Title says it all. This deck isn't elegant... But what it does do, it does really, REALLY well. Which is lots of pumping and lots of ramping. I was looking through a few of the older, legal Standard Sets and saw this little equipment card: Stoneforge Masterwork. Then I noticed that quite a few of the elves in AER and BFZ blocks are Elf Druids... And so, a deck was born!
The deck is centered around Elves (duh). Elves in MTG have always been good at generating lots of mana and pumping each other making themselves bigger. They also use the large amounts of mana generated to cast big creatures, usually the finisher(s) of the deck. This deck is no exception, by any means, but its nice to see an elf deck in Standard that has a good chance of becoming Tier 1 with time. I left the sideboard open with some flex spaces. Decks (as always) are works in progress, and right now I'm thinking about potential threats, both known and unknown, that need to be considered (such as: Emrakul, the Promised End). The deck may change entirely once I get serious testing in, but I doubt it'll change much.
Rishkar, Peema Renegade: Ah yes, the foundation on which our house is built. This is the guy that gets the mana generation party really started. You can either put a +1+1 counter on him and another creature, or on two other creatures entirely. It depends on the situation. He dies to a great many kill and bolt spell in the format (Fatal Push, Grasp of Darkness, Shock, Harnessed Lightning, etc) so it may be wiser to put those counters on other creatures if you got'em. He will definitely be targeted for removal, so cards like Heroic Intervention comes in handy.
Aetherwind Basker: Classic big green stompy creature. I really like the fact that he gets bigger the more creatures you have on the field. It's easy enough to cast him Turn 5 or 6, and in addition to Attune with Aether and Greenbelt generating additional E for the deck, it's not uncommon to swing for 10 or more per turn.
Decimator of the Provinces: This guy... Is a monster. And a finsher. This is guy you plop down and say "Game Over." He provides the deck with a much need Overrun ability that ensures all our pumped up little creatures can push damage through.
Stoneforge Masterwork Rishkar, Peema Renegade Nissa, Voice of Zendikar: Self-explanatory Sylvan Advocate: Sure, his pump only works on lands, BUT he turns any land Nissa, Vital Force creates into a 7/7, instead of a 5/5. And you can't beat his starting stats: A 2/3 with Vigilance for 2 Mana?!? Count me in! Metallic Mimic: Elves. Just name elves. Greenwheel Liberator: Yes, she only pumps herself if Revolt is triggered when she ETB, but, if it does happen, she becomes an early powerful threat that MUST be answered. Most of our opponent's removal will be used on her, leaving Riskar, Peema Renegade alive to get our mana engine started. Also, there's this:
Turn 1: Land, cast Renegade Map
Turn 2: Land, sack Map, cast Greenwheel Liberator. Revolt triggers. Liberator ETB as a 4/3 instead of a 2/1.
Turn 3: Land, Cast Rishkar, Peema Renegade. Distribute counters however you choose among the two creatures. Also, if you have any other 1 drops in hand, you can tap Liberator for mana and cast it (if for some reason attacking with her is unwise).
WEAKNESSES
Your centerpieces have practically no protection. They can evade burn and Grasp of Darkness to a certain extent, but that's about it. The hope is that you ramp to your threats fast enough so that your opponent can't answer them all. Heroic Intervention helps, but the spell should be reserved for a deck piece you simply MUST have survive to win you the game. As of right now, the deck doesn't have any form of board-wipe, but cards like Boiling Earth and Magmatic Chasm may give us the edge we need to push through Aggro and Vehicle decks. The deck also (as of right now) lacks an Overrun type of spell to make sure damage can be pushed through. Any suggestions would be and are welcome!
I don't think the deck needs Greenbelt Rampager. It's a good body, but I think you're better off with a creature that makes mana. You won't always have Rishkar, so something like Servant of the Conduit or Ulvenwald Captive. The only card you have that cares about Elf type is Mimic, which doesn't Rampager or the mana dorks I listed. You might also consider Decimator of Provinces instead of/alongside Basker.
potential threats, both known and unknown, that need to be considered (such as: Emrakul, the Promised End)
Yesterday was banned/restricted announcement day, and Emrakul, Reflector Mage, and Smuggler's Copter will be banned in standard as of AER release.
You could also just drop Mina and Denn, Wildborn and get rid of red entirely and just go mono-green. Have you considered maybe replacing them with Cultivator of Blades? It could come down as a 4/4 with Metallic Mimic on the field, and with Stoneforge Masterwork it could pump all of your Elves to an insane degree on the next attack.
Rather than go for an energy sub-theme for your deck I would get rid of Greenbelt Rampager for Narnam Renegade, which is a pretty good one-drop with death touch, is an Elf, and could come down bigger on some occasions by itself. Maybe run Renegade Map instead of Attune with Aether, which pretty much does the same thing, but could help trigger Revolt for Narnam Renegade and can be fetched from the grave with Nissa, Vital Force.
I would also see if you could maybe try and fit in a Greenwheel Liberator. It's a pretty good 2-drop and would also work with the map and The blighted land. I do think that Decimator of the Provinces is a better choice as a big finisher than the Basker.
Stoneforge Masterwork doesn't work quite how you think it does in this case, though it still works. An Elf Druid equipped with the Masterwork will only get +1/+1 if one other Elf Druid is on your side of the field. This is because Masterwork only counts the number of creatures that share a type with the equipped, not the number of types they share (Masterwork rulings)
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Standard - Some kind of control
Modern - UB Mill (casual)
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I don't think the deck needs Greenbelt Rampager. It's a good body, but I think you're better off with a creature that makes mana. You won't always have Rishkar, so something like Servant of the Conduit or Ulvenwald Captive. The only card you have that cares about Elf type is Mimic, which doesn't Rampager or the mana dorks I listed. You might also consider Decimator of Provinces instead of/alongside Basker.
potential threats, both known and unknown, that need to be considered (such as: Emrakul, the Promised End)
Yesterday was banned/restricted announcement day, and Emrakul, Reflector Mage, and Smuggler's Copter will be banned in standard as of AER release.
As for the bannings, I honesty didn't think they would happen in Standard. At least, not so soon. And not the cards they decided ban. If anything, I expected Wizards to ban the Saheeli Rai/Felidar Guardian combo everyone keeps going on about.
You could also just drop Mina and Denn, Wildborn and get rid of red entirely and just go mono-green. Have you considered maybe replacing them with Cultivator of Blades? It could come down as a 4/4 with Metallic Mimic on the field, and with Stoneforge Masterwork it could pump all of your Elves to an insane degree on the next attack.
Rather than go for an energy sub-theme for your deck I would get rid of Greenbelt Rampager for Narnam Renegade, which is a pretty good one-drop with death touch, is an Elf, and could come down bigger on some occasions by itself. Maybe run Renegade Map instead of Attune with Aether, which pretty much does the same thing, but could help trigger Revolt for Narnam Renegade and can be fetched from the grave with Nissa, Vital Force.
I would also see if you could maybe try and fit in a Greenwheel Liberator. It's a pretty good 2-drop and would also work with the map and The blighted land. I do think that Decimator of the Provinces is a better choice as a big finisher than the Basker.
Initially the deck was supposed to be (and still may go) mono green. I added Mina and Denn, Wildborn because it can be cast on or ahead of curve, has a nice size body, affords me ramp. Plus it works well with Nissa, Vital Force's ultimate if you can get it off. Cultivator of Blades is a card I have brewed with in the past with little success. The problem is that it's a 5 mana card with with extremely low P/T (1/1) that at most, spits out a 3/3 body shared across three potential creatures. It needs to do something more impactful when it ETB than that. It's second ability also isn't very good because, while it does pump your creatures, it only pumps when IT attacks, and doesn't even provide Trample when it does to ensure damage gets through.
Greenwheel Liberator is pretty good. Looked at it as well. It'd be a heck of a lot better if it could put counters on other creatures instead of just itself. I just don't see a spot for it right now. Added it to the deck. I forgot Decimator of the Provinces was a card! It's exactly what the deck needs!
Stoneforge Masterwork doesn't work quite how you think it does in this case, though it still works. An Elf Druid equipped with the Masterwork will only get +1/+1 if one other Elf Druid is on your side of the field. This is because Masterwork only counts the number of creatures that share a type with the equipped, not the number of types they share (Masterwork rulings)
You're right. Just re-read the rulings as well. It may only trigger once for each creature that shares a subtype with it, but the deck is so consistent it makes this card powerful enough to have a spot.
EDIT: On further review, I don't think the deck needs Stoneforge Masterwork at all the deck does so good a job putting counters and pumping as is, it feels like a wasted slot. WIll be revamping the deck and changing the thread title accordingly.
I don't think the red splash for Mina and Denn is worth it. Instead a black splash for Winding Constrictor would make the deck stronger since you're already heavy into the counter sub-theme.
Some cards I'd consider,
Armorcraft Judge - You need some kind of card draw and he would be one of the best for your style of deck.
Verdurous Gearhulk - Consider the Gearhulk vs the Decimator as your top end.
Nissa, VoZ - Strong 3 drop that provides bodies for Decimator or blockers and adds to your counter theme.
Walking Ballista - Hangerback 2.0, he would give you an answer to planeswalkers and reach to finish the game if you can get aggressive and under some top heavy decks.
Tireless Tracker - I at least try Tireless in most of my decks these days. He's just too good and hard to beat for the 3 drop slot.
We can splash another color for animated land (like blu or black) giving more sustain, and more powerful removal card/e/o counterspell.
Evolving Wilds is a good card for the deck. Hadn't thought about it triggering Revolt, but then the deck initially didn't have any Revolt cards in it. Good suggestion.
Yes, the R in the deck is just for Mina and Denn, Wildborn. Outside of ramp, I like the fact it can give trample to any creature in the deck. Plus I can cast it on curve, if not a turn sooner to play alongside some +1 Nissa, Vital Force shenanigans.
I don't think the deck really needs removal/counter tbh. I do think it could use some kind of draw.
I don't think the red splash for Mina and Denn is worth it. Instead a black splash for Winding Constrictor would make the deck stronger since you're already heavy into the counter sub-theme.
Some cards I'd consider, Armorcraft Judge - You need some kind of card draw and he would be one of the best for your style of deck. Verdurous Gearhulk - Consider the Gearhulk vs the Decimator of the Provinces as your top end. Nissa, Voice of Zendikar - Strong 3 drop that provides bodies for Decimator of the Provinces or blockers and adds to your counter theme. Walking Ballista - Hangerback 2.0, he would give you an answer to planeswalkers and reach to finish the game if you can get aggressive and under some top heavy decks. Tireless Tracker - I at least try Tireless in most of my decks these days. He's just too good and hard to beat for the 3 drop slot.
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-Good call on Armorcraft Judge. I'll be adding 2-4 to the deck.
-Don't like Gearhulk here. The deck already puts counters on everything in spades, which makes Gearhulk redundant. Also,As a finisher, Decimator is better because it gives trample to all our creatures on being cast.
-Nissa is in the sideboard. I chose not to main her because I'm not sure if Mina and Denn, Wildborn will remain in the deck.
-I wouldn't make the comparison between Ballista and Hangarback. They are functionally to different cards, but I can see the strength of Ballista in the deck for sure.
-The 3 drop spot may get clogged running Tracker, Nissa, Voice of Zendikar, and Rishkar, Peema Renegade. Maybe as a 2-of?
Since you need to be running wilds I think 3 trackers is soild and 4 Rishkar is a lot for a legendary creature, 3 of him may be enough.
My big concern for the deck triggering revolt and what I think needs to be tested the most is what card is the best for doing so besides the Evolving Wilds. The Greenwheel really needs revolt to be worth it, however that begs the question is it worth it add subpar cards to trigger revolt or do you just another 2 drop that doesn't need it. Renegade map is decent but is a horrid top deck late. I'd really prefer something the at least cycles.
Your other options are;
Implement of Ferocity - costing a G to sac is slows your way down but the counter is useful and you can cycle it the turn it enters play.
Terrarion - free to use, filtering however is worthless. you can cycle but it takes a turn.
Unbridled Growth - You don't need the filtering which is unfortunate but if you top deck it you can cycle for only 1 G - to me this is the other revolt enabler that needs testing vs map.
Hope of Ghirapur - This may be more of a sideboard card but I have 0 idea how this will preform. If your going pure beatdown a 1/1 flyer for 1 is ok and the ability to just completely neutrialize a control deck if you can get lethal the next turn would be insane. Imagine turn 4 you attack with the Hope, deal a damage, sacrifice it, and drop 2 Greenwheels...
Greenwheel Liberator needs to revolt to bring him to 4/3 which is harder to achieve late game. Advocate is much better in this regard as it'll be a 4/5 vigilance once we have 6 lands.
Greenwheel Liberator needs to revolt to bring him to 4/3 which is harder to achieve late game. Advocate is much better in this regard as it'll be a 4/5 vigilance once we have 6 lands.
Yeah, both Nissa and Mimic are there to put counters on everything when Revolt can't be achieved. Beastcaller Savant doesn't work that well because it doesn't allow me to ramp into any other spells but creatures. And because the deck is Mono Green as of right now, I don't need to tap for any other colors.
Since you need to be running wilds I think 3 trackers is soild and 4 Rishkar is a lot for a legendary creature, 3 of him may be enough.
My big concern for the deck triggering revolt and what I think needs to be tested the most is what card is the best for doing so besides the Evolving Wilds. The Greenwheel really needs revolt to be worth it, however that begs the question is it worth it add subpar cards to trigger revolt or do you just another 2 drop that doesn't need it. Renegade map is decent but is a horrid top deck late. I'd really prefer something the at least cycles.
Your other options are;
Implement of Ferocity - costing a G to sac is slows your way down but the counter is useful and you can cycle it the turn it enters play.
Terrarion - free to use, filtering however is worthless. you can cycle but it takes a turn.
Unbridled Growth - You don't need the filtering which is unfortunate but if you top deck it you can cycle for only 1 G - to me this is the other revolt enabler that needs testing vs map.
Hope of Ghirapur - This may be more of a sideboard card but I have 0 idea how this will preform. If your going pure beatdown a 1/1 flyer for 1 is ok and the ability to just completely neutrialize a control deck if you can get lethal the next turn would be insane. Imagine turn 4 you attack with the Hope, deal a damage, sacrifice it, and drop 2 Greenwheels...
Hope of Ghirapur is great against Control. I've been running it in another aggro deck I brewed. I see it filling out the last three spots in the SB. What I do like about Renegade Map is that it thins the deck some. I'm strongly considering cutting two Maps and running two Lifecrafter Beastiary instead.
I'd also be curious about Renegade Rallier. If you use Unbridled growth and Evolving Wilds, you can easily get the white mana, get them back with the Rallier, as well as getting back several revolt enablers, allowing you to play a more aggressive game. With Unbridled, Rallier becomes at least a cantrip (returning growth(, or a bit of ramp(return wilds), or it brings back Narnam Renegade, Liberator, or Advocate, all which can enter quite large, although it weakens the elf theme for Mimic.
I have been testing with mono-green elf-ball and the biggest thing i have found to be successful is Eldritch Evolution, with it we can go tutor for things like the armor-craft judge, it auto-enables revolt, and then we can use it to go get Greenwheel Liberator or Lifecraft Cavalry or gearhulk.
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I was looking through a few of the older, legal Standard Sets and saw this little equipment card: Stoneforge Masterwork. Then I noticed that quite a few of the elves in AER and BFZ blocks are Elf Druids... And so, a deck was born!2 Blighted Woodland
4 Evolving Wilds
16 Forest
CREATURES (27)
4 Narnam Renegade
4 Druid of the Cowl
4 Greenwheel Liberator
4 Sylvan Advocate
4 Rishkar, Peema Renegade
3 Tireless Tracker
2 Armorcraft Judge
2 Decimator of the Provinces
1 Nissa, Vital Force
2 Nissa, Voice of Zendikar
ARTIFACTS (8)
2 Renegade Map
4 Metallic Mimic
2 Lifecrafter's Beastiary
3 Natural State
4 Plummet
4 Heroic Intervention
4 Walking Ballista
ABOUT THE DECK
The deck is centered around Elves (duh). Elves in MTG have always been good at generating lots of mana and pumping each other making themselves bigger. They also use the large amounts of mana generated to cast big creatures, usually the finisher(s) of the deck. This deck is no exception, by any means, but its nice to see an elf deck in Standard that has a good chance of becoming Tier 1 with time. I left the sideboard open with some flex spaces. Decks (as always) are works in progress, and right now I'm thinking about potential threats, both known and unknown, that need to be considered
(such as: Emrakul, the Promised End). The deck may change entirely once I get serious testing in, but I doubt it'll change much.THE CENTERPIECES
Stoneforge Masterwork: Simple in it's elegance. Works on every creature in the deck except for Decimator of the Provinces.Rishkar, Peema Renegade: Ah yes, the foundation on which our house is built. This is the guy that gets the mana generation party really started. You can either put a +1+1 counter on him and another creature, or on two other creatures entirely. It depends on the situation. He dies to a great many kill and bolt spell in the format (Fatal Push, Grasp of Darkness, Shock, Harnessed Lightning, etc) so it may be wiser to put those counters on other creatures if you got'em. He will definitely be targeted for removal, so cards like Heroic Intervention comes in handy.
Aetherwind Basker: Classic big green stompy creature. I really like the fact that he gets bigger the more creatures you have on the field. It's easy enough to cast him Turn 5 or 6, and in addition to Attune with Aether and Greenbelt generating additional E for the deck, it's not uncommon to swing for 10 or more per turn.Decimator of the Provinces: This guy... Is a monster. And a finsher. This is guy you plop down and say "Game Over." He provides the deck with a much need Overrun ability that ensures all our pumped up little creatures can push damage through.
THE MANA GENERATORS
Druid of the Cowl
Rishkar, Peema Renegade
Mina and Denn, Wildborn: I've really wanted this card to be good in Standard for a while. I just couldn't see it doing anything/working outside of your basic Landfall deck. But this card plus Blighted Fen and Attune with Aether works wonders in this deck.THE PUMPERS
Stoneforge MasterworkRishkar, Peema Renegade
Nissa, Voice of Zendikar: Self-explanatory
Sylvan Advocate: Sure, his pump only works on lands, BUT he turns any land Nissa, Vital Force creates into a 7/7, instead of a 5/5. And you can't beat his starting stats: A 2/3 with Vigilance for 2 Mana?!? Count me in!
Metallic Mimic: Elves. Just name elves.
Greenwheel Liberator: Yes, she only pumps herself if Revolt is triggered when she ETB, but, if it does happen, she becomes an early powerful threat that MUST be answered. Most of our opponent's removal will be used on her, leaving Riskar, Peema Renegade alive to get our mana engine started. Also, there's this:
Turn 1: Land, cast Renegade Map
Turn 2: Land, sack Map, cast Greenwheel Liberator. Revolt triggers. Liberator ETB as a 4/3 instead of a 2/1.
Turn 3: Land, Cast Rishkar, Peema Renegade. Distribute counters however you choose among the two creatures. Also, if you have any other 1 drops in hand, you can tap Liberator for mana and cast it (if for some reason attacking with her is unwise).
WEAKNESSES
Your centerpieces have practically no protection. They can evade burn and Grasp of Darkness to a certain extent, but that's about it. The hope is that you ramp to your threats fast enough so that your opponent can't answer them all. Heroic Intervention helps, but the spell should be reserved for a deck piece you simply MUST have survive to win you the game. As of right now, the deck doesn't have any form of board-wipe, but cards like Boiling Earth and Magmatic Chasm may give us the edge we need to push through Aggro and Vehicle decks.
The deck also (as of right now) lacks an Overrun type of spell to make sure damage can be pushed through. Any suggestions would be and are welcome!EDIT: Removed -2 Renegade Map, -2 Aetherwind Basker, -4 Greenbelt Rampager, -4 Attune with Aether, -4 Stoneforge Masterwork, -2 Mina and Denn, Wildborn, -4 Cinder Glade, -4 Game Trail. Added more Forests, +4 Evolving Wilds, +2 Armorcraft Judge, +3 Tireless Tracker +2 Decimator of the Provinces, +4 Narnam Renegade, +4 Renegade Map, +4 Greenwheel Liberator, +2 Lifecrafter's Beastiary.
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Rather than go for an energy sub-theme for your deck I would get rid of Greenbelt Rampager for Narnam Renegade, which is a pretty good one-drop with death touch, is an Elf, and could come down bigger on some occasions by itself. Maybe run Renegade Map instead of Attune with Aether, which pretty much does the same thing, but could help trigger Revolt for Narnam Renegade and can be fetched from the grave with Nissa, Vital Force.
I would also see if you could maybe try and fit in a Greenwheel Liberator. It's a pretty good 2-drop and would also work with the map and The blighted land. I do think that Decimator of the Provinces is a better choice as a big finisher than the Basker.
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Stoneforge Masterwork also cares about both Elf and Druid subtypes as well, but I see your point. Servant of the Conduit slots in fairly nicely.
As for the bannings, I honesty didn't think they would happen in Standard. At least, not so soon. And not the cards they decided ban. If anything, I expected Wizards to ban the Saheeli Rai/Felidar Guardian combo everyone keeps going on about.
Initially the deck was supposed to be (and still may go) mono green. I added Mina and Denn, Wildborn because it can be cast on or ahead of curve, has a nice size body, affords me ramp. Plus it works well with Nissa, Vital Force's ultimate if you can get it off. Cultivator of Blades is a card I have brewed with in the past with little success. The problem is that it's a 5 mana card with with extremely low P/T (1/1) that at most, spits out a 3/3 body shared across three potential creatures. It needs to do something more impactful when it ETB than that. It's second ability also isn't very good because, while it does pump your creatures, it only pumps when IT attacks, and doesn't even provide Trample when it does to ensure damage gets through.
You're on to something concerning Renegade Map, but I'm not sure using Nissa's -2 just to recur such a low impact artifact is worth it. I was looking at Narnam Renegade, but that it isn't worth playing him because my build doesn't care about triggering Revolt. But with Map... Just might be worth it. I like it! Sidenote, Renegade Map is one of my favorite Artifacts from AER, hands down. Works well with Pia's Revolution and I've been brewing with it in my Standard Artifact Burn deck here: http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-new-card-discussion/765259-introducing-the-family-nalaar-an-r-x-burn-artifact
Greenwheel Liberator is pretty good. Looked at it as well.
It'd be a heck of a lot better if it could put counters on other creatures instead of just itself. I just don't see a spot for it right now. Added it to the deck. I forgot Decimator of the Provinces was a card! It's exactly what the deck needs!You're right. Just re-read the rulings as well.
It may only trigger once for each creature that shares a subtype with it, but the deck is so consistent it makes this card powerful enough to have a spot.EDIT: On further review, I don't think the deck needs Stoneforge Masterwork at all the deck does so good a job putting counters and pumping as is, it feels like a wasted slot. WIll be revamping the deck and changing the thread title accordingly.
Some cards I'd consider,
Armorcraft Judge - You need some kind of card draw and he would be one of the best for your style of deck.
Verdurous Gearhulk - Consider the Gearhulk vs the Decimator as your top end.
Nissa, VoZ - Strong 3 drop that provides bodies for Decimator or blockers and adds to your counter theme.
Walking Ballista - Hangerback 2.0, he would give you an answer to planeswalkers and reach to finish the game if you can get aggressive and under some top heavy decks.
Tireless Tracker - I at least try Tireless in most of my decks these days. He's just too good and hard to beat for the 3 drop slot.
Evolving Wilds is a good card for the deck. Hadn't thought about it triggering Revolt, but then the deck initially didn't have any Revolt cards in it. Good suggestion.
Yes, the R in the deck is just for Mina and Denn, Wildborn. Outside of ramp, I like the fact it can give trample to any creature in the deck. Plus I can cast it on curve, if not a turn sooner to play alongside some +1 Nissa, Vital Force shenanigans.
I don't think the deck really needs removal/counter tbh. I do think it could use some kind of draw.
Card tags. I need them. Be back in a sec. Ahh, much better:-Good call on Armorcraft Judge. I'll be adding 2-4 to the deck.
-Don't like Gearhulk here. The deck already puts counters on everything in spades, which makes Gearhulk redundant. Also,As a finisher, Decimator is better because it gives trample to all our creatures on being cast.
-Nissa is in the sideboard. I chose not to main her because I'm not sure if Mina and Denn, Wildborn will remain in the deck.
-I wouldn't make the comparison between Ballista and Hangarback. They are functionally to different cards, but I can see the strength of Ballista in the deck for sure.
-The 3 drop spot may get clogged running Tracker, Nissa, Voice of Zendikar, and Rishkar, Peema Renegade. Maybe as a 2-of?
My big concern for the deck triggering revolt and what I think needs to be tested the most is what card is the best for doing so besides the Evolving Wilds. The Greenwheel really needs revolt to be worth it, however that begs the question is it worth it add subpar cards to trigger revolt or do you just another 2 drop that doesn't need it. Renegade map is decent but is a horrid top deck late. I'd really prefer something the at least cycles.
Your other options are;
Implement of Ferocity - costing a G to sac is slows your way down but the counter is useful and you can cycle it the turn it enters play.
Terrarion - free to use, filtering however is worthless. you can cycle but it takes a turn.
Unbridled Growth - You don't need the filtering which is unfortunate but if you top deck it you can cycle for only 1 G - to me this is the other revolt enabler that needs testing vs map.
Hope of Ghirapur - This may be more of a sideboard card but I have 0 idea how this will preform. If your going pure beatdown a 1/1 flyer for 1 is ok and the ability to just completely neutrialize a control deck if you can get lethal the next turn would be insane. Imagine turn 4 you attack with the Hope, deal a damage, sacrifice it, and drop 2 Greenwheels...
Greenwheel Liberator needs to revolt to bring him to 4/3 which is harder to achieve late game. Advocate is much better in this regard as it'll be a 4/5 vigilance once we have 6 lands.
There's also Beastcaller Savant to help with the ramp.
WBG Elves WBG
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RG Omnath, Locus of Rage RG || GWUB Atraxa, Praetors' Voice GWUB
R Zo-Zu the Punisher R || WU Brago, King Eternal WU
UB Gisa and Geralf UB || BGW Ghave, Guru of Spores BGW
Yeah, both Nissa and Mimic are there to put counters on everything when Revolt can't be achieved. Beastcaller Savant doesn't work that well because it doesn't allow me to ramp into any other spells but creatures. And because the deck is Mono Green as of right now, I don't need to tap for any other colors.
Hope of Ghirapur is great against Control. I've been running it in another aggro deck I brewed. I see it filling out the last three spots in the SB. What I do like about Renegade Map is that it thins the deck some. I'm strongly considering cutting two Maps and running two Lifecrafter Beastiary instead.