Mmhmm, this is my Mono-Green deck. It's simple, yes, but it does its job.
Now I do have some funds to improve it, however access to the cards themselves (I'm very squeamish when it comes to online ordering - long story) might make the really big ones a bit hard to find for me.
The basic idea is rather simple - Spam a bunch of creatures and win via Overrun or by sheer might. Naturally there are a few routes to go:
Hexproof weenies, with Gladecover Scout and Sacred Wolf. Opponent running a lot of targetting spells? Just spam those.
Token Spam with Jade Mage, always handy if I end up drawing dead.
Doubling Chant the Weenies - Always fun to get 4 Llanowar's on the field.
There are probably a few better cards to go with, and I'm really considering Lure and Autumn's Veil, Lure would help with Acidic Slime shenanigans, and Autumn's Veil helps against counters that can fizzle my Overrun.
Any tips and ideas are greatly appreciated. I'm also open to a restyling - as long as the budget is kept reasonable.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Hello there! Mono is a blast to play! Lets take a look at your deck, and see what we can come up with. Since Innistrad is around the corner I will keep rotation in mind, and not suggest any cards from the Zendikar block (since it will not be legal in less than a month). I will definately try to keep this budget friendly :), and will post a deck idea for you at the end.
Your creature selection is pretty good. Dungrove Elder is great card! He can turn into a big beast, and he can't be targeted by those pesky removal spells! I would really try to get 3 more of him in your deck. You should be able to pick him up for a couple of dollars at most at a card shop in your local area.
The same goes for the Elvish Archdruid. It is great casting a Llanowar Elf on turn 1, and the Archdruid on turn 2. You have set your mana base up completely on the second turn. Then you can cast creatures at will (be careful of cards like Day of Judgment or Slagstorm), or start popping out saprolings with your Jade Mage. Like the Dungrove Elder you should be able to find him at your local shop for a couple of bucks max. Ok, those are the only 2 rares I am going to recommend for you. You could go with some of the rare fatties, but they are not needed if you are trying to get to an overrun with little guys.
Another 1 cost creature think about it Ezuri's Archers. They are great to stop your opponent from just flying over your head at will. He may die in the process of blocking, but he will take out a flyer with him. I personally like him in place of the Gladecover Scout.
I personally do not like the Sacred Wolf. He has hexproof, but that 1 toughness can really make him frail. If you can get the Dungrove Elders they make for great replacements for him.
Now, onto your other spell types. Overrun is a card you want to see (naturally), but with Ezuri's ability it is giving you 5 Overruns in the deck. You can afford to drop the number of copies down to 3.
Reclaim is good as it allows you to get any card in the deck back to use again, but there is another version of the card I would use instead: Noxious Revival. It costs the same :symg:, but you have the option of paying 2 life to use it instead. Its great to get a card back immediately when you are tapped out. Consider this: You just tapped all your lands for an Overrun, and hurt your opponent badly. Normally would not be able to cast reclaim to use the Overrun the very next turn, but Noxious Revival allows you to pay 2 life and do just that!
Hunter's Insight is a great little card, but it requires a little bit of timing to use. Given that, they are definitely worth there slots. I would play a couple more to help keep your cards in your hand. As fast as this deck can go you can find yourself with an empty hand fast, and playing only what you draw each turn. Hunter's Insight can help to keep the creatures coming.
I totally understand why the Rampant Growths are in the deck, but if you can pick up a couple more copies of Elvish Archdruid you will not need them. What I would do is play a couple copies of Rampant Growth, and as you get more Archdruids just replace the Rampant Growths with them.
Have you seen the enchantment Trollhide? Its a great little enchantment that boosts a creature, and allows you to keep it on the board easily. Throw that thing on a Dungrove Elder and look out! Alternately it can go on an Archdruid, or Ezuri to get them out of range of a Lightning Bolt, Shock, or Incinerate (or numerous other nasty cheap burns spells). Or, if you decide to play Ezuri's Archers you can use it block flyers all day long, and just regenerate him.
You will notice I boosted your land count up to 20. Personally I am more comfortable running 20 than 19 unless I know I can get my mana running very fast. After playing some more with this if deck you feel you are really comfortable with 19 then you could just add a 3rd Acidic Slime.
You mentioned Lure. Lure is a great card to throw on a creature, and ensure everyone else gets through. If you wanted you could drop the Trollhides down to 3 copies, and play only 1 copy of Doubling chant to get a couple of them in. Alternatively you could play with 19 lands (if you are comfortable with your mana base) and use that slot for a Lure instead of an Acidic Slime, and keep your 2nd Doubling Chant.
Do you play in tournaments in your local area? If so we can work out a sideboard to use in your tournaments. That is where Autumn's Veil would go as it is not useable when you opponents are not using black or blue.
There ya go. I hope some of the thoughts helped. If you were to buy all the cards I suggested you should spend $15 max. There are alot of other cards you can consider when you get more money and experience, but this deck should work out really well for you until then :).
Here's to hoping you trample all over your opponents!
Ezuri is great, but I think only belongs in an elf deck. Elf decks are going to be seriously hampered after Innistrad - the metalcraft elf deck never really arrived. The other way to go is efficiency. It's hard, because other than elves green doesn't do much that's unfair.
Careful about casting the Lead the Stampede when you want Overrun. Generally keep it to restock. The Tanglewurm is meant to play like the Overrun getting some damage through. Remember that you can use Beast Within to 'convert' a creature that's going to die to removal, as well as take out troublesome permanents.
I'm guessing that this deck will get a lot of help from Innistrad, since there aren't elves and the metalcraft was iffy.
Thank you both. I'll be making a trip to my local card shop somewhere in the next few days and see what I can pick up. If I'm gonna keep the Archdruid tho, I think I'll keep the Gladecovers simply for the mana and the fact that once enchanted, they ain't easy to get rid of. The Wolves will be the first to go though. I do hope they got Dungroves.
Thank you both again for the help.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
My list should definitely have the Dungrove Elder. For the first two cut two Jade Mages (don't really want them till you have mana) and for any others cut cobras. I'm not sold on Gladecover because your opponent doesn't need to remove them. In a dedicated elf deck, that's different. Could play:
There isn't much point in playing Dungrove Elder without Primeval Titan, and there isn't much point in playing Hexproof creatures without Equipments to boost them.
If you're committed to running 4x Overrun, try a more token-based approach with cards like Nest Invader and Bestial Menace. Otherwise, you're forcing yourself into a blowout.
I have heard vague rumors of a moustache-dispensing vending machine in a distant laundromat, across the street from a tattoo parlor. However, this information is shaky, and time is of the essence.
Again, thanks for the comments made. I can't really add Zendikar-block or M11 cards to this as I am not really inclined to make any form of investments on cards that will only be in the format for another...what, 20 days? So I'll have to pass on those. I haven't really found proper token enablers in the Scars/M12 block so far just yet, so that's a bit of a nuisance.
Mimic Vat is an interesting card indeed...I'll be nabbing a set of those. The reason I play Gladecover was that the original intent was to be Hexproof - Enchantments - Overrun, but I just didn't know which enchantments to use quite yet, so it shaped up into, well, what you see now.
Made updates.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
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Now I do have some funds to improve it, however access to the cards themselves (I'm very squeamish when it comes to online ordering - long story) might make the really big ones a bit hard to find for me.
So here's the deck.
4 Gladecover Scout
4 Llanowar Elves
4 Garruk's Companion
2 Jade Mage
2 Acidic Slime
2 Elvish Archdruid
2 Ezuri, Renegade Leader
2 Ezuri's Archers
4 Dungrove Elder
3 Troll Hide
3 Overrun
3 Rampant Growth
3 Mimic Vat
2 Noxious Revival
2 Doubling Chant
2 Hunter's Insight
20 Forest
The basic idea is rather simple - Spam a bunch of creatures and win via Overrun or by sheer might. Naturally there are a few routes to go:
Hexproof weenies, with Gladecover Scout and Sacred Wolf. Opponent running a lot of targetting spells? Just spam those.
Token Spam with Jade Mage, always handy if I end up drawing dead.
Doubling Chant the Weenies - Always fun to get 4 Llanowar's on the field.
There are probably a few better cards to go with, and I'm really considering Lure and Autumn's Veil, Lure would help with Acidic Slime shenanigans, and Autumn's Veil helps against counters that can fizzle my Overrun.
Any tips and ideas are greatly appreciated. I'm also open to a restyling - as long as the budget is kept reasonable.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Your creature selection is pretty good. Dungrove Elder is great card! He can turn into a big beast, and he can't be targeted by those pesky removal spells! I would really try to get 3 more of him in your deck. You should be able to pick him up for a couple of dollars at most at a card shop in your local area.
The same goes for the Elvish Archdruid. It is great casting a Llanowar Elf on turn 1, and the Archdruid on turn 2. You have set your mana base up completely on the second turn. Then you can cast creatures at will (be careful of cards like Day of Judgment or Slagstorm), or start popping out saprolings with your Jade Mage. Like the Dungrove Elder you should be able to find him at your local shop for a couple of bucks max. Ok, those are the only 2 rares I am going to recommend for you. You could go with some of the rare fatties, but they are not needed if you are trying to get to an overrun with little guys.
Another 1 cost creature think about it Ezuri's Archers. They are great to stop your opponent from just flying over your head at will. He may die in the process of blocking, but he will take out a flyer with him. I personally like him in place of the Gladecover Scout.
I personally do not like the Sacred Wolf. He has hexproof, but that 1 toughness can really make him frail. If you can get the Dungrove Elders they make for great replacements for him.
Now, onto your other spell types. Overrun is a card you want to see (naturally), but with Ezuri's ability it is giving you 5 Overruns in the deck. You can afford to drop the number of copies down to 3.
Reclaim is good as it allows you to get any card in the deck back to use again, but there is another version of the card I would use instead: Noxious Revival. It costs the same :symg:, but you have the option of paying 2 life to use it instead. Its great to get a card back immediately when you are tapped out. Consider this: You just tapped all your lands for an Overrun, and hurt your opponent badly. Normally would not be able to cast reclaim to use the Overrun the very next turn, but Noxious Revival allows you to pay 2 life and do just that!
Hunter's Insight is a great little card, but it requires a little bit of timing to use. Given that, they are definitely worth there slots. I would play a couple more to help keep your cards in your hand. As fast as this deck can go you can find yourself with an empty hand fast, and playing only what you draw each turn. Hunter's Insight can help to keep the creatures coming.
I totally understand why the Rampant Growths are in the deck, but if you can pick up a couple more copies of Elvish Archdruid you will not need them. What I would do is play a couple copies of Rampant Growth, and as you get more Archdruids just replace the Rampant Growths with them.
Have you seen the enchantment Trollhide? Its a great little enchantment that boosts a creature, and allows you to keep it on the board easily. Throw that thing on a Dungrove Elder and look out! Alternately it can go on an Archdruid, or Ezuri to get them out of range of a Lightning Bolt, Shock, or Incinerate (or numerous other nasty cheap burns spells). Or, if you decide to play Ezuri's Archers you can use it block flyers all day long, and just regenerate him.
Ok, lets see what we have here for a deck:
4x Llanowar Elves
4x Ezuri's Archers
4x Garruk's Companion
4x Jade Mage
4x Dungrove Elder
4x Elvish Archdruid
2x Ezuri, Renegade Leader
2x Acidic Slime
3x Overrun
3x Hunter's Insight
4x Troll Hide
2x Noxious Revival
2x Doubling Chant
20x Forest
You will notice I boosted your land count up to 20. Personally I am more comfortable running 20 than 19 unless I know I can get my mana running very fast. After playing some more with this if deck you feel you are really comfortable with 19 then you could just add a 3rd Acidic Slime.
You mentioned Lure. Lure is a great card to throw on a creature, and ensure everyone else gets through. If you wanted you could drop the Trollhides down to 3 copies, and play only 1 copy of Doubling chant to get a couple of them in. Alternatively you could play with 19 lands (if you are comfortable with your mana base) and use that slot for a Lure instead of an Acidic Slime, and keep your 2nd Doubling Chant.
Do you play in tournaments in your local area? If so we can work out a sideboard to use in your tournaments. That is where Autumn's Veil would go as it is not useable when you opponents are not using black or blue.
There ya go. I hope some of the thoughts helped. If you were to buy all the cards I suggested you should spend $15 max. There are alot of other cards you can consider when you get more money and experience, but this deck should work out really well for you until then :).
Here's to hoping you trample all over your opponents!
:symg:Rathmaker:symg:
Beast creatures for this; power>=CC:
Garruk's Companion
Cudgel Troll
Garruk's Horde
Others to consider:
Molten-Tail Masticore, Myr Superion
Investment if you love playing green: Thrun, the Last Troll, Primeval Titan
Slim pickings that is.
So that means the cheap horde.
4 Llanowar Elves
4 Death-Hood Cobra
4 Garruk's Companion
4 Jade Mage
4 Phyrexian Revoker
4 Viridian Emmissary
3 Bellowing Tanglewurm
2 Titanic Growth
3 Beast Within
4 Lead the Stampede
4 Overrun
Mana
17 Forest
3 Contested War Zone
4 Sylvok Replica
3 Brittle Effigy
3 Acidic Slime
3 Fresh Meat
1 Titanic Growth
1 Beast Within
Careful about casting the Lead the Stampede when you want Overrun. Generally keep it to restock. The Tanglewurm is meant to play like the Overrun getting some damage through. Remember that you can use Beast Within to 'convert' a creature that's going to die to removal, as well as take out troublesome permanents.
I'm guessing that this deck will get a lot of help from Innistrad, since there aren't elves and the metalcraft was iffy.
Thank you both again for the help.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
4 Gladecover Elves
4 Llanowar Elves
3 Carapace Forger
3 Adaptive Automaton
4 Elvish Archdruid
3 Ezuri's Brigade
3 Ezuri, Renegade Leader
3 Swiftfoot Boots
4 Sylvok Replica
3 Mimic Vat
4 Brittle Effigy
Mana 23
3 Buried Ruins
20 Forest
4 Copperhorn Scout
4 Beast Within
4 Wall of Tanglecord
3 Naturalize
If you're committed to running 4x Overrun, try a more token-based approach with cards like Nest Invader and Bestial Menace. Otherwise, you're forcing yourself into a blowout.
Mimic Vat is an interesting card indeed...I'll be nabbing a set of those. The reason I play Gladecover was that the original intent was to be Hexproof - Enchantments - Overrun, but I just didn't know which enchantments to use quite yet, so it shaped up into, well, what you see now.
Made updates.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.