even more impressive creature, and have gained some nice card advantage to boot.
Thragtusk
Oh Thragtusk, is there anything you don't do? You give me life, you provide a token when you die, and you beat face nicely.
6CC GGGGGG
Primeval Titan
You knew it was coming. An ETB trigger that gets lands, trample, and a 6/6 body make
this one of the top threats in magic. Has a place in almost all mono green ramp decks. Use him to grow your Dungrove Elder or get lands like Treetop Village.
Wurmcoil Engine
Not green (A major drawback if you are running Green Sun's Zenith), but the fact that when it dies it splits into two creatures and has both deathtouch and lifelink makes the engine a great choice for a green deck. While it has the drawback of not being
green, its benefits more then make up for that.
Jugan, the Rising Star
A 5/5 flier is a rarity in green as is, so its not surprising this card is legendary, thereby limiting its
value. However, Jurgan has a neat little workaround. When he dies, five +1/1 counters are
distributed among your creatures, making Jurgan hard to permanently get rid of, or allowing you
to play two at once for 10 +1/1 counters to distribute. Worth consideration just for being a flying fatty in green.
Primalcrux
In monogreen, this card is a monster. It comes out baseline as a 6/6, and for each green
permanent you control it gets bigger and bigger. It loses out to cards like Wurmcoil Engine or the
Titan in value department, but its a nice budget finisher.
Rampaging Baloths
A land fall card, green often has mana to spare and hits most of its land drops, so the Baloths
will often get quite a bit of mileage in. Turning land drops into 4/4 beasts is very useful, and
Rampaging Baloths also has trample, a highly relevant ability.
Vigor
As a 6/6 trampler, Vigor isn’t bad at all. When he prevents damage to all your other creatures
and makes them stronger for damage dealt, he becomes awesome. Use with cards like Prey
Upon or Arena for maximum value.
aurochs Herd
Many people will recall the dominance of Squardron Hawk, as it rapidly filled up a players hand with creatures. Aurochs herd does the same thing, giving you a hand full of 4/4 beaters with trample. The aurochs also give each other battlecry, so attacking enmass with them will result in four 7/4 tramplers rushing at your opponent.
Hydra Omnivore
Only really great in muliplayer, while this hydra lacks evasion it does a good job of smashing face to everyone equally, and can attack the one guy with no blockers to hit everyone for a good chunk of life.
Cloudthresher
Flash and reach are both amazing abilities, but cloud thresher can even be evoked if you need to deal with some pesky vault scourges right now. The 6 for a 7/7 body is also above the curve, making cloudthresher all around a nice answer to fliers you can tutor up with Green Sun's Zenith.
Sylvos, Rogue Elemental
The only reason Sylvos does not rate a 5 is because he is legendary, limiting his board presence. Even alone, a 8/5 regenerating trampler is something that is going to give your foes pause.
7CC+ XGGGGGGG
Thorn Elemental
Instead of having trample, Thorn Elemental will hit your opponent no matter what as long as it swings. This is very useful, as 7 unblockable damage is not something many decks will want to be facing, as cards like Wall of Denial are usually headaches for ramp decks.
Avenger of Zendikar
Another landfall card, again, turning your lands into creatures is good for green, and then growing
those creatures is even better. Even if you never get any +1/1 counters on those plant tokens, an
Overrun or Triumph of the Hordes turns 5 or 6 plant tokens into a lethal army.
Ghoultree
This card is... Interesting. Its fairly easy to cast on the cheap, but no evasion means you have to
have a game plan if this card is going to be your wincon, namely putting in lots of Sakura Tribe Elders, Dawntreader Elks, and Viridian Emissarys.
Hornet Queen
Summoning an army of 1/1 fliers is good stuff, having deathtouch is better. Any sort of boost
turns Hornet queens swarm into a deadly threat that must be dealt with.
Khalni Hydra
As an 8/8 trampler, Khalni Hydra is super easy to cheat into play with a few mana dorks or a
Leatherback baloth as its mana cost is reduced for each G in a creature you control.
Palakka Wurm
Gain life when it enters, draw a card when it exits. Trample and a 7/7 body as well? This thing is
pure card advantage and a nice beat stick as well.
Terastrodon
A 9/9 that blows up 3 things? Granted, your opponent will get 3 3/3 elephants themselves, but in
green that’s usually nothing you need to worry about. Think of this as a super efficient beast
within that can’t hit creatures.
Craterhoof Behemoth
This is an interesting card in that its a win-more card like Overrun but its also a creature. It will almost always supercharge your forces enough to win the turn it comes down, and the haste does not hurt at all.
Eldrazi Titans (Emerkul, The Aeon’s Torn, Ulamogg the Infinity Gyre, Kozilkec the Butch of Truth)
All of the titans are good stuff. All have the draw back of being costly and non-green. All have
great ETB triggers and almost always win the game the second they come down. And did I
mention they all cost an arm and a leg? Swing once with any of these though and its GG.
The Colossi (Darksteel Colossus, Blightsteel Colossus)
Big, scary things to ramp to? Yes please! While they do not have an ETB trigger, most of the
time one attack is all you need to win. They are both indestructible, but are vulnerable to being
exiled. Chumping usually is a losing proposition though, so you don’t have to worry about
that. What you do have to worry about is their obscene cost.
Creatures
Birds of Paradise/Llanowar Elves
The birds and the elves have been fighting for the title of “best green one drop ramp creature”
since alpha. They both have their advantages. The Birds is evasive and produces any color to
benefit splashes, but the elves has 1 power that decides games a surprising amount of time. In the
end, it comes down to personal choice and budget, but either of these creatures is almost mandatory (sometimes, you even use both for ramp creature 5-8).
Noble Hierarch
The contender to birds and elves throne as best one drop creature accelerant, the Hierarch has birds draw back of no power itself, but does buff a lone attacker. In decks that rely on a single big beater, the Hierarch is rather nice.
Arbor Elf
An almost functional reprint of Llanowar Elves, this card is slightly worse for the simple reason it requires a forest on the battlefield. Usually this isn't a problem and can even be taken advantage of, but its still a minor weakness.
Overgrown Battlement
A solid 2 drop, in multiples this card can generate an insane amount of mana as well has having
a nice 0/4 body to stop early attackers.
Joraga Treespeaker
A decent one drop, treespeaker requires a mana investment two turns in a row, then starts to ramp you nicely. The problem is, sinking a bunch of mana into a ramp creature is begging your opponent to kill it, so use with caution.
Wall of Roots
Wall of roots has the advantage over overgrown battlement in that it does not tap to be used, as so can defend and deliver mana at the same time, and that it can give you mana the turn it comes out and let you play another bird of paradise or the like. Its disadvantage is it will eventually wither and die, and it cannot generate more mana when played in multiples like the battlment can.
Sakura Tribe Elder
Rampet Growth on a stick! While not as useful since the changes to damage and the stack,
chump and sack is the name of the game with this little snake man.
Viridian Emmessary
A 2/1 that dies for a land! Probably not quite as good as the Elder, the Emissary does have the
nice bonus of more power and dealing damage before it dies to go fetch you a forest.
Dawntreader Elk
Decent power/toughness means this card can potentially trade before you pay to sack it for mana. Unlike elder though, this card cannot ramp you the turn it comes out if you drop it turn two, and unlike Viridian Emissary it can't consistently trade as well as get a land.
Yavimaya Elder
Another variation on the sac creatures, this guy will also draw you a card and get you not one but TWO lands, a great little engine.
Farhaven Elf/Woodelves
Almost the same card, Farhaven elf can get a basic land other then a forest if you are going multiple colors, while wood elves can get you ANY forest card, and will put it into play untapped. In monogreen, Woodelves is superior, especially since it can get you cards like dryad arbor or Sapseep forest.
Solemn Simulacrum
The sad robot is a great way to get a basic land and draw card, and is a decent choice for any green ramp deck.
Oracle of Mul Daya
Two land drops, and make sure you draw gas? Yes please! While most decks are leery of letting
their opponents know what they have coming, green usually doesn’t care, and just keeps on
bowling right through.
krosan Tusker
One of the best green card advantage cards, hands down. Its an almost uncounterable card advantage
engine by drawing you a card and finding a land, and has the sweet flip side of being a 6/5 beatstick in a pinch.
Azura, Lost But Seeking
In a landfall deck, this little lady is NUTS. She rapidly puts all your lands out, and if you have ways
to take advantage of 14 lands in play (which you should when you run her) your opponents will
soon learn to fear this unassuming monk.
Spells
Wild Growth/Utopia Sprawl
A replacement for mana dorks, these combo well with Arbor Elf as well.
Search for Tomorrow
A mostly superior of rampet growth, the suspend 2 doesn't matter if you play it in your first couple of turns, and it goes a long way toward maintaining your tempo.
Rampant Growth
The yard stick all other ramp spells are measured by, there are better cards out there, but this
old workhorse is still very popular in casual green decks.
Gaea's Touch
Similar to Explore, this can also be sacrificed for GG to ramp you even faster.
Natures Lore
A less common superior version of Rampant Growth, this card will put the land into play untapped, which allows for easy shenanigans.
Cultivate/Kodama’s Reach
Functionally the same, these are both great ramp cards that many decks should consider
running for their nice card advantage and ramp.
Explore
Best used in a landfall deck, Explore can easily ramp you to insane amounts in the right builds,
and when you play two or three of them on one turn you will really appreciate how explosive this
card can be.
Recross the Paths
Reuseable ramp that puts lands into play untapped. As you will often have some very high cost cards in your deck, you can get two or three uses out of this frequently.
Harrow
Harrow is a nice go-to card for decks looking to put several lands into play at once. The fact that the lands it
puts in come in untapped is also rather nice, and the fact it is instant speed. Be careful though, as if its countered you are down a land.
Sol Ring
Outside of the power nine, this is THE best artifact ramp around. Its also unconditional mana advantage, if you play it turn one, turn one you have two mana. No matter when you play it, you have more mana then if you did not. Most play groups frown heavily upon using this card in multiples, as its on banned and restricted lists for a good reason.
Removal Cards
Non-creature removal
Acidic Slime
Five for a 2/2 is not exactly the makings of a great beater, but when that beater also blows up
something and often takes a creature down with it, its definitely a good support card in green.
Indiric Stomphowler
The stomphowler can be considered the precursor to the slime, in that they both cost 5 and blow
something up. The beast is bigger, lacks deathtouch and cannot hit lands, but its still a great card.
Woodfall Primus
Again, enter the battlefield triggers make for efficient beatsticks. Creatures that do this twice are
even better. The primus is on the costly side, but it is well worth the price of admission for what
you get.
Terastrodon
Talked about in the beatstick section, but worth mentioning again. Its very expensive, but its also
very efficient at killing annoying planeswalkers or the like. Think of it this way, would you rather
your opponent have a Gideon or a Jace, or a 3/3 elephant?
Naturalize
Once upon a time, Disenchant got printed in green as Naturalize, and there was much rejoicing.
Its a decent card, but over time its been overshadowed by two cards in particular, Nature’s Claim
and Krosan Grip.
Nature’s Claim
Claim is one mana answer to any artifact or enchantment, but at the cost of giving your opponent
4 life. Generally speaking this is a worthy trade off for being the cheapest artifact/enchantment
hate around.
Krosan Grip
Krosan grip costs three, but cannot be countered by conventional means as it has split second.
Against counter heavy decks that rely on artifacts or enchantments, this is a Godsend.
Creature removal
Prey Upon
Do not under estimate this card. Green creatures are almost universally larger and more efficient
then their inferior colored counterparts, so why not take advantage of that fact with Prey Upon? It does have the twin drawbacks of sorcery speed and requiring you have a creature, but this is still some of the best creature removal in green.
Ambush Viper (and other deathtouch creatures)
Deathtouch creatures like Deadly Recluse and Ambush Viper can act as pseudo creature removal, but they require two things. 1. The creature live to see combat and 2. The creature you want to kill will be dealt damage (Fog, first strike, and other effects prevent this). You can avoid this with cards like Arena or Prey Upon, but its still a clumsy work around.
Acidic Slime.
Beast Within
The current unconditional green “kill it now” card, beast within is an answer to anything that’s not
a vanilla creature of power 3 or less. Use it wisely, as the draw back of making a 3/3 token is not
minor.
Arena
The original fight card, Arena has the advantage of being reusable and the drawback of tapping
your creature and requiring lots of land.
Dismember
No, its not green, but you can cast it with only green mana. Running birds of paradise makes the
steep 4 life cost a little easier, and this card will deal with most of your creature based threats.
I Win Buttons
Overrun
Pump everyone +3/3 and give them trample for five is great stuff, and overrun has been a staple
of green since it was printed. It has the advantage of always pumping for 3, even if you have just
have little stuff like BoP or Viridian Emissary currently on the board.
Overwhelming Stampede
Highly situational, if you have a big guy that hasn’t been killed yet, Overwhelming stampede is
great. But Overrun is traditionally used to give the little guys that last push to make them
monsters, not buff your already awesome cards into overkill mode.
Triumph of the Hordes
Lets face it, most of the time, Overrun is overkill most of the time, and the rest of the time the
problem is your opponent has just to much life to knock down. Triumph solves this problem by
trading off +1/1 for infect and costing only 4. A great card, and almost always superior to overrun
or overwhelming stampede.
Eldrazi Monument
+1/1 flying, and invincible is great stuff. Having to sacrifice a creature every turn isn’t that much
of a draw back, you should win the turn you play this most of the time. The biggest problem is
usually the lack of trample, though frankly green has enough trample creatures that this isn’t a
problem, and nothing is funnier then flying wurms and baloths.
Planeswalkers
Nissa Revane
Nissa is only usable in elves. In elves, 99% of the time, you can instantly make the deck better by
taking out nissa. Therefor, Nissa is horrible.
Garruk Wildspeaker
A solid card, Wizards got green’s planeswalker right the first time around. He ramps, he gives
you creatures, he even overruns. Saw play in more then one top green deck, and will serve you
well if you sleeve him up.
Garruk, Primal Hunter
More expensive, and more powerful. Creature generation, card draw and
OMGWTFBBQWURMS. Most of the time his ultimate is never used (card draw or token gen
being superior) but that doesn’t matter. The Hunter is good stuff, and sees play in top decks
currently.
Garruk, Relentless
As weird as this flipping planeswalker is, he’s solid. All of his abilities are relevant, from token gen
to removal to trading up one of your dudes. Hes fragile, but most of the time he does exactly
what you want him to do before he goes to the graveyard, which is why he was a popular
pro tour card.
Garruk, Caller of Beasts
Meh. That's all this planeswalker gets from me. Certainly, he is very powerful and a great card, and worthy of a spot in a standard mono-green deck. But in mono-green ramp, he's not as impressive as his two smaller brothers (Wildspeaker and Primal Hunter). Certainly if you are playing some truly fat creatures the Caller can be very helpful, but not more so than his younger brothers.
Other spells to consider
Harmonize
4CC to draw 3 cards? YES PLEASE! The best green draw spell, hands down.
Equipment
Loxodon warhammer. Sword of X and Y. Umezawa’s Jitte. All of the great equipments are
relevant as always in a creature based deck. Pick and choose which ones you want to use in
your deck for excellent results.
Lead the Stampede
Sometimes you get nut draws with this card. Other times you fizzle. Telling your opponent what
you are getting isn’t the best strategy though, so use with caution. Most of the time though, it
doesn’t matter as long as you get enough threats.
Primal Command
A nice tool box card, it can deal with a noncreature threat, gain some life, find you a creature, or get rid of a graveyard, all with convenience of doing two of those things.
Green Sun’s Zenith
One of the best green cards ever printed, this lets you run a “tool box”. Artifacts got you down?
Tutor up a Acidic Slime. Need some life? Go get yourself a Palakka wurm. Lots of pesky
graveyard action? Go get Scavenging Ooze. Its become nigh on mandatory in green decks of late, and even budget players that love green should look into picking up a playset.
Fauna Shaman / Survival of The Fittest
Discard a creature to find a new one. Works best either with Vengevine or Basking Rootwalla
type cards, but can be used in any deck to filter through bad creatures to find better ones.
Survival of the Fittest is not usually considered a casual friendly card as it is banned in most
formats, so ask your playgroup or substitute fauna shaman.
Lands
Forest
The simplest land is usually the best. Your basic forest will comprise the majority of the land base. Many green cards like having lots of basic forests, and it makes it harder for your opponent to disrupt your land base.
Khalni Garden
The only land I know of that makes you a creature and is a land, the Garden is a popular choice, but beware as it comes into play tapped.
Dryad Arbor
A great card with green sun's zenith, it lets you ramp yourself on turn 1 by searching for it. Be warned that it suffers from summoning sickness.
Treetop Village (and other man lands)
A land that doubles as a creature is usually the domain of control decks, but green ramp needs something to spend all that mana on, so why not turn your mana into a threat? Other choices include mishra's factory and Mutavault, both of which produce colorless mana and make a 2/2, but do not come into play tapped. Village does become a larger creature and produce green mana, it does have the drawback of coming into play tapped.
Mosswort Bridge
Comes into play tapped, but also allows you to hide away something scary to be played later on the cheap once you meet the easy requirement of having power 10 or more on the board.
On pump
Giant growth is a long time favorite of green players, as are cards like Might of Oaks or
Mutagenic growth. Generally speaking, instant speed pump is best in “Little Green” decks that
rely on small creatures getting through them pumping them for lethal damage. In green ramp
decks that rely on dropping fatties, instant speed pump is usually just overkill.
Construction of a Ramp Deck
Most mono green ramp decks have at least 8-10 ramp cards in
the 1-3CC slots, from mana dorks like Llanowar Elves to Rampant Growth and Cultivate.
After you have your ramp, you need to choose some beat sticks. Having several along the curve
is important. One thing you do not want to do is end up with a hand with 4 6-7CC creatures and
not enough early beaters, so pick some cards like Durngrove Elder, Obstinate Baloth, or
Bellowing Tangle Wurm that can come out turns 2-4 and hold down the field. Most ramp decks
include 4-8 of these kind of cards. Next, choose the big beat sticks. A card like Pelakka Wurm or Khlorian Behemoth are good budget choices for a finisher. More expensive cards like Wurmcoil Engine or Avenger of Zendikar are less budget friendly but pack a bigger wallop. Finishers like
these usually take up 3-6 slots in a deck.
Lastly, you need pump/support cards. Adding in a couple planeswalkers, harmonizes, [CARD]prey
upons[/CARD], or overruns are key to having a solid game plan. A timely Natures Claim can turn the
game around, and dropping Overwhelming Stampede is often enough to make your opponent
scoop right then and there. Support cards are very important, and usually compose 6-8 cards in
a green ramp deck.
Most green ramp decks run at least 23-26 lands. Obviously this is on the heavy side, but when
you want to constantly drop 6CC or more creatures, its mandatory.
Basic Budget Ramp
2x Ulvenwald Tracker
4x Llanowar Elves
4x Sakura-Tribe Elder
4x Krosan Tusker
4x Strangleroot Geist
3x Obstinate Baloth
2x Acidic Slime
3x Pelakka Wurm
2x Terastrodon
2x Soul of the Harvest
3x Lead the Stampede
Containing 30 creature cards is a good start for running lead the stampede, as you want to have
a good chance of flipping at least 3 creature cards to make it worth your while. This deck
contains 12 ramp cards, all of which are creatures, to make sure it can cast its big hitters in the
form of Pelakka Wurm or Terastrodon as fast as possible, then swing in the next turn with an
overrun boosted horde.
Mythic Green Ramp
2x Birds of Paradise
4x Sakura-Tribe Elder
4x Dungrove Elder
1x Thrun, the Last Troll
1x Polukranos, World Eater
1x Acidic Slime
1x Terastrodon
1x Thragtusk
2x Primeval Titan
2x Avenger of Zendikar
2x Garruk Primal Hunter
4x Beast Within
4x Green Sun’s Zenith
1x Dryad Arbor
24x Forest
I didn’t call it “Mythic Green” because it was going to be budget friendly. Green Sun's Zenith lets this deck run a “tool box” of creatures to deal with just about any situation its going to come up against. Planeswalkers can either accelerate this deck or act as another win con for you.
Eldrazi Ramp
A Standard Magic deck, by Tim Landale
2nd place at a Miscellaneous tournament in New York City, New York, United States on
2010-10-03
2 Everflowing Chalice
3 Wurmcoil Engine
4 Joraga Treespeaker
4 Overgrown Battlement
4 Primeval Titan
4 Summoning Trap
1 Emrakul, the Aeons Torn
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
4 Explore
4 Growth Spasm
Lands
4 Eldrazi Temple
4 Khalni Garden
2 Mystifying Maze
4 Tectonic Edge
1 Eye of Ugin
3 Obstinate Baloth
2 Pelakka Wurm
4 Terastodon
2 Nature's Claim
2 All Is Dust
1 Eye of Ugin
A solid green deck that ramped into eldrazi was once a top tier contender in standard. This deck
is just one take on the “eldrazi ramp” archetype.
Wolf Run Green
A Standard Magic deck, by Ben Friedman
1st place at a StarCityGames.com Standard Open tournament in Baltimore, Maryland, United
States on 2011-10-23
Artifacts
2 Batterskull
3 Solemn Simulacrum
1 Wurmcoil Engine
1 Acidic Slime
4 Birds of Paradise
4 Dungrove Elder
2 Llanowar Elves
4 Primeval Titan
4 Garruk, Primal Hunter
3 Green Sun's Zenith
4 Rampant Growth
19 Forest
2 Mountain
2 Inkmoth Nexus
2 Kessig Wolf Run
1 Acidic Slime
1 Tree of Redemption
1 Viridian Corrupter
2 Ancient Grudge
1 Beast Within
3 Gut Shot
3 Thrun, the Last Troll
1 Karn Liberated
Currently still quite the viable deck, Wolf Run Green uses Kessig Wolf Run and a bare minimum
of red mana to smash face with bit scary creatures like Dungrove Elder and Primeval Titan, or
an inkmoth nexus flying high and infecting for lots.
Soldier Primer
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My Trades
Tinder Wall is another to consider. for :symg:, you can sac' it for :symr::symr:.
Exploration is a much cheaper Azura, Lost but Seeking, but with a $20+ price tag-- still, drop it first turn, and wee- double land drop each turn! in tandem with Scouting Trek and Rowen- two lands each turn, for as long as you've stacked. or repeated Mulches.
If you're running mono-Green:
Land Grant & Gaea's Bounty gets Forests into your hand. Lay of the Land if you're not mono.
Nature's Lore & Skyshroud Claim gets Forests onto the field; with Untamed Wilds as an auxillary Cultivate.
Can't forget about Crop Rotation. oh, boy- first turn "get a land you need" card.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
No, that's not really the right choice for ramp at all.
Anyway, to the topic at hand; unless you are building for a certain format (modern? standard?) you are missing a lot of cards here.
Really no mention of Nature's Lore? There is no reason to run Rampant Growth over these in mono-green.
I think you forgot ALL the auras that ramp has access to. Wild Growth was a staple along side of Llanowars. Now we have Utopia Sprawl too. Yeah, auras generally are bad, but ones on lands are the hardest to 2 for 1. And one can not deny these are great with something else you forgot, Arbor Elf.
I would spend some time with an old thread we have that everyone's forgotten about (Casual Ramp Primer) here: http://forums.mtgsalvation.com/showthread.php?t=1232
Not the end-all and it's really old, but you can learn from it anyhow.
So, needs some work, but you have an okay start. Good luck.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
Any advice is greatly appreciated!
1x Basilisk Collar
1x Dryad Arbor
4x Dungrove Elder
1x Eternal Witness
20x Forest
1x Gaea's Cradle
1x Gaea's Revenge
4x Green Sun's Zenith
1x Mirri's Guile
4x Natural Order
4x Noble Hierarch
1x Pelakka Wurm
1x Primeval Titan
1x Rancor
1x Rofellos, Llanowar Emissary
4x Snakeform
4x Strangleroot Geist
1x Sword of Fire and Ice
1x Thrun, the Last Troll
2x Umezawa's Jitte
1x Woodfall Primus
Aside from nature's lore (or three visits if you're fancy) you're missing cards like skyshroud claim. This is Mono-G so rampant growth really doesn't belong.
I'd also cut out anything that doesn't hit 4 bars or above on your rating system. You just need to explain the best of the best
Yeah, missed that. My bad, I added it, along with wild growth and utopia sprawl. I am not sold on skyshroud claim as being better then Harrow or Cultivate.
1. Eh. No. Overwhelming stampede is just rather underwhelming because you HAVE to have big guys to be worth it. And most of the time, those cards are cut anyway because they are "win more,"
2. Nope. That's what trample is for. If it was an enchantment? Maybe.
3.I have Hornet Queen, Khalni Hydra and Gaea's Reveng and Rampaging Baloths, regal force is more for green combo. The rest of the cards just are not good enough.
4. Sure, its nice. But really, its not the best choice for MGR.
Your deck looks pretty good. I would probably ditch the snakeform's for beast within, and possibly add some more mana. I would also ditch the giests for more reliable ramp I would probably do:
-1 Rancor
-1 Gaea's Reveng
-4 Snakeform
-4 Strangleroot Giest
+4 Beast Within
+4 Cultivate
+2 Forest
Soldier Primer
Sig by ol MISAKA lo
My Trades
6 Overrun effects is just to many. Cut 3, and add in some tutor or ramp. 3 GSZ or 3 Cultivates would help your deck out greatly.
Soldier Primer
Sig by ol MISAKA lo
My Trades
I also like Yavimaya Elder for deckthinning power- two lands in hand, and a draw.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Good suggestions, I will add them.
Soldier Primer
Sig by ol MISAKA lo
My Trades
Will post list soon.
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
Also, any love for Phantom Centaur and Spectral Force?
RGGruul Aggro
WSoul Sisters
WBTokens
BUGRRestore Balance
BMono-Black Infect
EDH:
RGWMayael, the Anima
GWURoon of the Hidden Realm
BDrana, Kalastria Bloodchief
Those are not bad cards per se, but they are not GREAT cards. I tried to only include great ones.
Soldier Primer
Sig by ol MISAKA lo
My Trades
18 Forest
Creatures
4 Llanowar Elves
2 Overgrown Battlement
2 Ezuri's Archers
2 Wildhear Invoker
2 Cudgel Troll
2 Fangren Pathcutter
1 Kodama of The North Tree
1 Joraga Treespeaker
1 Kessig Recluse
1 Leatherback Baloth
1 Thrun, the Last Troll
1 Protean Hydra
1 Rampaging Baloths
1 Omnath, Locus of Mana
1 Viridian Emissary
1 Garruk's Packleader
1 Greenweaver Druid
1 Troll Ascetic
1 Carnage Wurm
1 Plated Slagwurm
1 Garruk Wildspeaker
2 Overgrowth
2 Naturalize
2 Utopia Sprawl
1 Asceticism
1 Fog
1 Lead the Stampede
1 Plummet
1 Harrow
1 Loxodon Warhammer
1 General's Kabuto
I usually play Magic with a couple of friends every Friday, but since I am just a newbie, they tend to beat the **** out of me. I chose to make a mana ramp deck because I felt that the mechanics involved in it were quite easy to understand. I have also added a couple of cards related to hexproof because of a lucky card (Thrun, the Last Troll) I've pulled from a booster pack. From the experience that I have gained by playing the few matches with this deck, I noticed that I tend to lose against flyers and control decks. So, is there any way I can improve my deck into a solid mana ramp and hexproof deck? I don't really plan to spend much $$$ in this deck because I haven't tried solid decks of other colors yet.
For mana ramping, you probably need to choose - elves, or walls? Overgrown Battlement gets better with more walls. Minor ramping could be done with just keeping the 4 Llanowar Elves. If you go with an elf tribal deck, Priest of Titania and Elvish Archdruid would give you insane amounts of mana. Your Utopia Sprawls and Overgrowths would be better with a set of Arbor Elf, though. Greenweaver Druid is inferior to Joraga Treespeaker.
Given the amount of mana-ramping creatures you have now, I would have at least 20 lands. You might get Pendelhaven or Oran-Rief, the Vastwood.
You should try to get 3 more Asceticism since it's pretty awesome for giving hexproof to all of your creatures. Harrow isn't a good card for this deck. (Rampant Growth would be better). Also, get rid of the Fog. Right now, you have too many high-cost creatures and not enough ramping.
If you want to try out other colours, borrow your friends' decks. Cheapest way to find out what you like.
Basic Budget Ramp
If you like hex proof creatures you can go -4 Wolfbitten Captive -3 Obstinate Baloth + 1 Thrun +2-4 Troll Ascetic +2-4 Dungrove Elder. Use Prey Upon to kill opponent's flyers, if that is not enough change Acidic Slimeand/or Terastodon to Cloudthresher
20 Forest
3 Swarmyard
Creatures (25)
4 Birds of Paradise
3 Llanowar Elves
4 Dungrove Elder
4 Yavimaya Elder
4 Vorapede
3 Acidic Slime
3 Pelakka Wurm
4 Rampant Growth
4 Harrow
4 Mwonvuli Acid-Moss
Card choices:
Birds and Elves are almost required.
Rampant Growth lets me do something on Turn 2 if a dork gets killed.
Harrow is great for following up with a Rampant Growth on the same turn.
Turn 3 Vorapede is horrific, plus he can get backed up by Swarmyard.
Acidic Slime can serve a variety of functions, kill a land, kill a Bitterblossom, as well as be a good blocker if I'm somehow on the back foot. Great utility card.
Mwonvuli Acid-Moss ramps me and denies them (card advantage!), and works well with Acidic Slime to occasionally mana-screw an opponent.
Yavimaya Elder and Pelakka Wurm are card advantage in Green. Yavimaya Elder also gets you more lands for Dungrove Elder.
Cards I'd like to consider:
Leatherback Baloth: He might be better than Yavimaya Elder? If I go Turn 1 Birds, Turn 2 Baloth, Turn 3 Acid-Moss, Turn 4 Acidic Slime and deny them mana while pressuring them with a 4/5, a lot of decks can't handle that.
Vines of Vastwood: Probably the best pump spell ever printed. Its only competition is...
Primal Bellow: In a mono-green ramp deck, this is sick. I can tack it on a Birds and swing through for 10 evasive damage or something. I like the idea of it because it lets me take advantage of my forests.
Wolfbriar Elemental: I love this because of its flexibility and because it lets me take advantage of my ramp. If I need to drop a body immediately against RDW, I can, and his strength is directly proportional to the amount of mana you can use, so he's never a dead draw. The later in the game, the better he gets. The trouble is, I'm not sure what I'd take out for him since I love Pelakka Wurm so much.
Overrun: It's a staple in green decks, but I'm not sure it's what I want here? It would obviously work great with Wolfbriar Elemental.
Unyaro Bees: I like this because it's evasive, it works with ramp, and it combos with Swarmyard.
Predator Ooze: He seems pretty sweet, but bounce really ruins him.
Cloudthresher: Probably a sideboard card?
Obstinate Baloth: Definitely a sideboard card against RDW or discard.
Thrun, the Last Troll: I'd love to be able to maindeck 1 or 2 of him for flavor.
Prey Upon: As far as I'm concerned, this is 1CMC green removal, especially with something like Leatherback Baloth.
Rancor: The best enchantment in the history of the game. It gives Dungrove Elder trample, but the hipster in me would feel bad about abusing people with this in casual.
I don't like Primeval Titan or Swords, and since this is casual, I don't want to play with them.
Right now the only thing that REALLY takes full advantage of my ramp is Dungrove Elder...it would be nice to have something else like Primal Bellow, Unyaro Bees, or Wolfbriar Elemental that just gets better the more Forests you have in play.
Yavimaya Elder is great, especially for deck thinning, land supply, and card advantage, but would Leatherback Baloth be better? I'm wondering.
The sideboard is still a work in progress, but I'm pretty sure it'll contain Obstinate Baloth and Cloudthresher.
Please let me know your thoughts!
森内葵
祇園精舎の鐘の聲、
諸行無常の響あり。
娑羅雙樹の花の色、
盛者必衰のことわりをあらはす。
おごれる人も久しからず、
唯春の夜の夢のごとし。
たけき者も遂にほろびぬ、
偏に風の前の塵に同じ。
Soldier Primer
Sig by ol MISAKA lo
My Trades
Also nice creatures - Elvish Aberration, Wirewood Guardian, Krosan Tusker.
PS: Please also check the card names in the first post! It's really hard and annoying to click on link and found that the card is not found in database! Approximately 25% of your cards in the first post have mistakes in name ...
2 Font of Mythos
Spells
4 Explore
2 Genesis Wave
4 Vines of Vastwood
2 Bear Umbra
2 Rancor
Creatures
4 Llanowar Elves
2 Plated Slagwurm
2 Mul Daya Channelers
4 Leatherback Baloth
2 Oracle of Mul Daya
2 Khalni Hydra
2 Vorapede
2 Terra Stomper
21 Forest
4 Omnath, Locus of Mana
2 Blightsteel Colossus
2 Genesis Wave
I really like this deck but I run into a huge problem whenever an opponent plays a big-ish creature with flying i'm forced to race them to the end. In the past i messed around with adding a few creatures with reach but then i don't have as much early game ramp. The other option is to take out the big creatures for reach creatures but then i would get stuck with a lot of creatures that aren't all that big. Some help would be great
Thanks to GR @ Yavin IV Studios for the signature!
How's your acceleration and land droppage? Could swap the bear umbra for spider umbra?
Set a man on fire, he is warm for the rest of his life.
Cloudthresher? Solves both problems.
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