The Deck Ranking
Based on a defunct Avacyn primer
Quick Game Likeness - from about turn five or six onwards, the list will routinely offer to kill the whole table Newbie Feasibility - easy enough once you know how to pursue combo or swarm, but not the type of deck most newbies would start with Commander Dependency - Patron is the linchpin of most of the combos and is vital to reliably bringing the swarm mode online "Scare" Rating - pfft, some random unknown huggy-looking dude and lands. Oh wait suddenly tokens... Multiplayer Mode - the early turn inactivity leads to little impact in duels, scales effortlessly into any pod size Expensiveness - mono coloured deck with a rather cheap engine, cost could be further reduced by cutting some pricier utility cards
Game Play Attributes
Acceleration - Patron's all about the ramp, and he's also all about using all the ramp during your opponents' turns Library Searching - milking green's ability to get creatures, as well as the ragingly overcosted artifact options Board Control - a small suite of removal, albeit with a decent amount of re-use potential Spell Control - no spell control per se, but some proactive (shroud boots) and reactive (graveyard recursion) options to deal with them Card Advantage - massive land ramp, massive draw engines, plethora of tutors to land massive token engines Linearity - extremely streamlined game plan, with the deck engineered to get it online reliably and (relatively) quickly Combo Potential - a number of infinite mana options, can potentially completely blank your enemies, but not the deck's only game plan
The Deck's Strengths
15 31/31 tramply insects coming each of your opponents' way on turn 6 is normalThere's nothing stopping this happening when you begin turn 5 with zero nonland permanents under your controlExtremely consistent - runs a high number of tutors to dig out the required engines, and very powerful draw options to help dig if neededSurprisingly resilient - has won through Contamination, as well as Leovold + Teferi's Puzzle BoxScales really well with the number of players involved - more untaps, more mana, more tokens to kill people withWhilst some of the individual cards are pricey, on the whole the deck is reasonably cheap to buildProvides the thrill of extreme mana plays, be it via token making or drawing insane numbers of cards off things like Staff of DominationEasily offers infinite-free play, if your playgroup cares about that sort of thing... if it doesn't, easily offers surprise infinite mana stun killsRefreshingly different when compared to your typical green EDH deck - goodstuff worshippers, eat your hearts out!Can occasionally produce hilarious, derpy player kills via a flying Patron with the aid of Diviner's Wand
The Deck's Weaknesses
The number of engines/retrieval options is finite - if you get EXTREMELY focused (yet to happen to me) you may run out of themQuite inactive on the board in the early game - the first five turns or so have you at the mercy of your opponentsA bit of a one-trick pony - you almost always win through a flood of tokens or arbitrarily large trampling land creaturesRuns land-based ramp - whilst the most resilient, it folds immediately to MLD like Wake of DestructionHas some artifacts/enchantments that greatly improve the mana situation or card acquisition, and doesn't like to have them dieStatic -X/-X effects can slow you down considerably as you need to dig for a way to deal with them or combo out in spite of themCreature activated ability blockers shut you down hard, and will require removal digging while greatly limiting your optionsGetting your linchpin creatures stolen or having the game drown in chaos are also effective kinds of hate against youOften feeds other green decks at the table - whilst they probably can't use the mana quite as effectively as you, they may become major threatsPillow forts can be annoying as well, as you often win through swarm combat, and may require digging up the pieces to tuck their whole board
Other Commander Options
Yisan, the Wanderer Bard - Probably the strongest mono-green commander. As expected, having a repeatable tutor in the command zone is a beastly option. Yisan's typical build involves a toolbox with some sort of combo finish, and it proved so fiercely consistent it got banned in French.Selvala, Heart of the Wilds - The most explosive general for stereotypical mono green fat, as progressively fatter dudes fuel insane mana generation and subtle refuel. Retains a delightful, janky edge, as things like Phyrexian Dreadnought turn into gigantic cantripping rituals.Azusa, Lost but Seeking - Comes down early, enables crazy land ramp. Combine with some choice engines like Recycle + Oracle of Mul Daya and you should have all the fat you may desire out in no time.Omnath, Locus of Mana - All the green you generate can be used to directly beat face, and later spent on other things if you so desire. Very aggressive and powerful commander. Combine with the likes of Vedalken Orrery to preserve all your built up mana if someone blows him up.Ezuri, Renegade Leader - Lends himself to Elfball like no other, giving regeneration to increase the Elves' resilience a little. Handily comes with an Overrun built in, which can be used to help close out games in no time.Thrun, the Last Troll - Can't be countered, hexproof, regenerates. One of the most resilient voltron options around, letting you slap on busted auras like Eldrazi Conscription and Mythic Proportions with confidence.Yeva, Nature's Herald - The creature flash enables you to play a draw-go style unheard of in green, and nobody can be entirely sure what lies in store if they swing at you. Combine with Arboria to make things silly.Kamahl, Fist of Krosa - Similar to Ezuri - loses the regeneration shield, but has his own wrath deterrent in land animation. The ultimate consumer commander - comes down to a built up board, abusing the things green does best to deliver the win.Vorinclex, Voice of Hunger - Comes down late, but massively shifts the resource situation at the table in your favour - you get a mana doubler, everybody else gets staxed. Can be used to help fuel ludicrous plays as your opponents have to do some serious calculations to assess if/how they can respond without opening themselves up too much.
MTG finance is a funny thing. I bought a lot of this deck for a total of 100 euro in 2014, picking up new pieces for relatively low monetary investments as they got released/reprinted. The most I spent was 50 euro on a Mana Crypt and 20 euro on Three Visits. Meanwhile, the list is about to cross four digits on the DeckStats pricegunner. Well crap. The easiest place to shave investment, as usual with Rumpy creations, is the vanity mana base. In this case there are no nonbasics, as the list is mono-colour and built around a commander that cares about having forests in play. However, both the money cards I just listed can be immediately taken out to trim the cost by a third.
After that, you're going to start getting some performance loss in the combo area. Earthcraft, Staff of Domination and Selvala, Heart of the Wilds are all above 40 bucks now, and they all come together in various infinites. Everything else would be less noticeable a loss. There's some money tied up in doubling - Extraplanar Lens costs a ton, especially when you also include the snow basics, and Mana Reflection is no slouch either. Rings of Brighthearth can go, we don't abuse it too hard and it's not crucial to the deck's functioning. Sylvan Library is really good quality of life, aiding at all stages of the game, but not for this kind of money. Craterhoof Behemoth is very strong, but Kamahl, Fist of Krosa is the deck's premier finisher anyway.
If the slimmed version were to try to get some combo going, it'd probably have to look into some elf-based or Yisan, the Wanderer Bard style infinite mana which is inherently more fragile. Filling out the other slots would likely work fine with more budget options for their designated purpose (e.g. Soul's Majesty for draw, some of the inferior doublers the list is currently abstaining from, Beastmaster Ascension for finishing, Ranger's Path for ramp...).
Deck Strategy in Shellnut
The main goal of the deck is to land a quick Patron and either piece together an infinite mana combo, winning on the spot, or use all of the mana he produces to create tokens off engines like Ant Queen.The token swarm is then used to kill everybody, its hitting power drastically improved by finishers like Kamahl, Fist of Krosa. Kamahl also doubles up as a good instakill option in combo mode, creating arbitrarily sized tramply land creatures out of thin air if given infinite mana.The progression of a typical game is extremely linear - ramp like crazy, play Patron, evaluate if you're going to combo or swarm, proceed combo or swarm, kill everyone with a gigantic board. If you get disrupted, repeat until you don't get disrupted.Start the game off by playing out your ramp spells, mana doublers and Patron protection/haste enablers. You want to have a good mana base for Patron to work with once he comes out.Once you have a sufficient permanent base, play Patron. If you don't have the potential to assemble a combo, tutor for a token engine. During each of your opponents' turns, use Patron to untap your land and fuel all the extra mana into token generation. That is Patron's main purpose in the deck - providing mana to create bodies, and later providing mana to fuel into finishers to kill everybody.If the Gods of Magic have not smiled upon you and you don't have a tutor on hand, you do have a few massive activated draw options. Pour your mana into those and go digging for a way to get your engine/finisher online. It's probably a good idea to set those down onto your board even if you have a token engine so you can sink spare mana into more options if you get wiped.Once you have sufficient bodies to kill everybody, get a finisher online (typically with the aid of another tutor), pump all your mana into the finisher's ability, if applicable, and kill everybody.The deck is constructed to execute its game plan reliably and reasonably quickly, there's little in the way of controlling your opponents. There are a handful of removal options available, some responsive to the tutor bulk, use them as needed. You're not a control deck though, just combo out/swarm the board and kill everybody.
If you have any of the following cards on hand or in play, check whether you can assemble a combo. The complementary pieces are far easier to tutor than these.
Haste enabler (Lightning Greaves, Swiftfoot Boots, Thousand-Year Elixir) Staff of Domination EarthcraftThe artifact tutors (Planar Bridge, Planar Portal, Ring of Three Wishes - easy access to all of the above)
Kamahl, Fist of Krosa/Arbor Elf + Staff of Domination + land that taps for fiveKamahl, Fist of Krosa + Staff of Domination + Rings of Brighthearth + land that taps for fourArbor Elf + Staff of Domination + Rings of Brighthearth + land that taps for three
Selvala, Heart of the Wilds + Staff of Domination + 6-power creatureSelvala, Heart of the Wilds + Staff of Domination + Rings of Brighthearth + 5-power creatureSelvala, Heart of the Wilds + Staff of Domination + Mana Reflection + 3-power creature
Joraga Treespeaker + Mana Reflection + Staff of Domination + Rings of Brighthearth
Nemata, Grove Guardian + Earthcraft + land that taps for four (three for infinite tapped tokens and no infinite mana)Nemata, Grove Guardian + Rings of Brightheart + Earthcraft + land that taps for threeAnt Queen + Earthcraft + land that taps for three (two for infinite tapped tokens and no infinite mana)Kamahl, Fist of Krosa + Earthcraft + Rings of Brighthearth + land that taps for three
Temur Sabertooth + N-drop creature + Earthcraft + land that taps for N+3Temur Sabertooth + N-drop creature + Earthcraft + Rings of Brighthearth + land that taps for ceiling((N+1)/2)+2
Arbor Elf + Temur Sabertooth + Swiftfoot Boots + land that taps for fiveArbor Elf + Temur Sabertooth + Rings of Brighthearth + Swiftfoot Boots + land that taps for fourArbor Elf + Temur Sabertooth + Lightning Greaves/Thousand-Year Elixir + land that taps for fourArbor Elf + Temur Sabertooth + Rings of Brighthearth + Lightning Greaves/Thousand-Year Elixir + land that taps for three
Temur Sabertooth + Selvala, Heart of the Wilds + Swiftfoot Boots + 8-power creatureTemur Sabertooth + Selvala, Heart of the Wilds + Lightning Greaves/Thousand-Year Elixir + 7-power creatureTemur Sabertooth + Selvala, Heart of the Wilds + haste + Mana Reflection
Patron of the Orochi + Temur Sabertooth + Swiftfoot Boots + 12+ untappable manaPatron of the Orochi + Temur Sabertooth + Lightning Greaves/Thousand-Year Elixir + 11+ untappable mana
I have seen things no mono green EDH should see...There are a number of interactions in the deck that will result in an infinite that will kill the whole table in one turn, but they make use of pieces that are harder to tutor for than a token-producing creature and the list is not engineered to get them online every single time. However, if the luck of the draw has been with you, there is no reason not to wedge the constituents together and win out of nowhere. You may even get away with not casting Patron!
The first interaction is Staff of Domination's untap ability. A number of green decks in the format use this on their Elvish Archdruids etc., but we run a more resilient land-centric form of acceleration and as such don't have access to this fine fellow. However, we do have Selvala, Heart of the Wilds, who taps for six if we have Patron out. For fiddlier interactions requiring more pieces, we also have Kamahl, Fist of Krosa, who is capable of animating a land, and Arbor Elf, who can untap a forest for you. Combine them with the mana doublers we run, as well as enchantment ramp (Overgrowth and the like), get yourself a land that can tap for 5 mana, and you have infinite mana at your disposal. Combine the Staff with Rings of Brighthearth and four mana per tap will do (three if you go the Arbor Elf route!). In fact, if you have Rings, then you can combine them and the Staff with Joraga Treespeaker and Mana Reflection for yet another way to go infinite. Get a couple of googolplexes of mana into your mana pool, get Kamahl onto the pitch if he isn't already there, animate your other lands and send a beyond lethal dose of tramply animated land creature at each of your opponents.
Earthcraft allows you to quite easily produce infinite tokens, given enough doubling/land enchanting as described above. If you have more mana per tap on a land than what your engine eats up (should be reasonably easy to do, as the engines are less mana intensive than the staff), you can go for the same Kamahl stun kill. Otherwise, just make an arbitrarily large number of tokens on the end step before your turn and swarm everybody for lethal. Or, if you have a Patron untap available, make an arbitrarily large number of tokens, rip the untap and proceed to reap the benefits of infinite mana. Once again, Rings of Brighthearth can alleviate some mana requirements on the land partaking in the festivities, or even lead to another Earthcraft infinite with Kamahl himself - tap the animated land to untap itself, and copy the ability to untap itself again.
The third interaction involves Patron, Temur Sabertooth and a haste enabler. It's pretty much the equivalent of Deadeye Navigator + Palinchron. Once again, funnel the generated mana into Kamahl and treat everybody to a stupidly large tramply animated land creature on the house. It should be noted that you should pay attention what the rest of the table is doing when you try to "go off" in this manner - as you're performing a plethora of Patron untaps, there's a good chance that the Rhys the Redeemed across from you is spiralling out of control far faster than what you. If this is in danger of happening, only follow this route if you also have a draw engine at your disposal. You can completely smother the whole table now - just follow the instructions in the cheat sheet below. The good thing is that even if it took you forever to get the enemy boards neutered, you are now the only person with resources at the table and can win easily!
For completion's sake, it should be noted that Arbor Elf can stand in for Patron and make infinite mana with the Sabertooth as well. You will need a haste enabler and a land that taps for four (or five if you use Swiftfoot Boots). This comes with the benefit of not feeding the other green decks at the table, in case it turns out to matter. Also, the Sabertooth can combine with Earthcraft to make anything behave akin to an Arbor Elf in this scenario. Rings of Brighthearth cost reductions apply as always. Also, Selvala, Heart of the Wilds can be used if haste is available and she taps for enough mana with Patron out.
Temur Sabertooth Abuse Cheat Sheet
Infinite mana - Refer to the cheat sheet at the top of this box for details, your most common option will involve Patron and 11+ mana (12+ mana if your haste enabler is Swiftfoot Boots). 8 mana of each untap goes towards recasting Patron, 2 goes towards bouncing him, the rest can be used up for everything else. Vedalken Orrery and Thousand-Year Elixir - This allows all of the ensuing ridiculousness to be performed instant speed during your opponents' turns as well. Currently, the "model" list doesn't run Orrery, so if you want access to this feature you have to slot it in.A card acquisition engine of some sort - For the purpose of the ludicrousness, you need a way to get what you need on hand. The "standard" X: draw engines (Diviner's Wand, Staff of Domination) work just fine. Reclamation Sage + Eternal Witness - If using the big artifact tutors for card acquisition (not just cracking a tutor to get a draw option online for whatever reason, like fearing getting decked out by a combination of heavy draw on your end and cheekiness on someone else's), you need something that can blow up an artifact on hand or something that can recur things from your graveyard on hand. Get the body version of whichever functionality you're lacking, blow up the big artifact tutor, recur it, tutor the other body you're missing, recur the thing again, and you should be able to dig up anything you desire. After you tutor up the card you want, just blow the thing up with Reclamation Sage, recur it with Eternal Witness, and bounce them both with the Sabertooth for another go. Song of the Dryads + Brutalizer Exarch + Eternal Witness - Tuck all non-creature permanents to the bottom of their owners' libraries with Exarch. In the case of creatures, turn them to forests first with Song of the Dryads. Recycle the Song between creatures with Eternal Witness. Tornado + Reclamation Sage + Eternal Witness - A variant of the above which destroys the permanents instead. Slightly similar to recycling a Planar Portal variant for card acquisition. Planar Bridge + Song/Exarch/Witness + Reclamation Sage - Another variant of the above for dealing with shrouded/hexproof things. You fetch the Song out with Planar Bridge, slap it onto whatever as it doesn't target, and then do the whole Exarch + Witness shebang to tuck it. However, now you put the recurred Song onto something targetable, even yours if need be, only to shunt it back into your deck with Exarch for a fresh burst of slamming it onto the battlefield without targeting with Bridge. This falls apart if there are two pieces on the board that make someone's lands unable to be targeted, but this doesn't tend to happen. Ulvenwald Tracker - Seeing how you're in possession of an indestructible 4/3, you can throw it against your opponents' creatures repeatedly if you want to shake things up a notch. Kamahl, Fist of Krosa - Once you get bored of smothering your foes, get this guy out and kill the table with arbitrarily large tramply land creatures. Wood Elves - Whilst not part of the outrageous tucking infinite, this guy is effectively "5: go get a forest" with the Sabertooth out. Might be useful some time if you run him.
Playing Around Hate
Wraths/Targeted Removal - Shrug it off, get your next engine/finisher online. Alternately, if you have the graveyard recursion on hand or can get it easily, just get the one that you just lost back. Preventive measures can be taken with Temur Sabertooth. Potentially shift gears to combo build-up.Removal on a Stick - Think Avatar of Woe and the like. Those aren't that nice. Blow them up, or wait for them to be tapped down, sneak in your dude and snap on a pair of shoes.Bounce - Pfft. That's probably helping you become even more ahead of the rest of the table. Just recast all your stuff.Tuck - If you need whatever was tucked back, use one of your plethora of tutors to get it back.Mass Land Destruction - There's not much you can do to that. You're committing, pretty darn hard in fact, to land-based ramp as the most resilient form and are definitely putting all your eggs in one basket. Absolute blowout.-X/-X Effects - If a Massacre Wurm or something of the sort only hits for turn, then who do you call? Hm? Of course you call Kamahl. Static -X/-X things are a royal pain in the ass though, and you'll have to dig for one of the relevant removal options or hope you land a combo.Creature Activated Ability Shutdown - Shuts off Patron, all production engines and combos. Hurts a number of your draw options too. One of the more game over things that could happen to you. Use whatever limited tools at your disposal to grab hold of a chunk of removal and blow up the source. If it's indestructible, Song of the Dryads may just do the trick.Pillow Forts - You tend to rely on a high number of troops to get the job done, but you also have an obscene amount of mana on tap each turn. Maybe you'll be able to pay off all the taxation. If not, blow the most annoying fort pieces with some removal, or just assemble a combo and blank their fort altogether.
Ebline - Thousands of proxies' worth of wisdom patiently passed on through unceasing feedback sessions, both in and out of thread.Spellbinder - Reacting to my hipster street cred with laughter instead of reverence.Weebo - Insightful feedback on some old Patron thread reassured me that I'm headed in the right direction.All the posters in the thread, for steering the deck in one way or another. Hunding Gjornersen in particular.Everybody not mentioned who provided their opinions/feedback at any point of the time-space continuum, or even made it down here. You rock!