I wanted this deck to be a simple Green ramp deck. Play mana and then play big men. First, I choose Silvos, Rogue Elemental and discovered I choose a Voltron Control Commander. It was originally inspired by ISBPathfinder's excellent Thrun Primer but it didn't sate me. Omega Furnace, below, made me realize that I should focus on dropping big men. I moved Kamahl, Fist of Krosa up to the Commander's Chair, heavily basing my build around Galspanic's Fully Altered Kamahl. That worked out great! Play dudes, turn sideways, play Kamahl and Overrun their nuts off!
Unfortunately, as time went on the cracks kept showing up. The best way to play Kamahl was tons of mana dorks and then Overrun. I didn't want to do that, I wanted to play big guys with Overrun backup. With that in mind, I slowly got more and more dissatisfied with Kamahl. When they printed Selvala, Heart of the Wilds I knew in my heart that this was the best Commander to play if you want to play big dudes. That's all I wanted to do, be a Timmy and smash face.
So, after years of loyal service, Kamahl has been replaced by the shiniest thing. I was in the middle of building a 'cheat things into play' sort of build. I decided to keep a lot of those components; however, I fully intend on playing really big men.
Werebear -> Scavenging Ooze - In theory, Werebear would scale with the game and be a threat. That's not really the case, he was mostly a mana chump. Scavenging Ooze does scale, is a threat and is all around good.
Gutter Grime -> Nissa's Revelation - Gutter Grime was something in case I fell behind, but didn't really do anything if I was ahead. Nissa's Revelation does both.
Elvish Skysweeper -> Regal Force - Skysweeper felt like it didn't ever do anything, Regal Force is a big body and has some gas too.
Spore Frog -> Green Sun's Zenith - I was looking for something to cut and I know that low mana costs probably aren't going to be as bombastic. Looking at all my 1 drops, I couldn't picture saying "It's because I drew Spore Frog, I won". Sure, "not lose" is possible but "not lose" is not "win".
Perilous Forays -> Realm Seekers - I put it Forays for more mana accel, just 'cause. I figured to sac crappy creatures I don't care about. Realm Seekers lets me still get the lands and it's on a body that can win the game.
Hunter's Insight -> Harmonize - Hunter's Insight has me jump through hoops, have to have mana available and the amount of damage I can put out makes me draw more than what is necessary while making me a target for the table. Harmonize is much less threatening and much more consistent.
Sprout Swarm -> Tooth and Nail - Sprout Swarm looks great on paper but in reality ain't nobody got time for that. I had other spells I would rather cast, and Tooth and Nail is exemplar in Green of what to cast of being worthwhile.
Rampant Growth -> Solemn Simulacrum - It is pivotal for my ramp to come with bodies. I need somebody to sac or block or get pumped while really hitting my groove.
Symbiotic Wurm -> Artisan of Kozilek - Art may come colourless but he's a green creature at heart. Big and threatening, his triggered Cast ability is far superior to the Wurm's death trigger.
Pelakka Wurm -> Terastodon - Both are big dumb stupids but one gives me a lot of answers, which I very much appreciate.
Brooding Saurian -> Defense of the Heart - The defense to them taking my creatures is play more creatures and turn sideways, Defense lets me put said creatures into play.
Mwonvuli Acid-Moss-> Cultivate - Blowing up a land is nice but unless I make it a main theme to hate a single player out of the game, Cultivate happens earlier and sets up my next land drop.
Forest -> Rogue's Passage - I think I can handle the colourless and is awesome for sneaking in what needs to be snuck.
Penumbra Spider -> Spidersilk Armor - Penumbra was an answer to the amount of random flying hate that barrels towards me. Spidersilk Armor might be weak, but its keeping my guys alive and gives me Reach until dealt with.
Nullmage Shepherd -> Beast Within - Nullmage is theoretically a repeatable pew pew but I found in reality it never came through. Beast is an answer to incoming threats.
Boreal Druid -> Ondu Giant - Mana Dork for Mana Ramp. Giant is also a big butt, I cannot lie.
Sachi, Daughter of Seshiro -> Krosan Tusker - One is a Snake Lady that stays pretty much consistent throughout the game, the other is mana search card advantage early game and beater end game. The Tusker's flexibility wins out.
Llanowar Elves -> Spore Frog - One is ramp the other is to stop the beats. This is more of an experimental change.
Joraga Treespeaker -> Sprout Swarm - One is a mana dork that if I pay mana can potentially turn my guys into mana dorks. The other creates dorks that can make more dorks. Plenty of bodies for Kamahl's Overrun.
Arbor Elf -> Asceticism - Not even going to pretend this swap makes sense, just culling one strategy for a recommend card.
Fyndhorn Elves -> Ant Queen - Mana Dork for Mana Hungry Army Generator. I'll see how this goes.
Wall of Roots -> Pelakka Wurm - One can turn sideways and the other cannot. I need things that turn sideways.
Civic Wayfinder -> Fertilid - T2 Fertilid can set up T4 Silvos, Civic Wayfinder is useful if you're trying to punch your way out of a mana screw but I'm playing Mono-Green - it is going to be a flood if anything.
Elephant Guide -> Hunter's Insight - Insight will let me draw a lot of cards with some of the hits that my creatures can produce. Guide just bulks me up when I want to 'tech up'.
Rancor -> Joraga Treespeaker - Rancor is amazing, no doubt about it; however, I need to get my big guys on the board. I don't need to give my big guys Trample either. Joraga scales with the game and when fully leveled my mana dork's utility pushes into the end game stage as well.
Coldsteel Heart -> Boreal Druid - I brought the Heart in for mana accel, but the Boreal Druid does the same Snow shenanigans which I won't be utilizing. I want the fastest accel and Boreal Druid performs better than Heart. Cutting Heart also removes the effectiveness of enemy Disenchats.
Penumbra Spider -> Broodling Saurian - I got the Spider just because it is an efficient blocker, perhaps to 'hold them back' while I ramp. From comments, this is a wrong ideology. There is plenty of theft effects in my meta and two of my decks, which I may be lending out, have theft or reanimaion, so I know it is quite a threat. Also, if someone is going to randomly Bribery someone, its going to be 'that big stupid green guy'. Saurian puts a stop to this.
Overrun -> Hibernation's End - A great way to ramp up no matter what my hand is. I could stop casting creature spells and just wait until my opponent's have to deal with Hibernation's End. Also, the first few grabs are going to get me mana dorks which is going to help me sustain Hibernation's End later on. Overrun, as described by others, isn't needed if I'm relying on Silvos to Voltron to victory.
Boundless Realms -> Drumhunter - I want ramp but I don't want to play Ramp; Boundless Realms is useless in this case and Drumhunter lets me play Silvos a turn earlier and draw cards. I can see Boundless coming back to my deck, but in its current random state, it doesn't do much.
Phantom Wurm -> Essence Warden - I loved Craw Wurm when I was a kid, so I had the giggles when I saw Phantom Wurm stealing from the beloved Phantom Centaur. Another beloved creature is Soul Warden but I have seen how much hate that creature can illicit due to the amount of life gain. Better have kill sent a my 1/1 dork rather than ramp pieces or Silvos. Also a Shaman and an Elf for Treespeaker.
Goliath Spider -> Elvish Skysweeper - Example of attempting to leverage more tech than brawn. I am going to have plenty of dorks I can throw away to destroy flying creatures.
Havenwood Wurm -> Garruk's Horde - A 'utility' Trampler in the Wurm for real utility with Garruk's Horde. Also, the Horde is bigger for the same cost.
Titanic Bulvox -> Deadwood Treefolk - I threw the Bulvox in because it was the first big thing I came across. A lot of people sing the praise of Deadwood Treefolk, I've seen my friend's B/G deck use this to great effect; however, I am not certain if Deadwod Treefolk is good in Mono-Green. Still, it is a better card than the Bulvox.
Body of Jukai -> Wickerbough Elder - This change is a directional one, Smash for Utility was suggested so I'm going there. I'm not sure if I can get the control Elements; however, Disenchants that become 4/4s can't be bad.
Overall, I think you are focusing too hard on having extra creatures in the list. I would run it with more control (which is an odd thing to say for mono green but very workable).
Silvos doesnt need much for additional support in general so just work on controlling your opponents in the ways that green can. It looks like you need some additional draw as well.
I like silvos. I did consider him when I built my thrun deck but in the end I decided I liked the additional protection from control more than I liked the increase in power. The biggest difference being that Thrun needs additional support to get there in means of power buffs and evasion where as Silvos needs assistance against control because he can be targeted but already has evasion + good size. If you add some buffs for him I would focus on things that help him against targeting and such.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
It is your Thrun Primer that actually inspired me to go with Silvos when you mentioned him as an alternative. What sort of control should I be aiming for?
Right now I have no idea how much mana accel I should have or whatnot.
It is your Thrun Primer that actually inspired me to go with Silvos when you mentioned him as an alternative. What sort of control should I be aiming for?
Right now I have no idea how much mana accel I should have or whatnot.
The type of control you might want to run is a little bit up to you and somewhat meta dependent as well as decision dependent. For instance, if you see a lot of token, aggro, or voltron based decks then adding a fog package would be a solid move because you could shrug their giant tap out go for the kill move off and survive. Constant Mists, Tangle, Moment's Peace, and Spike Weaver are in my opinion the best of these effects in green. Spore Cloud is probably a distant next option.
If on the other hand you see a lot of counterspells and instant speed spot removal you might consider Defense Grid, Hall of Gemstone (potentially disables your regen on others turns unless you have mana stones. You can pre-emptively put up a regen shield while this is on the stack though too), City of Solitude (this one disables your regen so watch out), Dosan the Falling Leaf effects.
If you wanted just some versatile control you might consider some of the Naturalize effects. Krosan Grip is good against combo decks and in general instant speed naturalize effects can take apart combo decks usually.
Icy Manipulator effects are always a cool direction too for mono green. I saw sort of hit and miss results but its cheap to obtain and sort of a cool effect that hits on a lot of different uses.
It really depends on the direction you might want to go with the control elements. Fogs and Naturalize effects are some of the default control elements that green has. Fighting is a mechanic that is being broadened too and flying hate is a natural green ability as well. Focus on what you can do with artifacts as well as you can escape some of the limitations of the color pie with them.
Most of it in my opinion is just trying something out and see how you like it. Each deck will recieve different results with different pilots and different opposing metas. Its hard to say that a certain tactic is the right call every time. Playstyle is also a big thing so if you dont like the idea of going green control then dont worry about it. Run whatever you want really. The thing in my opinion that stands out about it though is that Silvos is so strong on his own that he is going to be one of the better beater options already. Having 3 alternative beaters in hand all the time isn't generally that productive unless you get tucked in which case run more tutors and just toolbox into what you need.
Dude I love Silvos every time I cast him in my Reki deck (on top of the card draw). People dont like dealling with an 8/5 regenerating monster with trample.
Green control is nice, but you might find his face smashing power more suited to doing just that. Ramp hard, drop down beats and beat face. I also suggest a whole bunch of artifact card draw cards.
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**** this site. I'd delete this account but that doesn't seem to be an option. The mods here are ******* useless ********s who ban people for simple ass normal words. **** them and **** this site.
I haven't taken the deck for a spin yet; however, I made the following changes based on suggestions to 'tech up' my deck versus bulk it up with men. After adding a bunch of the creatures, I noticed that Shaman and Elves can potentially make me a lot of mana.
Civic Wayfinder -> Fertilid - T2 Fertilid can set up T4 Silvos, Civic Wayfinder is useful if you're trying to punch your way out of a mana screw but I'm playing Mono-Green - it is going to be a flood if anything.
Elephant Guide -> Hunter's Insight - Insight will let me draw a lot of cards with some of the hits that my creatures can produce. Guide just bulks me up when I want to 'tech up'.
Rancor -> Joraga Treespeaker - Rancor is amazing, no doubt about it; however, I need to get my big guys on the board. I don't need to give my big guys Trample either. Joraga scales with the game and when fully leveled my mana dork's utility pushes into the end game stage as well.
Coldsteel Heart -> Boreal Druid - I brought the Heart in for mana accel, but the Boreal Druid does the same Snow shenanigans which I won't be utilizing. I want the fastest accel and Boreal Druid performs better than Heart. Cutting Heart also removes the effectiveness of enemy Disenchats.
Penumbra Spider -> Broodling Saurian - I got the Spider just because it is an efficient blocker, perhaps to 'hold them back' while I ramp. From comments, this is a wrong ideology. There is plenty of theft effects in my meta and two of my decks, which I may be lending out, have theft or reanimaion, so I know it is quite a threat. Also, if someone is going to randomly Bribery someone, its going to be 'that big stupid green guy'. Saurian puts a stop to this.
Overrun -> Hibernation's End - A great way to ramp up no matter what my hand is. I could stop casting creature spells and just wait until my opponent's have to deal with Hibernation's End. Also, the first few grabs are going to get me mana dorks which is going to help me sustain Hibernation's End later on. Overrun, as described by others, isn't needed if I'm relying on Silvos to Voltron to victory.
Boundless Realms -> Drumhunter - I want ramp but I don't want to play Ramp; Boundless Realms is useless in this case and Drumhunter lets me play Silvos a turn earlier and draw cards. I can see Boundless coming back to my deck, but in its current random state, it doesn't do much.
Phantom Wurm -> Essence Warden - I loved Craw Wurm when I was a kid, so I had the giggles when I saw Phantom Wurm stealing from the beloved Phantom Centaur. Another beloved creature is Soul Warden but I have seen how much hate that creature can illicit due to the amount of life gain. Better have kill sent a my 1/1 dork rather than ramp pieces or Silvos. Also a Shaman and an Elf for Treespeaker.
Goliath Spider -> Elvish Skysweeper - Example of attempting to leverage more tech than brawn. I am going to have plenty of dorks I can throw away to destroy flying creatures.
Havenwood Wurm -> Garruk's Horde - A 'utility' Trampler in the Wurm for real utility with Garruk's Horde. Also, the Horde is bigger for the same cost.
Titanic Bulvox -> Deadwood Treefolk - I threw the Bulvox in because it was the first big thing I came across. A lot of people sing the praise of Deadwood Treefolk, I've seen my friend's B/G deck use this to great effect; however, I am not certain if Deadwod Treefolk is good in Mono-Green. Still, it is a better card than the Bulvox.
Body of Jukai -> Wickerbough Elder - This change is a directional one, Smash for Utility was suggested so I'm going there. I'm not sure if I can get the control Elements; however, Disenchants that become 4/4s can't be bad.
I also noticed that I have two sub-theme Tribals going on. It was interesting to come across; however, I'm not sure if either will survive the final metamorphosis when I come across it.
Thank you all for your suggestions, the next thing is to see what happens when I face opponents.
Asceticism should probably be considered for additions to the list. It makes it so that Silvos doesn't have an opening for targeting where as something like Lightning Greaves can be responded to. You might consider the greaves as well because its still good and haste is useful for silvos due to his naturally large initial size.
Overall, your creature count feels unnecessarily high still. It just feels like overall you are going for an aggro deck which I guess isnt a problem but it seems a lot less focused on Silvos as a commander so much as just having him as a big beater to fit in.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
I have always found Control decks to be much more costly than Aggro decks by the virtue of 'There is no wrong threat, there can be a wrong answer' of Mike Flores' timeless statement. This means that answers need to be as broad as possible, making them very desirable which in turn makes them very expensive.
Asceticism would be a great card for me. That's $5 that would easily improve my deck; however, once I open up to paying for $5 the amount I would need to spend would rapidly shoot up. This is a budget deck. I'd like to make it more like your Thurn Troll Controll; however, you list your deck as being $350 as a matter of fact. I'm hoping more for interesting options that aren't as expensive. I'm putting Asceticism down just to keep an eye out for it if I ever come across it to trade or if its value plummets.
Hibernation's End cost me $1.5 and will provide me with options post-Wrath, to force a Wrath, etc. The Brooding Saurian might not prevent everything Asceticism does; however, it is 1/5th the cost.
My Silvos deck is tertiary behind my Talrand and Rakdos, who I don't spend $20 on very regularly either. Part of the reason of being budget conscious is I don't want to spend that much money and I don't want to overpower my friends who also don't put that much money into their Commander decks. If I did, we'd stop playing Commander and while I'd have an awesome deck, it'd be a waste if left unused.
So I guess I'm aiming for Aggro-Control or something. I've yet to take Silvos for a spin but I might change my tune as soon as I get out of theory-lala-land.
Edit:
@ Omega Furnace: Thanks for the suggestions! I might be able to scrounge up one or three of those from my collection to abuse. You think I also should slide away from the Aggro and go more Control?
I can understand having a budget, my point was that if you are going to make it more of an aggro style of deck than a voltron / control style of deck you might get more value from a commander like Kamahl, Fist of Krosa who works better with an overall aggro strategy.
Silvos / Thrun are more built to play a control / voltron style of game. When you add a bunch of aggro creatures to the list you loose a lot of value as to what made them good as commanders. You might get better results from shifting to a different commander if you want to shift to more of an aggro strategy instead of voltron is all I was trying to say.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I have always found Control decks to be much more costly than Aggro decks by the virtue of 'There is no wrong threat, there can be a wrong answer' of Mike Flores' timeless statement. This means that answers need to be as broad as possible, making them very desirable which in turn makes them very expensive.
...
Edit:
@ Omega Furnace: Thanks for the suggestions! I might be able to scrounge up one or three of those from my collection to abuse. You think I also should slide away from the Aggro and go more Control?
I dunno, Mono Green Control sounds about as much like a joke as Mono Blue Aggro, which is a pretty big one. Ironically, I made MUA work with Sun Quan, Lord of Wu. I can post a list if u ask nicely. But if you are going for control, you're likely to be looking at a not-so-budget-friendly bill. Maybe not on any one card, but you will be gutting a significant portion of the deck.
The simple locks in Green can be very effective in 1v1, but multiplayer is another story. I'm not even sure that a multiplayer MGC deck is possible. Sure, white and black can board control, and blue can stop most swingy plays, but options are limited for the green mage. Plow Under is gonna be your best bet for controlling 2 guys (if you recur Plow and hit a land per opponent). Three opponents seems like it'll be too hard.
There are a lot of options for control, but your situation seems to push you to a nerf fight, and I'm not very good at those. So I would probably go with a series of resilient threats in a Battlecruiser style game plan.
I think Michael Weston (Jeffrey Donovan) said it best on Burn Notice. "In a fight, the hardest thing to do is to see an opening and not take it."
This is why I think I keep failing when I attempt a Nerf job on a deck. I wanna be able to win, so I keep some powerful cards, and the synergies and combos are still there. Rings is one of my favorite cards.
Here's what I think of Dedicated Control in Mono-G.
You're gonna need a bunch of the following:
Some proliferate
and a metric F**k-Tonne of Ramp
I count at least 7 high cost ($20+) cards you probably don't have.
You can certainly get away with less, in more of an aggro/tempo control build, but you're still looking at a mean rebuild and a frustrated group of friends. I'm proposing Plow as a cornerstone of the deck, which is not generally considered to be a fair card. I don't know how to do any variation of control without it in Mono-G.
As for the first 4 artifacts on the list, don't use them frequently if you wanna keep those friends. It's kinda like hooking up a Doomsday Cannon up to a Quantum Singularity Reactor. On it's own, Lux Cannon can fire once every 4 turns. Add Key and it can do so once every two. With Rings it can fire 4 times in 5 turns. Combined with Key and Rings, it's fire rate is only limited by your mana (about 15 for 4 targets per cycle, with the last cycle before untap costing 12), but Rings + Basalt Monolith takes mana out of the equation by giving u unlimited colorless mana (QSR), allowing the cannon to fire whenever you like. This combo made it into a lot of my EDH lists. I can't seem to leave it out, especially in colors with limited control options. You can also replace Lux Cannon with any other artifact that taps to do nasty/interesting things. Decimator Web (damage + poison + mill), Magistrate's Scepter (turns), even a humble (ok who am I kidding, awful) Rod of Ruin (ping) becomes a death-dealing super-weapon.
Other interesting combos include Spine of Ish Sah, Krark-Clan Ironworks, and Sculpting Steel. Effectively letting you go "1: Destroy Target Permanent." at sorcery speed. Cheaper yes, but not all of the pieces are useful all the time. Mostly Ironworks. However, Ironworks + Spine is pretty good at "5: Destroy target permanent."
At any rate, before I put too much more effort into this, I guess I need to know which road you will take. What's it gonna be? Aggro, Control, Voltron, or something else?
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Green Control didn't sound like a lot of fun. I took the direction of Aggro and made some trades, got a Kamahl and did a slight rebuild based off of the savage beating I took piloting Silvos.
Green Control didn't sound like a lot of fun. I took the direction of Aggro and made some trades, got a Kamahl and did a slight rebuild based off of the savage beating I took piloting Silvos.
I think the direction of Kamahl will give you a much stronger finish to having a creature heavy list. I think it will be a strong move towards improving your list's performance. Sometimes taking one commander and moving where they should be just stops working after a point. I think going to Kamahl will be a much better match for what you were trying to do though.
Lurking Predators would be very well served by your extremely high creature count.
Terastodon is just good you should be playing him
Typically ramp that is land based (farseek rampant growth cultivate) is better then mana dorks (arbor elf llano war elf)
Artisan of kozilek is another good top Ed creature. His ability can't be countered so you get a threat on the battlefield basically no matter what.
I'll try your suggestion Mic1994. The thought was that my Mana Dorks would be men for Kamahl to Overrun with but in practice so far that is not the case.
I looked through all my mana dorks and I decided to spare: Sakura-Tribe Elder - Searches for a land while blocking. Drumhunter - While having him ramp into Silvos for Card Draw was amazing, I'm holding onto him because I still want to draw cards even if it isn't as "guaranteed". Werebear - Becomes a beater late game without Kamahl's help.
I made a few cuts here: Mwonvuli Acid-Moss-> Cultivate - Blowing up a land is nice but unless I make it a main theme to hate a single player out of the game, Cultivate happens earlier and sets up my next land drop.
Forest -> Rogue's Passage - I think I can handle the colourless and is awesome for sneaking in what needs to be snuck.
Penumbra Spider -> Spidersilk Armor - Penumbra was an answer to the amount of random flying hate that barrels towards me. Spidersilk Armor might be weak, but its keeping my guys alive and gives me Reach until dealt with.
Nullmage Shepherd -> Beast Within - Nullmage is theoretically a repeatable pew pew but I found in reality it never came through. Beast is an answer to incoming threats.
Boreal Druid -> Ondu Giant - Mana Dork for Mana Ramp. Giant is also a big butt, I cannot lie.
Sachi, Daughter of Seshiro -> Krosan Tusker - One is a Snake Lady that stays pretty much consistent throughout the game, the other is mana search card advantage early game and beater end game. The Tusker's flexibility wins out.
Llanowar Elves -> Spore Frog - One is ramp the other is to stop the beats. This is more of an experimental change.
Joraga Treespeaker -> Sprout Swarm - One is a mana dork that if I pay mana can potentially turn my guys into mana dorks. The other creates dorks that can make more dorks. Plenty of bodies for Kamahl's Overrun.
Arbor Elf -> Asceticism - Not even going to pretend this swap makes sense, just culling one strategy for a recommend card.
Fyndhorn Elves -> Ant Queen - Mana Dork for Mana Hungry Army Generator. I'll see how this goes.
Wall of Roots -> Pelakka Wurm - One can turn sidesways and the other cannot. I need things that turn sideways.
Hunter's Insight -> Harmonize - Hunter's Insight has me jump through hoops, have to have mana available and the amount of damage I can put out makes me draw more than what is necessary while making me a target for the table. Harmonize is much less threatening and much more consistent.
Sprout Swarm -> Tooth and Nail - Sprout Swarm looks great on paper but in reality ain't nobody got time for that. I had other spells I would rather cast, and Tooth and Nail is exemplar in Green of what to cast of being worthwhile.
Rampant Growth -> Solemn Simulacrum - It is pivotal for my ramp to come with bodies. I need somebody to sac or block or get pumped while really hitting my groove.
Symbiotic Wurm -> Artisan of Kozilek - Art may come colourless but he's a green creature at heart. Big and threatening, his triggered Cast ability is far superior to the Wurm's death trigger.
Pelakka Wurm -> Terastodon - Both are big dumb stupids but one gives me a lot of answers, which I very much appreciate.
Brooding Saurian -> Defense of the Heart - The defense to them taking my creatures is play more creatures and turn sideways, Defense lets me put said creatures into play.
Thoughts on the Deck:
I wish Werebear was anything else, even Rampant Growth but I don't think Growth is the best choice. Farhaven Elf is probably the best choice but hunting down this Common is turning troublesome. I don't know if I should be going after a Skullclamp, Farhaven Elf or Big Scary Dude in Werebear's place.
I am unsure if I should replace Silverglade Elemental with Seedguide Ash. Ash gives me more Forests when it dies, but Silverglade immediately gives me an untapped Forest to abuse. There have been plays I have made from Silverglade that relied on that Forest, otherwise if it were Seedguide I'd have to wait a turn or play things much slower.
Birthing Pod has made me realize how much I need to be aware of CMCs. My 5 slot is huge, while my 6 and 7 can be left much to desired. I don't know of any other super dangerous 8s and I'm fine with never going after Artisan of Kozilek but gut one of my cheaper creatures to ramp that up. I don't know which creatures (aside from Werebear) to cut so I have more 6s and 7s - my 5s feel all necessary. I enjoy the Enchantment subtheme but maybe that's what I should be cutting.
Prey Upon has left my very conflicted. On one hand, it is the only Creature Removal the deck has, on the other hand I feel at times its pretty terrible. I know I can't rely on Ulvenwald Tracker but some other controllable Fight mechanism would be awesome. Prey Upon just looks like a card that's itching to be replaced but its the only Creature Spot Removal to use.
Elvish Skysweeper is pretty much in the same boat. The 1 mana Creature isn't very impressive but at times he's vital.
Prey Upon has left my very conflicted. On one hand, it is the only Creature Removal the deck has, on the other hand I feel at times its pretty terrible. I know I can't rely on Ulvenwald Tracker but some other controllable Fight mechanism would be awesome. Prey Upon just looks like a card that's itching to be replaced but its the only Creature Spot Removal to use.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Coming back from a while away, this is my weakest EDH and I'd appreciate some help. I'd like some budget choices if possible. I'd look up the Kamahl Primer but it appears to have been eaten by the forum.
Elvish Skysweeper is either super handy or useless trash. I don't like that swinginess.
Werebear is disappointing early game, mid game and late game which shocks and astonishes me; however, it really does come down to my dorks need to bring land, not tap for it. Dawntreader Elk may be a good replacement here or the Elk could perhaps replace Fertilid.
I'm unsure of Stampeding Serow. 5 power, 4 mana guys with draw backs are apparently something from the past. Sure, I could abuse the bouncing but I rather tighten up the deck than durdle.
I feel that these two Legends might be getting a little long in the tooth and not pull their weight: Kodama of the North Tree and Silvos, Rogue Elemental (despite Silvos being the first chassis for the deck).
Gutter Grime theoretically makes a lot of big mean stuff but usually gets handled prior to that point.
Spore Frog -> Green Sun's Zenith - I was looking for something to cut and I know that low mana costs probably aren't going to be as bombastic. Looking at all my 1 drops, I couldn't picture saying "It's because I drew Spore Frog, I won". Sure, "not lose" is possible but "not lose" is not "win".
Perilous Forays -> Realm Seekers - I put it Forays for more mana accel, just 'cause. I figured to sac crappy creatures I don't care about. Realm Seekers lets me still get the lands and it's on a body that can win the game.
Changes: Werebear -> Scavenging Ooze - In theory, Werebear would scale with the game and be a threat. That's not really the case, he was mostly a mana chump. Scavenging Ooze does scale, is a threat and is all around good.
Gutter Grime -> Nissa's Revelation - Gutter Grime was something in case I fell behind, but didn't really do anything if I was ahead. Nissa's Revelation does both.
Elvish Skysweeper -> Regal Force - Skysweeper felt like it didn't ever do anything, Regal Force is a big body and has some gas too.
Wild Beastmaster and Pathbreaker Ibex are both budget and each basically doubles Kamahl's ability if you use it before declare attackers (or at least before their triggers resolve). Most people don't like enchant creature cards but Bear Umbra is worth the risk for the same reason as these two creatures. Beastmaster Ascension is also a good way to amplify the power of your attackers. Living Hive can probably replace Penumbra Wurm as it synergizes with your commander a little better as a potential finisher.
I decided to cut the 3 mana Sorcery Ramp in favour of 4 mana ramp that Ramps much harder, putting me easily in 6-7 mana bombs on hopefully an underdeveloped board. This made me realize I should really get Tempt with Discovery as it fetches any land, puts it into play untapped and then I get to do that more if my opponents do as well. It's far stronger than any other Ramp spell available. The desire to fetch any land has also increased with using Nykthos, Shrine to Nyx - which was absolutey insane with Nacatl War-Pride. The copies have the casting cost, so swinging into my opponent's board of 5 guys nets 15 worth of Devotion off of copies alone which results in 3 Overruns with Kamahl. Same with Caller of the Pack, which is also why I've thrown in Evolutionary Leap for a Sacrifice. I got myself a value engine.
With the introduction of so much more Ramp, my Landfall triggers are more likely to happen. So Rampaging Baloths and Tireless Tracker are thrown in. I also took out the Silverglade Elemental because I found a cheaper body that brings a Forest into play: Wild Wanderer. I was going to cut Ondu Giant because I like 3/2 more than 2/4 but I realized I could ramp earlier. Which is also why I've placed Farhaven Elf on my Wants list, even if I have to cut another good 3 drop. Kamahl wants mana and bodies, bodies that bring ramp are attractive.
I cut a lot more of the defensive cards. Kamahl is an Aggro-value engine. After reading Prid3's multiplayer articles for years, I have applied them to EDH. Each card has to bring a devastating ability for it to be worth, the rest has to be Ramp to get there.
Unfortunately, as time went on the cracks kept showing up. The best way to play Kamahl was tons of mana dorks and then Overrun. I didn't want to do that, I wanted to play big guys with Overrun backup. With that in mind, I slowly got more and more dissatisfied with Kamahl. When they printed Selvala, Heart of the Wilds I knew in my heart that this was the best Commander to play if you want to play big dudes. That's all I wanted to do, be a Timmy and smash face.
So, after years of loyal service, Kamahl has been replaced by the shiniest thing. I was in the middle of building a 'cheat things into play' sort of build. I decided to keep a lot of those components; however, I fully intend on playing really big men.
3 Selvala, Heart of the Wilds
Creature - 34
1 Arbor Elf
1 Boreal Druid
1 Fyndhorn Elves
1 Llanowar Elves
1 Ulvenwald Tracker
2 Fauna Shaman
2 Genesis Hydra
2 Sakura-Tribe Elder
2 Scavenging Ooze
3 Fierce Empath
3 Lifeblood Hydra
3 Reclamation Sage
3 Tireless Tracker
4 Gamekeeper
4 Polukranos, World Eater
5 Acidic Slime
5 Silklash Spider
5 Thragtusk
6 Bane of Progress
6 Hydra Broodmaster
6 Hydra Omnivore
6 Pathbreaker Ibex
6 Regal Behemoth
6 Ulvenwald Hydra
6 Woodland Bellower
7 Giant Adephage
7 Regal Force
8 Archetype of Endurance
8 Terastodon
10 Ulamog, the Ceaseless Hunger
11 Worldspine Wurm
12 Blightsteel Colossus
12 It That Betrays
Artifact - 1
4 Birthing Pod
Enchantment - 9
1 Wild Growth
2 Evolutionary Leap
2 Survival of the Fittest
4 Call of the Wild
4 Defense of the Heart
4 Greater Good
4 Pattern of Rebirth
6 Lurking Predators
7 Zendikar Resurgent
Planeswalker - 1
6 Garruk, Caller of Beasts
Instant - 5
1 Worldly Tutor
3 Beast Within
3 Chord of Calling
3 Krosan Grip
4 Momentous Fall
1 Green Sun's Zenith
2 Life's Legacy
2 Nature's Lore
3 Eldritch Evolution
4 Harmonize
4 Tempt with Discovery
5 Monstrous Onslaught
6 Rishkar's Expertise
6 See the Unwritten
6 Selvala's Stampede
7 Tooth and Nail
7 Wave of Vitriol
8 Ezuri's Predation
Land - 36
0 Blighted Woodland
0 Ghost Quarter
0 Mosswort Bridge
0 Myriad Landscape
0 Nykthos, Shrine to Nyx
0 Oran-Rief, the Vastwood
0 Temple of the False God
0 Tranquil Thicket
0 Wirewood Lodge
21 Forest
6 Snow-Covered Forest
1 Utopia Sprawl
1 Surrak, the Hunt Caller
1 Heroes' Bane
1 Crop Rotation
1 Polukranos, World Eater
1 Regal Force
1 Eternal Witness
1 Genesis
6 Kamahl, Fist of Krosa
Creature - 33
1 Ulvenwald Tracker
2 Fauna Shaman
2 Sakura-Tribe Elder
2 Scavenging Ooze
3 Eternal Witness
3 Farhaven Elf
3 Fierce Empath
3 Reclamation Sage
3 Tireless Tracker
3 Wood Elves
3 Yavimaya Dryad
4 Gamekeeper
4 Ondu Giant
4 Oracle of Mul Daya
4 Solemn Simulacrum
4 Wild Wanderer
5 Acidic Slime
5 Genesis
5 Silklash Spider
5 Thragtusk
6 Bane of Progress
6 Nacatl War-Pride
6 Pathbreaker Ibex
6 Regal Behemoth
6 Ulvenwald Hydra
6 Woodland Bellower
7 Giant Adephage
8 Archetype of Endurance
8 Terastodon
10 Ulamog, the Ceaseless Hunger
11 Worldspine Wurm
12 Blightsteel Colossus
Artifact - 1
4 Birthing Pod
Enchantment - 9
2 Evolutionary Leap
2 Khalni Heart Expedition
2 Survival of the Fittest
4 Call of the Wild
4 Defense of the Heart
4 Greater Good
4 Pattern of Rebirth
6 Lurking Predators
Instant - 5
1 Worldly Tutor
3 Beast Within
3 Chord of Calling
3 Krosan Grip
4 Momentous Fall
Sorcery - 15
1 Green Sun's Zenith
2 Explore
2 Into the North
2 Life's Legacy
2 Nature's Lore
2 Rampant Growth
4 Harmonize
4 Skyshroud Claim
4 Tempt with Discovery
5 Monstrous Onslaught
6 Rishkar's Expertise
6 Selvala's Stampede
7 Tooth and Nail
7 Wave of Vitriol
8 Ezuri's Predation
Land - 36
0 Blighted Woodland
0 Ghost Quarter
0 Mosswort Bridge
0 Myriad Landscape
0 Nykthos, Shrine to Nyx
0 Oran-Rief, the Vastwood
0 Temple of the False God
0 Tranquil Thicket
22 Forest
6 Snow-Covered Forest
1 Ulamog, the Ceaseless Hunger
1 Ulamog, the Infinite Gyre
1 Harmonize
1 Tooth and Nail
1 Blightsteel Colossus
1 Champion of Lambholt
1 Hydra Omnivore
1 Rampaging Baloths
1 Monstrous Onslaught
1 Rishkar's Expertise
1 Call of the Wild
1 Worldspine Wurm
1 Polukranos, World Eater
1 Harmonize
1 Temur Sabertooth
1 Caller of the Pack
1 Regal Behemoth
1 Zendikar Resurgent
1 Ezuri's Predation
1 Duplicant
1 Khalni Heart Expedition
1 Ranger's Path
1 Ulamog, the Infinite Gyre
1 Woodfall Primus
1 Oran-Rief, the Vastwood
1 Tranquil Thicket
1 Explore
1 Life's Legacy
1 Eldritch Evolution
1 Momentous Fall
1 Pattern of Rebirth
1 Hydra Omnivore
1 Pathbreaker Ibex
1 Forest
1 Rogue's Passage
1 Lightning Greaves
1 Night Soil
1 Managorger Hydra
1 Courser of Kruphix
1 Soul of the Harvest
1 Moldgraf Monstrosity
1 Nissa's Revelation
4 Snow-Covered Forest
1 Reclamation Sage
1 Into the North
1 Woodland Bellower
1 Temur Sabertooth
4 Forest
1 Wickerbough Elder
1 Elvish Visionary
1 Indrik Stomphowler
1 Garruk's Packleader
1 Polukranos, World Eater
1 Chord of Calling
1 Greenwarden of Murasa
1 Spidersilk Armor
1 Giant Adephage
1 Managorger Hydra
1 Regal Force
1 Lifeblood Hydra
1 Thragtusk
1 Kodama of the North Tree
1 Tempt with Discovery
1 Wave of Vitriol
1 Greater Good
1 Selvala's Stampede
1 Bane of Progress
1 Explosive Vegetation
1 Creeping Mold
1 Call of the Wild
1 Nevinyrral's Disk
1 Silvos, Rogue Elemental
1 Duplicant
1 Greenwarden of Murasa
1 Myriad Landscape
1 Artisan of Kozilek
1 Garruk's Horde
1 Urza's Factory
1 Zendikar Resurgent
1 Archetype of Endurance
1 Mosswort Bridge
1 Tooth and Nail
1 Asceticism
1 Forest
1 Ulvenwald Hydra
1 Farhaven Elf
1 Krosan Tusker
1 Yavimaya Elder
1 Blighted Woodland
1 Nykthos, Shrine to Nyx
1 Fauna Shaman
1 Nature's Lore
1 Evolutionary Leap
1 Champion of Lambholt
1 Tireless Tracker
1 Lifeblood Hydra
1 Wild Wanderer
1 Explosive Vegetation
1 Skyshroud Claim
1 Ranger's Path
1 Rampaging Baloths
1 Lurking Predators
1 Nacatl War-Pride
1 Caller of the Pack
2 Forest
1 Traproot Kami
1 Prey Upon
1 Essence Warden
1 Wall of Blossoms
1 Kodama's Reach
1 Cultivate
1 Carven Caryatid
1 Harrow
1 Ant Queen
1 Silverglade Elemental
1 Realm Seekers
1 Deadwood Treefolk
1 Penumbra Wurm
1 Verdant Force
Fertilid -> Courser of Kruphix - Ramp for better ramp.
Gutter Grime -> Nissa's Revelation - Gutter Grime was something in case I fell behind, but didn't really do anything if I was ahead. Nissa's Revelation does both.
Elvish Skysweeper -> Regal Force - Skysweeper felt like it didn't ever do anything, Regal Force is a big body and has some gas too.
Commune with Nature -> Worldy Tutor - Strictly superior.
Spore Frog -> Green Sun's Zenith - I was looking for something to cut and I know that low mana costs probably aren't going to be as bombastic. Looking at all my 1 drops, I couldn't picture saying "It's because I drew Spore Frog, I won". Sure, "not lose" is possible but "not lose" is not "win".
Perilous Forays -> Realm Seekers - I put it Forays for more mana accel, just 'cause. I figured to sac crappy creatures I don't care about. Realm Seekers lets me still get the lands and it's on a body that can win the game.
Hunter's Insight -> Harmonize - Hunter's Insight has me jump through hoops, have to have mana available and the amount of damage I can put out makes me draw more than what is necessary while making me a target for the table. Harmonize is much less threatening and much more consistent.
Sprout Swarm -> Tooth and Nail - Sprout Swarm looks great on paper but in reality ain't nobody got time for that. I had other spells I would rather cast, and Tooth and Nail is exemplar in Green of what to cast of being worthwhile.
Wild Growth -> Survival of the Fittest - Cheap enchantment that sets up my early game for cheap enchantment that sets me up for life.
Rampant Growth -> Solemn Simulacrum - It is pivotal for my ramp to come with bodies. I need somebody to sac or block or get pumped while really hitting my groove.
Hibernation's End -> Birthing Pod - Pod is much better at what Hibernation's End is trying to do.
Drumhunter -> Soul of the Harvest - I like drawing cards, Soul is far more reliable and is a good threat.
Symbiotic Wurm -> Artisan of Kozilek - Art may come colourless but he's a green creature at heart. Big and threatening, his triggered Cast ability is far superior to the Wurm's death trigger.
Pelakka Wurm -> Terastodon - Both are big dumb stupids but one gives me a lot of answers, which I very much appreciate.
Brooding Saurian -> Defense of the Heart - The defense to them taking my creatures is play more creatures and turn sideways, Defense lets me put said creatures into play.
Mwonvuli Acid-Moss-> Cultivate - Blowing up a land is nice but unless I make it a main theme to hate a single player out of the game, Cultivate happens earlier and sets up my next land drop.
Forest -> Rogue's Passage - I think I can handle the colourless and is awesome for sneaking in what needs to be snuck.
Penumbra Spider -> Spidersilk Armor - Penumbra was an answer to the amount of random flying hate that barrels towards me. Spidersilk Armor might be weak, but its keeping my guys alive and gives me Reach until dealt with.
Nullmage Shepherd -> Beast Within - Nullmage is theoretically a repeatable pew pew but I found in reality it never came through. Beast is an answer to incoming threats.
Boreal Druid -> Ondu Giant - Mana Dork for Mana Ramp. Giant is also a big butt, I cannot lie.
Vine Trellis -> Wall of Blossoms - Defense or Mana vs Defense and Card Advantage. Blossoms does so in my heart. Key ETB to abuse with Stampeding Serow.
Sachi, Daughter of Seshiro -> Krosan Tusker - One is a Snake Lady that stays pretty much consistent throughout the game, the other is mana search card advantage early game and beater end game. The Tusker's flexibility wins out.
Llanowar Elves -> Spore Frog - One is ramp the other is to stop the beats. This is more of an experimental change.
Joraga Treespeaker -> Sprout Swarm - One is a mana dork that if I pay mana can potentially turn my guys into mana dorks. The other creates dorks that can make more dorks. Plenty of bodies for Kamahl's Overrun.
Arbor Elf -> Asceticism - Not even going to pretend this swap makes sense, just culling one strategy for a recommend card.
Fyndhorn Elves -> Ant Queen - Mana Dork for Mana Hungry Army Generator. I'll see how this goes.
Wall of Roots -> Pelakka Wurm - One can turn sideways and the other cannot. I need things that turn sideways.
Civic Wayfinder -> Fertilid - T2 Fertilid can set up T4 Silvos, Civic Wayfinder is useful if you're trying to punch your way out of a mana screw but I'm playing Mono-Green - it is going to be a flood if anything.
Elephant Guide -> Hunter's Insight - Insight will let me draw a lot of cards with some of the hits that my creatures can produce. Guide just bulks me up when I want to 'tech up'.
Rancor -> Joraga Treespeaker - Rancor is amazing, no doubt about it; however, I need to get my big guys on the board. I don't need to give my big guys Trample either. Joraga scales with the game and when fully leveled my mana dork's utility pushes into the end game stage as well.
Coldsteel Heart -> Boreal Druid - I brought the Heart in for mana accel, but the Boreal Druid does the same Snow shenanigans which I won't be utilizing. I want the fastest accel and Boreal Druid performs better than Heart. Cutting Heart also removes the effectiveness of enemy Disenchats.
Penumbra Spider -> Broodling Saurian - I got the Spider just because it is an efficient blocker, perhaps to 'hold them back' while I ramp. From comments, this is a wrong ideology. There is plenty of theft effects in my meta and two of my decks, which I may be lending out, have theft or reanimaion, so I know it is quite a threat. Also, if someone is going to randomly Bribery someone, its going to be 'that big stupid green guy'. Saurian puts a stop to this.
Overrun -> Hibernation's End - A great way to ramp up no matter what my hand is. I could stop casting creature spells and just wait until my opponent's have to deal with Hibernation's End. Also, the first few grabs are going to get me mana dorks which is going to help me sustain Hibernation's End later on. Overrun, as described by others, isn't needed if I'm relying on Silvos to Voltron to victory.
Deadly Recluse -> Elvish Visionary - I value card draw more than random Reach, Deathtouch.
Boundless Realms -> Drumhunter - I want ramp but I don't want to play Ramp; Boundless Realms is useless in this case and Drumhunter lets me play Silvos a turn earlier and draw cards. I can see Boundless coming back to my deck, but in its current random state, it doesn't do much.
Chimeric Staff -> Nullmage Shepherd - Blowing up Artifacts is more important than having them. Also, Shepherd hits Enchantments an is a Shaman to take advantage of Sachi, Daughter of Seshiro.
Phantom Wurm -> Essence Warden - I loved Craw Wurm when I was a kid, so I had the giggles when I saw Phantom Wurm stealing from the beloved Phantom Centaur. Another beloved creature is Soul Warden but I have seen how much hate that creature can illicit due to the amount of life gain. Better have kill sent a my 1/1 dork rather than ramp pieces or Silvos. Also a Shaman and an Elf for Treespeaker.
Goliath Spider -> Elvish Skysweeper - Example of attempting to leverage more tech than brawn. I am going to have plenty of dorks I can throw away to destroy flying creatures.
Havenwood Wurm -> Garruk's Horde - A 'utility' Trampler in the Wurm for real utility with Garruk's Horde. Also, the Horde is bigger for the same cost.
Titanic Bulvox -> Deadwood Treefolk - I threw the Bulvox in because it was the first big thing I came across. A lot of people sing the praise of Deadwood Treefolk, I've seen my friend's B/G deck use this to great effect; however, I am not certain if Deadwod Treefolk is good in Mono-Green. Still, it is a better card than the Bulvox.
Body of Jukai -> Wickerbough Elder - This change is a directional one, Smash for Utility was suggested so I'm going there. I'm not sure if I can get the control Elements; however, Disenchants that become 4/4s can't be bad.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Dosan, the Falling Leaf
Oracle of Mul Daya
Garruk's Horde
Harmonize
Harrow
Either Garruk
GWB Junk Stax Ghave BWG
Anybody for reliable card draw or engines in Green?
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Silvos doesnt need much for additional support in general so just work on controlling your opponents in the ways that green can. It looks like you need some additional draw as well.
I like silvos. I did consider him when I built my thrun deck but in the end I decided I liked the additional protection from control more than I liked the increase in power. The biggest difference being that Thrun needs additional support to get there in means of power buffs and evasion where as Silvos needs assistance against control because he can be targeted but already has evasion + good size. If you add some buffs for him I would focus on things that help him against targeting and such.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Right now I have no idea how much mana accel I should have or whatnot.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
The type of control you might want to run is a little bit up to you and somewhat meta dependent as well as decision dependent. For instance, if you see a lot of token, aggro, or voltron based decks then adding a fog package would be a solid move because you could shrug their giant tap out go for the kill move off and survive. Constant Mists, Tangle, Moment's Peace, and Spike Weaver are in my opinion the best of these effects in green. Spore Cloud is probably a distant next option.
If on the other hand you see a lot of counterspells and instant speed spot removal you might consider Defense Grid, Hall of Gemstone (potentially disables your regen on others turns unless you have mana stones. You can pre-emptively put up a regen shield while this is on the stack though too), City of Solitude (this one disables your regen so watch out), Dosan the Falling Leaf effects.
If you wanted just some versatile control you might consider some of the Naturalize effects. Krosan Grip is good against combo decks and in general instant speed naturalize effects can take apart combo decks usually.
Icy Manipulator effects are always a cool direction too for mono green. I saw sort of hit and miss results but its cheap to obtain and sort of a cool effect that hits on a lot of different uses.
It really depends on the direction you might want to go with the control elements. Fogs and Naturalize effects are some of the default control elements that green has. Fighting is a mechanic that is being broadened too and flying hate is a natural green ability as well. Focus on what you can do with artifacts as well as you can escape some of the limitations of the color pie with them.
Most of it in my opinion is just trying something out and see how you like it. Each deck will recieve different results with different pilots and different opposing metas. Its hard to say that a certain tactic is the right call every time. Playstyle is also a big thing so if you dont like the idea of going green control then dont worry about it. Run whatever you want really. The thing in my opinion that stands out about it though is that Silvos is so strong on his own that he is going to be one of the better beater options already. Having 3 alternative beaters in hand all the time isn't generally that productive unless you get tucked in which case run more tutors and just toolbox into what you need.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Green control is nice, but you might find his face smashing power more suited to doing just that. Ramp hard, drop down beats and beat face. I also suggest a whole bunch of artifact card draw cards.
Civic Wayfinder -> Fertilid - T2 Fertilid can set up T4 Silvos, Civic Wayfinder is useful if you're trying to punch your way out of a mana screw but I'm playing Mono-Green - it is going to be a flood if anything.
Elephant Guide -> Hunter's Insight - Insight will let me draw a lot of cards with some of the hits that my creatures can produce. Guide just bulks me up when I want to 'tech up'.
Rancor -> Joraga Treespeaker - Rancor is amazing, no doubt about it; however, I need to get my big guys on the board. I don't need to give my big guys Trample either. Joraga scales with the game and when fully leveled my mana dork's utility pushes into the end game stage as well.
Coldsteel Heart -> Boreal Druid - I brought the Heart in for mana accel, but the Boreal Druid does the same Snow shenanigans which I won't be utilizing. I want the fastest accel and Boreal Druid performs better than Heart. Cutting Heart also removes the effectiveness of enemy Disenchats.
Penumbra Spider -> Broodling Saurian - I got the Spider just because it is an efficient blocker, perhaps to 'hold them back' while I ramp. From comments, this is a wrong ideology. There is plenty of theft effects in my meta and two of my decks, which I may be lending out, have theft or reanimaion, so I know it is quite a threat. Also, if someone is going to randomly Bribery someone, its going to be 'that big stupid green guy'. Saurian puts a stop to this.
Overrun -> Hibernation's End - A great way to ramp up no matter what my hand is. I could stop casting creature spells and just wait until my opponent's have to deal with Hibernation's End. Also, the first few grabs are going to get me mana dorks which is going to help me sustain Hibernation's End later on. Overrun, as described by others, isn't needed if I'm relying on Silvos to Voltron to victory.
Deadly Recluse -> Elvish Visionary - I value card draw more than random Reach, Deathtouch.
Boundless Realms -> Drumhunter - I want ramp but I don't want to play Ramp; Boundless Realms is useless in this case and Drumhunter lets me play Silvos a turn earlier and draw cards. I can see Boundless coming back to my deck, but in its current random state, it doesn't do much.
Chimeric Staff -> Nullmage Shepherd - Blowing up Artifacts is more important than having them. Also, Shepherd hits Enchantments an is a Shaman to take advantage of Sachi, Daughter of Seshiro.
Phantom Wurm -> Essence Warden - I loved Craw Wurm when I was a kid, so I had the giggles when I saw Phantom Wurm stealing from the beloved Phantom Centaur. Another beloved creature is Soul Warden but I have seen how much hate that creature can illicit due to the amount of life gain. Better have kill sent a my 1/1 dork rather than ramp pieces or Silvos. Also a Shaman and an Elf for Treespeaker.
Goliath Spider -> Elvish Skysweeper - Example of attempting to leverage more tech than brawn. I am going to have plenty of dorks I can throw away to destroy flying creatures.
Havenwood Wurm -> Garruk's Horde - A 'utility' Trampler in the Wurm for real utility with Garruk's Horde. Also, the Horde is bigger for the same cost.
Titanic Bulvox -> Deadwood Treefolk - I threw the Bulvox in because it was the first big thing I came across. A lot of people sing the praise of Deadwood Treefolk, I've seen my friend's B/G deck use this to great effect; however, I am not certain if Deadwod Treefolk is good in Mono-Green. Still, it is a better card than the Bulvox.
Body of Jukai -> Wickerbough Elder - This change is a directional one, Smash for Utility was suggested so I'm going there. I'm not sure if I can get the control Elements; however, Disenchants that become 4/4s can't be bad.
I also noticed that I have two sub-theme Tribals going on. It was interesting to come across; however, I'm not sure if either will survive the final metamorphosis when I come across it.
Thank you all for your suggestions, the next thing is to see what happens when I face opponents.
1 Elvish Visionary
1 Essence Warden
1 Nullmage Shepherd
1 Wickerbough Elder
1 Sakura-Tribe Elder
1 Multani's Acolyte
1 Essence Warden
1 Elvish Visionary
1 Gamekeeper
1 Elvish Skysweeper
1 Nullmage Shepherd
1 Boreal Druid
1 Fierce Empath
1 Arbor Elf
1 Fyndhrn Elves
1 Viridian Zealot
1 Heart Warden
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Overall, your creature count feels unnecessarily high still. It just feels like overall you are going for an aggro deck which I guess isnt a problem but it seems a lot less focused on Silvos as a commander so much as just having him as a big beater to fit in.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Phyrexia's Core to go with Spine of Ish Sah. Heh, repeating removal
Tower of Fortunes Opportunity on a stick? Where do I sign?!
Elvish Mystic the new Llanowar Elves
Tori-San because it's cheap right now. Have you ever lost to a BoP? I've won off one... attacking. An impromptu round of Angry Birds. heh heh heh. Not that you can do that in this deck.
Garruk, Primal Hunter pretty solid card draw, makes guys too. But a little less budget-y. Might drop in a month with the rotation
Hunt the Weak another solid fight card
Ulvenwald Tracker might be good
Strip Mine you need more than just ghost quarter
Tectonic Edge come on, u wanna lose to that annoying land?
Oblivion Stone hmmm, needs more wrath
Masked Admirers repeatable cantrip/blocker
Lurking Predators HOW DARE THEY DO STUFF?!
Kamahl, Fist of Krosa Not only is he good with armies, he can make his own, plus he's wrath insurance. If they wrath, you animate their lands in response and snicker.
Wood Elves/Farhaven Elf guys that get lands? sweet
Dryad Arbor mostly so u can do the following:
Green Sun's Zenith to get Dryad Arbor turn 1, or find nearly any other guy in your deck later.
Skyshroud Claim/Ranger's Path/Hunting Wilds ahh, the trio of dual forest grabs.
Soul of the Harvest because you got lots of guys anyway, might as well double dip
Skullclamp turns 1-toughness guys, or guys with a death wish, into cards
Fog Frog cuz this guy with Genesis makes attack-happy decks cry
Stunted Growth ever seen green discard? Now you have
Plow Under because what's better than blowing up two lands? Killing their next two draws with them instead
Primal Command All kinds of goodness
Fauna Shaman because Survival of the Fittest is not budget
Vernal Bloom/Gauntlet of Power/Caged Sun/Mana Reflection Let's double your mana
Extraplanar Lens This will do similar to above, but you may want to switch to Snow-Covered Forests
Regrowth/Recollect cuz reusing old spells is good for you
Eternal Witness like above, but clampable
Genesis Wave because... does this really require explanation?
Ant Queen army-in-a-can
Avenger of Zendikar more army-in-a-can
Stampeding Wildebeests reuse that Elvish Visionary, Fierce Empath, Multani's Acolyte
Stampeding Serow or Acidic Slime, Stomphowler, or any other ETB effect on a green guy
Duplicant because sometimes there's a stubborn creature that just has to go
Off the top of my head, that should give you something to mull over. Happy modding
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Asceticism would be a great card for me. That's $5 that would easily improve my deck; however, once I open up to paying for $5 the amount I would need to spend would rapidly shoot up. This is a budget deck. I'd like to make it more like your Thurn Troll Controll; however, you list your deck as being $350 as a matter of fact. I'm hoping more for interesting options that aren't as expensive. I'm putting Asceticism down just to keep an eye out for it if I ever come across it to trade or if its value plummets.
Hibernation's End cost me $1.5 and will provide me with options post-Wrath, to force a Wrath, etc. The Brooding Saurian might not prevent everything Asceticism does; however, it is 1/5th the cost.
My Silvos deck is tertiary behind my Talrand and Rakdos, who I don't spend $20 on very regularly either. Part of the reason of being budget conscious is I don't want to spend that much money and I don't want to overpower my friends who also don't put that much money into their Commander decks. If I did, we'd stop playing Commander and while I'd have an awesome deck, it'd be a waste if left unused.
So I guess I'm aiming for Aggro-Control or something. I've yet to take Silvos for a spin but I might change my tune as soon as I get out of theory-lala-land.
Edit:
@ Omega Furnace: Thanks for the suggestions! I might be able to scrounge up one or three of those from my collection to abuse. You think I also should slide away from the Aggro and go more Control?
I didn't know that Llanowar Elves got yet another clone in Elvish Mystic.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Silvos / Thrun are more built to play a control / voltron style of game. When you add a bunch of aggro creatures to the list you loose a lot of value as to what made them good as commanders. You might get better results from shifting to a different commander if you want to shift to more of an aggro strategy instead of voltron is all I was trying to say.
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[Modern] Allies
I dunno, Mono Green Control sounds about as much like a joke as Mono Blue Aggro, which is a pretty big one. Ironically, I made MUA work with Sun Quan, Lord of Wu. I can post a list if u ask nicely. But if you are going for control, you're likely to be looking at a not-so-budget-friendly bill. Maybe not on any one card, but you will be gutting a significant portion of the deck.
The simple locks in Green can be very effective in 1v1, but multiplayer is another story. I'm not even sure that a multiplayer MGC deck is possible. Sure, white and black can board control, and blue can stop most swingy plays, but options are limited for the green mage.
Plow Under is gonna be your best bet for controlling 2 guys (if you recur Plow and hit a land per opponent). Three opponents seems like it'll be too hard.
There are a lot of options for control, but your situation seems to push you to a nerf fight, and I'm not very good at those. So I would probably go with a series of resilient threats in a Battlecruiser style game plan.
I think Michael Weston (Jeffrey Donovan) said it best on Burn Notice. "In a fight, the hardest thing to do is to see an opening and not take it."
This is why I think I keep failing when I attempt a Nerf job on a deck. I wanna be able to win, so I keep some powerful cards, and the synergies and combos are still there. Rings is one of my favorite cards.
Here's what I think of Dedicated Control in Mono-G.
You're gonna need a bunch of the following:
Some proliferate
and a metric F**k-Tonne of Ramp
I count at least 7 high cost ($20+) cards you probably don't have.
You can certainly get away with less, in more of an aggro/tempo control build, but you're still looking at a mean rebuild and a frustrated group of friends. I'm proposing Plow as a cornerstone of the deck, which is not generally considered to be a fair card. I don't know how to do any variation of control without it in Mono-G.
As for the first 4 artifacts on the list, don't use them frequently if you wanna keep those friends. It's kinda like hooking up a Doomsday Cannon up to a Quantum Singularity Reactor. On it's own, Lux Cannon can fire once every 4 turns. Add Key and it can do so once every two. With Rings it can fire 4 times in 5 turns. Combined with Key and Rings, it's fire rate is only limited by your mana (about 15 for 4 targets per cycle, with the last cycle before untap costing 12), but Rings + Basalt Monolith takes mana out of the equation by giving u unlimited colorless mana (QSR), allowing the cannon to fire whenever you like. This combo made it into a lot of my EDH lists. I can't seem to leave it out, especially in colors with limited control options. You can also replace Lux Cannon with any other artifact that taps to do nasty/interesting things. Decimator Web (damage + poison + mill), Magistrate's Scepter (turns), even a humble (ok who am I kidding, awful) Rod of Ruin (ping) becomes a death-dealing super-weapon.
Other interesting combos include Spine of Ish Sah, Krark-Clan Ironworks, and Sculpting Steel. Effectively letting you go "1: Destroy Target Permanent." at sorcery speed. Cheaper yes, but not all of the pieces are useful all the time. Mostly Ironworks. However, Ironworks + Spine is pretty good at "5: Destroy target permanent."
At any rate, before I put too much more effort into this, I guess I need to know which road you will take. What's it gonna be? Aggro, Control, Voltron, or something else?
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
I think the direction of Kamahl will give you a much stronger finish to having a creature heavy list. I think it will be a strong move towards improving your list's performance. Sometimes taking one commander and moving where they should be just stops working after a point. I think going to Kamahl will be a much better match for what you were trying to do though.
Lurking Predators would be very well served by your extremely high creature count.
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[Modern] Allies
Typically ramp that is land based (farseek rampant growth cultivate) is better then mana dorks (arbor elf llano war elf)
Artisan of kozilek is another good top Ed creature. His ability can't be countered so you get a threat on the battlefield basically no matter what.
I looked through all my mana dorks and I decided to spare:
Sakura-Tribe Elder - Searches for a land while blocking.
Drumhunter - While having him ramp into Silvos for Card Draw was amazing, I'm holding onto him because I still want to draw cards even if it isn't as "guaranteed".
Werebear - Becomes a beater late game without Kamahl's help.
I made a few cuts here:
Mwonvuli Acid-Moss-> Cultivate - Blowing up a land is nice but unless I make it a main theme to hate a single player out of the game, Cultivate happens earlier and sets up my next land drop.
Forest -> Rogue's Passage - I think I can handle the colourless and is awesome for sneaking in what needs to be snuck.
Penumbra Spider -> Spidersilk Armor - Penumbra was an answer to the amount of random flying hate that barrels towards me. Spidersilk Armor might be weak, but its keeping my guys alive and gives me Reach until dealt with.
Nullmage Shepherd -> Beast Within - Nullmage is theoretically a repeatable pew pew but I found in reality it never came through. Beast is an answer to incoming threats.
Boreal Druid -> Ondu Giant - Mana Dork for Mana Ramp. Giant is also a big butt, I cannot lie.
Vine Trellis -> Wall of Blossoms - Defense or Mana vs Defense and Card Advantage. Blossoms does so in my heart. Key ETB to abuse with Stampeding Serow.
Sachi, Daughter of Seshiro -> Krosan Tusker - One is a Snake Lady that stays pretty much consistent throughout the game, the other is mana search card advantage early game and beater end game. The Tusker's flexibility wins out.
Llanowar Elves -> Spore Frog - One is ramp the other is to stop the beats. This is more of an experimental change.
Joraga Treespeaker -> Sprout Swarm - One is a mana dork that if I pay mana can potentially turn my guys into mana dorks. The other creates dorks that can make more dorks. Plenty of bodies for Kamahl's Overrun.
Arbor Elf -> Asceticism - Not even going to pretend this swap makes sense, just culling one strategy for a recommend card.
Fyndhorn Elves -> Ant Queen - Mana Dork for Mana Hungry Army Generator. I'll see how this goes.
Wall of Roots -> Pelakka Wurm - One can turn sidesways and the other cannot. I need things that turn sideways.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Sprout Swarm -> Tooth and Nail - Sprout Swarm looks great on paper but in reality ain't nobody got time for that. I had other spells I would rather cast, and Tooth and Nail is exemplar in Green of what to cast of being worthwhile.
Wild Growth -> Survival of the Fittest - Cheap enchantment that sets up my early game for cheap enchantment that sets me up for life.
Rampant Growth -> Solemn Simulacrum - It is pivotal for my ramp to come with bodies. I need somebody to sac or block or get pumped while really hitting my groove.
Hibernation's End -> Birthing Pod - Pod is much better at what Hibernation's End is trying to do.
Drumhunter -> Soul of the Harvest - I like drawing cards, Soul is far more reliable and is a good threat.
Symbiotic Wurm -> Artisan of Kozilek - Art may come colourless but he's a green creature at heart. Big and threatening, his triggered Cast ability is far superior to the Wurm's death trigger.
Pelakka Wurm -> Terastodon - Both are big dumb stupids but one gives me a lot of answers, which I very much appreciate.
Brooding Saurian -> Defense of the Heart - The defense to them taking my creatures is play more creatures and turn sideways, Defense lets me put said creatures into play.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
I wish Werebear was anything else, even Rampant Growth but I don't think Growth is the best choice. Farhaven Elf is probably the best choice but hunting down this Common is turning troublesome. I don't know if I should be going after a Skullclamp, Farhaven Elf or Big Scary Dude in Werebear's place.
I am unsure if I should replace Silverglade Elemental with Seedguide Ash. Ash gives me more Forests when it dies, but Silverglade immediately gives me an untapped Forest to abuse. There have been plays I have made from Silverglade that relied on that Forest, otherwise if it were Seedguide I'd have to wait a turn or play things much slower.
Birthing Pod has made me realize how much I need to be aware of CMCs. My 5 slot is huge, while my 6 and 7 can be left much to desired. I don't know of any other super dangerous 8s and I'm fine with never going after Artisan of Kozilek but gut one of my cheaper creatures to ramp that up. I don't know which creatures (aside from Werebear) to cut so I have more 6s and 7s - my 5s feel all necessary. I enjoy the Enchantment subtheme but maybe that's what I should be cutting.
Prey Upon has left my very conflicted. On one hand, it is the only Creature Removal the deck has, on the other hand I feel at times its pretty terrible. I know I can't rely on Ulvenwald Tracker but some other controllable Fight mechanism would be awesome. Prey Upon just looks like a card that's itching to be replaced but its the only Creature Spot Removal to use.
Elvish Skysweeper is pretty much in the same boat. The 1 mana Creature isn't very impressive but at times he's vital.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
You like creature removal?
Time to Feed and Hunt the Weak do similar things.
Beast Within and Desert Twister are options too.
Let's not forget Duplicant and Spine of Ish Sah.
Spine also benefits from things that can sac it like Phyrexia's Core or Krark-Clan Ironworks.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Sylvan Primordial needs to go. It up and went got itself banned.
Elvish Skysweeper is either super handy or useless trash. I don't like that swinginess.
Werebear is disappointing early game, mid game and late game which shocks and astonishes me; however, it really does come down to my dorks need to bring land, not tap for it. Dawntreader Elk may be a good replacement here or the Elk could perhaps replace Fertilid.
I'm unsure of Stampeding Serow. 5 power, 4 mana guys with draw backs are apparently something from the past. Sure, I could abuse the bouncing but I rather tighten up the deck than durdle.
I feel that these two Legends might be getting a little long in the tooth and not pull their weight: Kodama of the North Tree and Silvos, Rogue Elemental (despite Silvos being the first chassis for the deck).
Gutter Grime theoretically makes a lot of big mean stuff but usually gets handled prior to that point.
What are some budget-y suggestions?
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Sylvan Primordial -> Avenger of Zendikar - Sylvan got itself banned, so I put in another powerhouse finisher.
Commune with Nature -> Worldy Tutor - Strictly superior.
Spore Frog -> Green Sun's Zenith - I was looking for something to cut and I know that low mana costs probably aren't going to be as bombastic. Looking at all my 1 drops, I couldn't picture saying "It's because I drew Spore Frog, I won". Sure, "not lose" is possible but "not lose" is not "win".
Perilous Forays -> Realm Seekers - I put it Forays for more mana accel, just 'cause. I figured to sac crappy creatures I don't care about. Realm Seekers lets me still get the lands and it's on a body that can win the game.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
1 Zendikar Resurgent
1 Evolutionary Leap
1 Champion of Lambholt
1 Fauna Shaman
1 Rampaging Baloths
1 Giant Adephage
1 Caller of the Pack
1 Lurking Predators
1 Nacatl War-Pride
1 Ranger's Path
1 Skyshroud Claim
1 Eldritch Evolution
1 Tireless Tracker
1 Explosive Vegetation
Werebear -> Scavenging Ooze - In theory, Werebear would scale with the game and be a threat. That's not really the case, he was mostly a mana chump. Scavenging Ooze does scale, is a threat and is all around good.
Fertilid -> Courser of Kruphix - Ramp for better ramp.
Gutter Grime -> Nissa's Revelation - Gutter Grime was something in case I fell behind, but didn't really do anything if I was ahead. Nissa's Revelation does both.
Elvish Skysweeper -> Regal Force - Skysweeper felt like it didn't ever do anything, Regal Force is a big body and has some gas too.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
1 Blighted Woodland
1 Nykthos, Shrine to Nyx
1 Fauna Shaman
1 Nature's Lore
1 Evolutionary Leap
1 Champion of Lambholt
1 Tireless Tracker
1 Lifeblood Hydra
1 Wild Wanderer
1 Explosive Vegetation
1 Skyshroud Claim
1 Ranger's Path
1 Rampaging Baloths
1 Lurking Predators
1 Nacatl War-Pride
1 Caller of the Pack
2 Forest
1 Traproot Kami
1 Prey Upon
1 Essence Warden
1 Wall of Blossoms
1 Kodama's Reach
1 Cultivate
1 Carven Caryatid
1 Harrow
1 Ant Queen
1 Silverglade Elemental
1 Realm Seekers
1 Deadwood Treefolk
1 Penumbra Wurm
1 Verdant Force
With the introduction of so much more Ramp, my Landfall triggers are more likely to happen. So Rampaging Baloths and Tireless Tracker are thrown in. I also took out the Silverglade Elemental because I found a cheaper body that brings a Forest into play: Wild Wanderer. I was going to cut Ondu Giant because I like 3/2 more than 2/4 but I realized I could ramp earlier. Which is also why I've placed Farhaven Elf on my Wants list, even if I have to cut another good 3 drop. Kamahl wants mana and bodies, bodies that bring ramp are attractive.
I cut a lot more of the defensive cards. Kamahl is an Aggro-value engine. After reading Prid3's multiplayer articles for years, I have applied them to EDH. Each card has to bring a devastating ability for it to be worth, the rest has to be Ramp to get there.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs