The deck plays like a mid-range mono green creature deck with Evolutionary Leap until you land both Leap and Verdant Succession, then you go off. For example Veteran Explorer + Evolutionary Leap + Verdant Succession in play, play G sacrifice Explorer, get two untapped forests in play and another Veteran Explorer in play (from Verdant Succession), then use one of the forests to repeat and when the last Explorer is in the graveyard with the Verdant Succession trigger on the stack, flash in Endurance to shuffle the graveyard back into your library to get all your basics into play. That's the loop, and you sacrifice Endurance for another when needed. A budget replacement for Endurance (which is a new card preordering around $15, is to get Loaming Shaman where the downside is no flash, vigilance or evoke, but it serves the same propose in the combo). Sakura-Tribe Elder functions similarly, but does not require Evolutionary Leap, but the lands ETB tapped. STE is more for getting up to 5 lands to play succession than it is to combo, but you can use it in loops to accelerate you just aren't going to immediately win from that state. Hidden Herbalists revolt is turned on from the Leap, and once you get them it generates infinite mana with Evolutionary Leap, Verdant Succession and Endurance. The first new Herbalist generates GG, which one is used to find the next using Verdant Succession (you leave the Evolutionary Leap triggers on the stack), then you either sandbag the second G or use it to find another Endurance to shuffle them back in and continue infinitely. With infinite mana you allow the Evolutionary Leap triggers to resolve and can cast all your creatures from your deck.
Mwonvuli Beast Tracker tutors (to the top of the deck, but you just resolve the evolution leap trigger to "draw it") Endurance (from Reach), Old-Growth Troll (from Trample - which is a mid-range beater/blocker while you set up, or quasi ramp while you use evolutionary leap to find the creature you want, it also gives you a bit of sweeper insurance as the aura version can turn into 4/4s), Acidic Slime (from Deathtouch - which deals with problematic enchantments, future attackers [from deathtouch], artifacts, or can lock them out of lands with the loop), Crested Herdcaller (from Trample - for trampling tokens which can go very wide with the loop, or infinitely wide with the infinite mana), Arborback Stomper (from Trample - for life gain, Arborback and Herdcaller over Thragtusk because you can tutor them), Avatar of Growth (from Trample - as another Veteran Explorer finding basics untapped into play), Cloudthresher (from Reach - this deals with problematic fliers, or if combat is locked out get your life total higher than your opponents with Arborback Stomper then loop Cloudthresher to deal 2 repeatedly), and Earthshaker Giant (from Trample - for an overrun ability and pump).
All these singletons you will sacrifice and put the enchantment triggers on the stack, then sacrifice Endurance to shuffle them back in so that when the singleton's Verdant Succession resolves it will find a copy and put it into play again. It's the same as with the others, just you are basically paying GG to loop instead of G + a fraction of another G while you ramp with the multiple copies of Explorer or Herbalist.
I love really intricate super turns as most of my "games" are against myself when I'm bored, and this brew felt fair on power level with my other decks while having the ability to do some insanely powerful turns. I hope someone enjoys this deck as it uses a number of cards I don't typically see played or listed in peoples creations.
Edit: This website doesn't apparently know what two of the cards in the deck are: Avatar of Growth and Earthshaker Giant. They are from Gameday 2019 and you can replace them with other cards if availability is an issue or you just like something different.
Avatar of Grow is 4GG
Creature - Elemental Avatar
This spell costs 1 less for each opponent you have.
Trample
When ETB, each player searches their libraries for up to two basic lands and puts them into play and shuffles.
4/4
and
Earthshaker Giant is 4GG
Creature - Giant Druid
Trample
When ETB other creatures you control get +3/+3 and Trample.
6/6
End-Raze Forerunners would be a good substitute for this effect. Whereas Avatar is kinda unique other than the 4 Veteran Explorers we run, maybe Woodland Bellower would be a good substitute as it could find Endurance or the budget Loaming Shaman as they are important to the deck.
Also, you might want to consider Birthing Pod as another evolutionary leap if your playgroup hasn't banned it. Wild Pair can also double as a Verdant Succession. Finally, consider some removal:
4 Veteran Explorer
4 Sakura-Tribe Elder
4 Hidden Herbalists
4 Endurance
4 Mwonvuli Beast Tracker
4 Old-Growth Troll
2 Acidic Slime
1 Crested Herdcaller
1 Arborback Stomper
1 Avatar of Growth
1 Cloudthresher
1 Earthshaker Giant
4 Evolutionary Leap
4 Verdant Succession
Lands
22 Forest
The deck plays like a mid-range mono green creature deck with Evolutionary Leap until you land both Leap and Verdant Succession, then you go off. For example Veteran Explorer + Evolutionary Leap + Verdant Succession in play, play G sacrifice Explorer, get two untapped forests in play and another Veteran Explorer in play (from Verdant Succession), then use one of the forests to repeat and when the last Explorer is in the graveyard with the Verdant Succession trigger on the stack, flash in Endurance to shuffle the graveyard back into your library to get all your basics into play. That's the loop, and you sacrifice Endurance for another when needed. A budget replacement for Endurance (which is a new card preordering around $15, is to get Loaming Shaman where the downside is no flash, vigilance or evoke, but it serves the same propose in the combo). Sakura-Tribe Elder functions similarly, but does not require Evolutionary Leap, but the lands ETB tapped. STE is more for getting up to 5 lands to play succession than it is to combo, but you can use it in loops to accelerate you just aren't going to immediately win from that state. Hidden Herbalists revolt is turned on from the Leap, and once you get them it generates infinite mana with Evolutionary Leap, Verdant Succession and Endurance. The first new Herbalist generates GG, which one is used to find the next using Verdant Succession (you leave the Evolutionary Leap triggers on the stack), then you either sandbag the second G or use it to find another Endurance to shuffle them back in and continue infinitely. With infinite mana you allow the Evolutionary Leap triggers to resolve and can cast all your creatures from your deck.
Mwonvuli Beast Tracker tutors (to the top of the deck, but you just resolve the evolution leap trigger to "draw it") Endurance (from Reach), Old-Growth Troll (from Trample - which is a mid-range beater/blocker while you set up, or quasi ramp while you use evolutionary leap to find the creature you want, it also gives you a bit of sweeper insurance as the aura version can turn into 4/4s), Acidic Slime (from Deathtouch - which deals with problematic enchantments, future attackers [from deathtouch], artifacts, or can lock them out of lands with the loop), Crested Herdcaller (from Trample - for trampling tokens which can go very wide with the loop, or infinitely wide with the infinite mana), Arborback Stomper (from Trample - for life gain, Arborback and Herdcaller over Thragtusk because you can tutor them), Avatar of Growth (from Trample - as another Veteran Explorer finding basics untapped into play), Cloudthresher (from Reach - this deals with problematic fliers, or if combat is locked out get your life total higher than your opponents with Arborback Stomper then loop Cloudthresher to deal 2 repeatedly), and Earthshaker Giant (from Trample - for an overrun ability and pump).
All these singletons you will sacrifice and put the enchantment triggers on the stack, then sacrifice Endurance to shuffle them back in so that when the singleton's Verdant Succession resolves it will find a copy and put it into play again. It's the same as with the others, just you are basically paying GG to loop instead of G + a fraction of another G while you ramp with the multiple copies of Explorer or Herbalist.
I love really intricate super turns as most of my "games" are against myself when I'm bored, and this brew felt fair on power level with my other decks while having the ability to do some insanely powerful turns. I hope someone enjoys this deck as it uses a number of cards I don't typically see played or listed in peoples creations.
Edit: This website doesn't apparently know what two of the cards in the deck are: Avatar of Growth and Earthshaker Giant. They are from Gameday 2019 and you can replace them with other cards if availability is an issue or you just like something different.
Avatar of Grow is 4GG
Creature - Elemental Avatar
This spell costs 1 less for each opponent you have.
Trample
When ETB, each player searches their libraries for up to two basic lands and puts them into play and shuffles.
4/4
and
Earthshaker Giant is 4GG
Creature - Giant Druid
Trample
When ETB other creatures you control get +3/+3 and Trample.
6/6
End-Raze Forerunners would be a good substitute for this effect. Whereas Avatar is kinda unique other than the 4 Veteran Explorers we run, maybe Woodland Bellower would be a good substitute as it could find Endurance or the budget Loaming Shaman as they are important to the deck.
Token Generators can be helpful for getting multiple activations:
Also, you might want to consider Birthing Pod as another evolutionary leap if your playgroup hasn't banned it. Wild Pair can also double as a Verdant Succession. Finally, consider some removal: