The deck plays pretty well against my friends. One of them plays a version of The Gate that can be a pain with all the discard and "Target player sacrifices a creature" removal. Against him, I throw in Obstinate Baloth, Spectral Force, and more creatures with Undying.
Another friend that I frequently play against likes to use U/W control decks with counters and creature removal. Against him I throw in stuff like Terra Stomper, Vexing Shusher, Asceticism, etc.
I really like using Progenitus as one of my wincons. I sometimes run into a problem if I draw him before I can use a NO though. Should I think of adding a creature with a discard outlet like Wild Mongrel? I was also thinking of removing a couple of the Primeval Titan's for something like Avenger of Zendikar or Rampaging Baloths to further benefit from my ability to generate lands quickly.
Any thoughts on how I might improve this deck?
Private Mod Note
Rollback Post to RevisionRollBack
"No man is brave that has never walked a hundred miles. If you want to know the truth of who you are, walk until not a person knows your name. Travel is the great leveler, the great teacher, bitter as medicine, crueler than mirror-glass. A long stretch of road will teach you more about yourself than a hundred years of quiet introspection." - Patrick Rothfuss
So i have been playing Magic for about one year now and have been playing very casually. i am hoping that i can get better but i only have a couple of Decks and want them to be better. I got this deck from my cousin right before he got married and it was originally the Onsalaught set green deck with nothing changed. I added a few cards and edited it a little. Its not very good. The best card in it is Vigor. Can i get some help fixing and re-building it? Also it would be great to know what kind of deck it is because i cannot tell. (Aggro, Control,etc) I know it needs Some fight cards likePrey Upon and i think it might be good as a red/green too? Essencially i need some help. ANY HELP IS VERY APPRECIATED!
After a break from magic, I have returned. With this will come updates to both my primers to reflect some of the really excellent ramp cards that have come out in the past couple blocks, as well as cleaning up some formatting issues the threat now has.
First attempt at this, the idea is to mostly finish off with the dungrove elders and Trolls using the collar's and hammers. Everything else is filler to help get there, plus the hydra's sounded cool as a second finisher. But aside from the troll, elder and hammer I'm willing to switch anything out that's subpar.
For answers, note that I'm on a budget and would prefer things that don't cost much money.
The deck seems like it plays fine from my testing on Cockatrice, though I'm wondering about a few things:
1. What changes should I make to the ramp package? I'm not sure how many ramp spells I need, or if I should change some out for Sakura-Tribe Elder or Explosive Vegetation.
2. Soul's Majesty feels like it's underperforming, as I really need it when I don't have big creatures out and it's better when I do. Any thoughts on a replacement draw spell?
3. As the deck stands right now, I feel like I could swap in Birds of Paradise and a basic to accommodate a light splash. Yawgmoth's Bargain feels a little too close to cheating, but is there some other card that would help?
If you have any other suggestions or feedback, I'd love to hear it.
As per your ramp package, Nature's Lore is often overlooked. Elvish Spirit Guide is a bit more on the spendy side, but not prohibitively so. If you are looking to splash, Sylvan Caryatid is really good for fixing, and is particularly cheap at the moment. Wild Growth if you are looking to remain Mono-green is good, but for a splash Abundant Growth would work well. These are just a few ideas.
Hey everyone, new to posting so Im not sure how to list cards the right way......This is my first attempt at building a mono green ramp and it is played on a casual level....No need here for "removal" cards..just wanted a straight forward in your face ramp...if anyone has any feedback suggestions for this old man who is just getting back into MTG since 96...id appreciate it.
There is nothing wrong with playing Harmonize for card draw.
You can also consider a couple of instants to mess with your opponent. A single Vines of Vastwood or Might of Oaks will completely change the gameplay.
Currently the number of enchantments and artifacts is four. This will match up perfectly against the playsets of removal that your opponent will have. I would suggest to increase the number, for instance by adding two Boon Satyrs and a Rancor. Another approach is to have no artifacts/enchantments. Maindecked removal will then be card disadvantage for the opponent.
Yasova Dragonclaw, Squirrel Nest look like weaker cards.
Edit: also, please check the value of your old cards, some might have become quite expensive. If you can sell them the wife might be a lot more lenient...
Ty Quilt for the card/deck-tag buttons awareness plus all the suggestions for improvements, appreciate it. Not much leftover card wise, although I found three never played Force of Will's (Alliance) lying around I will change out my ramp for 4 Arbor Elves/ 4 Wild Growth and 2 Joraga Treespeaker's. I will also add 2 Boon Satyr, 1 Rancor and drop Yasovas and Squirrel Nest/go with 22 Forest. Thank you again for the Suggestions!!!!!!!
Nice job on the FoW. Just before they'll reprint it.
I've thought a little about the pumping, because the primer advices against it. And I agree with it, to a certain extent. But I always play against the same people, and after a while you start to know their decks. That's why I like to have some instants in my decks, because I don't want the opponent to become overconfident.
So after much tinkering and my Head swimming too much lol, ive decided this is what I'm going with for now...mind you my opponents are new to mtg and this particular deck is aimed at a Eldrazzi semi rampimg deck that my friend has built...real casual setting...Although I appreciate the suggestion of some instants to keep my opponents off guard, I want my friend to learn how to "throw in" some cards to counter this deck. Thanks again Quilt for the posts, appreciate it. I'm still unsure if I want to replace Borderland Ranger with Kodama's Reach
One card not mentioned in this primer that is a centerpiece of my mono-green ramp/midrange/aggro deck is Hurricane. Not cards like Hurricane, but Hurricane itself. I use it in place of Overrun and the like, and its main role is the same as Overrun, as a finisher. I'd say between 1/3 and 1/2 of my games end with Hurricane. The key to Hurricane is that it deals X damage to your opponent, and for this reason I use it as a finishing move. It's the green Fireball. If I have more mana and more life than my opponent has life, he dies. This is a common situation. Hurricane has more overall utility than Overrun. In addition to being a finisher, Hurricane can also be used for its intended purpose in killing flyers, either threats or blockers. It also differs from Overrun in that it doesn't depend on me having creatures on the table. If I beat them down to single digits, a board wipe does not stop Hurricane.