I'm not so shore about rythem as you can curve out turn 1-2 the 3 rythem then stick a haste steelleaf which is pretty sweet and the same dandge clock as without only now you have the choice of making stuff big or haste. And it stops stuff being countered which is solid against control. (Pluses if your running red your also most likely running bloodbraid elf which is older slower Coco)
I agree about allince I've replaced it with Knight of Autumn as Knight dose the same stuff but more. The only matchup where this isn't as great is bogols and that was always a strait raise
I disagree with rest in peace. Turning of phenoix recasting of lootings and the janky stuff like pyro assencion, snaps and missions is a pretty big hit. Against dreadge is game unless the have removal and it dose alot in matchups like control, reanamator and hollow one. Yes sometimes you need removal to deal with threads that's why my deck has 8 in the 75 fire spout is interesting but not working against the spirit lord of there is more than one of the field isn't great.
I agree that you could run more that 1 treetop village but I think it's just to slow and small in the current meta for an aggro deck.
I think I would run cage over relic as relic is pretty mana intensive. And cage stops Coco and cord which is a huge upside.
The reason I've gone for more mb removal is that we just can not keep up with the better aggro decks, to me this means we need to take a slight more tempo approach to things. And flexible answers and solid hate ears seem to be they way to go. (I've been so impressed by teeg I'm honestly tempted to try 1/2 mb as when he's good he's game winning and a 2/2 for 2 isn't half bad anyway.
The reason I've go 12 fetches.
Basically it helps make narnam more consistent and means I can thin the deck pretty consistently (three fetches by turn three means 6 lands out of the deck which a pretty big change. I could be convinced to go 11 and 3 horizon but horizon can be pretty life intesive.
I will point out that Rhona's is amazing in drawn out control games and in matches like jund and deathshadow as it means mid game if they don't have instant speed removal you have a haste 5/5 with deathtouch and indestructible, and you can Ranor anything that they don't kill. Try viewing it more like a vehicle and less like a creature. As I've found it plays much more like that than a creture most of the time.
its hard to compared alliance to knight. alliance is cheaper and more cost effective. the card is very strong in matchups like shadow were knight sounds weak. its also good against infect and playable in burn.
rhythem to me sounds and feels like a dud. control isnt a bad matchup for the deck anyway. its all about dodging terminus. cryptics are never counterspells against us and logic knots x2 isnt enought to worry about. taking a turn off of being aggressive against them doesnt sound great. the pheonix matchup isnt hard because of pheonix. its hard because of thing in the ice, drake, and anger. im not a fan of the 2 mana enchantment what so ever in the matchup. against dredge sure its more powerful than cage and relic but in my experience we are fast and a dryad militant plus a relic is more than enough to take them down.
trying to be more tempo oriented feels weird to me because i feel like if we try that we are still doing it worse than what every other aggressive deck can do. putting it plainly mono g aggro is about getting those free aspect of hydra wins. thats just the play style of the deck. if you are doing anything else you are simply activating hard mode.
i still love rhonas but my running joke was that he is good in the matchups i cant lose anyway. if i were to play the g/w splash list ( currently trying out my spice i posted on the previous page of the thread) i would still play him. i just dont like answers in my deck because i play it for what it is a deck trying to steal free wins.
im also not sure pyoromancer accention is somewhere pheonix wants to be against us considering 4 maindeck militants. perhaps on the play but surely they have better cards to bring in.those decks tend to adjust to care as little about the graveyard as possible post board because they are aware of the hate.
the matchups that are really hard for the deck to beat in my eyes are as follows:
Hi all, old modern stompy player, I'm on BGx midrange for a while now. Nostalgia makes me want to play stompy again. How are we positioned in the current meta ?
I'm still not sure about my non creature pump spell:
4 rancor / 3 aspect of hydra / 4 vines of vastwood
or
3 rancor / 4 aspect of hydra / 4 vines of vastwood
or a mix of vines of vastwood and blossoming defense
I run 4/4/4 personally, a fairly good percentage of the time I win because of the post-block pump from over cocky T1 players. As for vastwood vs blossoming defense, It depends on your meta really but I've found that vastwood is superior to blossoming defense because 1) the extra +2/+2 its relevant in combat math and 2) vastwood has rather unique text which most players do not expect. The ability to not only use it to protect your own creatures but to fizzle what your opponents doing is pretty big. IMO 90% of the reason to play mono green stompy is to vines of vastwood someone after they sac arcbound to move counters to something.
I picked this deck up again and have been liking it’s position in the format. Currently in the Militant/mono-Forest lists.
I’d never play the deck without 4/4/4 of Rancor, Dismember, and Vines Of Vastwood. Recently moved to 4 Aspect Of Hydra as well and it feels great.
EDIT: I used to play this and post in the old primer a ton under “ForceKin” but lost my log in with the Twitch update. BbearZ is about the only person I recognize still discussing the deck, but what’s up everyone.
I run 4/4/4 personally, a fairly good percentage of the time I win because of the post-block pump from over cocky T1 players. As for vastwood vs blossoming defense, It depends on your meta really but I've found that vastwood is superior to blossoming defense because 1) the extra +2/+2 its relevant in combat math and 2) vastwood has rather unique text which most players do not expect. The ability to not only use it to protect your own creatures but to fizzle what your opponents doing is pretty big. IMO 90% of the reason to play mono green stompy is to vines of vastwood someone after they sac arcbound to move counters to something.
Man I never think about that trick, thanks. Vines looks way better with that in mind !
My second question is about the manabase. I used to play 21 lands, 19 forest and 2 treetop village. Is it really useful to play some fetchlands to filter the pack and trigger revolt? I only play 2 narnam renegade, I don't know if fetch are necessary here.
My second question is about the manabase. I used to play 21 lands, 19 forest and 2 treetop village. Is it really useful to play some fetchlands to filter the pack and trigger revolt? I only play 2 narnam renegade, I don't know if fetch are necessary here.
If you're going to play the renegades then they are needed. As far as just thinning your deck, I've found they aren't worth the life loss considering the current T1 meta of fast decks. I don't run narnam myself, I run 4 Pelt Collector and 4 Dryad Militant. It's hard to say which setup is correct, I tend to be somewhat of an outlier in my mono green stompy deck though because I run more 3 drops. It works for me but most people seem to be against it.
Hello everyone!
I've just built Mono-Green Aggro, but with a red splash, mainly because I already had the lands and red cards like Lightning Bolt. Red should give the list some decent removal and support it's aggro aspect. I would like to ask you for a bit of help with the deck.
The deck listed here is a current version. I'm testing it out and learning to play it at our FNM modern league.
Our meta in the store is:
Amulet Titan
Humans
Bant Spirits
Dredge
Jund
Izzet Phoenix
Burn
Naya Zoo
Boros Prison
Tron
Infect
And a few others I did not play or see yet.
I am really not sure what red or RG cards I should add to the typical Mono-Green Aggro deck to make it more versatile and overall better.
Cards that come to mind are Atarka's Command, Gruul Charm, Thrash // Threat and Sarkhan Vol, maybe Rhythm of the Wild but that's about all I can think of. I'm almost sure that one Sarkhan would be great.
What do you guys think? Is the red splash even worth it in your opinion?
If you’re considering red permanents you need to consider dropping aspect, whose utility is largely driven by a deck where all of its non land permanents boost it.
In a rg no aspect build, I have been taking a hard look at Zhur-Taa Goblin. Kalonian Tusker is a close-to-borderline card for us as is, and ZTG is a creature that you can choose whether it’s a tusker with avatar of the resolute synergy, or a slightly smaller hasty attacker (a sort of backup strangleroot, 2 power haste) when that is preferable.
As for Sarkhan, I’m not sure any 4 drop is ever great in this build. There’s a reason they tend to not stick around and people trend back towards 3-and-under lists.
If you’re considering red permanents you need to consider dropping aspect, whose utility is largely driven by a deck where all of its non land permanents boost it.
In a rg no aspect build, I have been taking a hard look at Zhur-Taa Goblin. Kalonian Tusker is a close-to-borderline card for us as is, and ZTG is a creature that you can choose whether it’s a tusker with avatar of the resolute synergy, or a slightly smaller hasty attacker (a sort of backup strangleroot, 2 power haste) when that is preferable.
As for Sarkhan, I’m not sure any 4 drop is ever great in this build. There’s a reason they tend to not stick around and people trend back towards 3-and-under lists.
I guess I was so concentrated on sticking to Aspect, that I forgot about a different approach altogether. Thank you for the insight. Will try to change the list a little bit.
Looking at your list, considering Lightning Bolt is the only red card so far, I would definitely disagree cutting Aspect of Hydra!
You still have all the Green creatures necessary, so I think it is still more than worth it.
Of course, if you decide to go on the "full splash" plan, Aspect might be wrong at some point, but so far I can't see any reason for that. All the cards mentioned do not seem to be a reasonable improvement to the deck, in my opinion. Maybe Atarka's Command might be worth the try, but that also does not hurt your devotion plan.
So putting it together, leave the list as it is. Remember Aspect is one of the key reasons why this deck can be competitive, so you would have to find a really great replacement in Red when you cut it.
The only thing to consider of course would be an upgrade in the Manabase, namely Stomping Grounds and Wooded Foothills. This inclusion would also allow you to play Narnam Renegade, of which I am a big fan. But this is of course also a matter of Budget.
Looking at your list, considering Lightning Bolt is the only red card so far, I would definitely disagree cutting Aspect of Hydra!
You still have all the Green creatures necessary, so I think it is still more than worth it.
Of course, if you decide to go on the "full splash" plan, Aspect might be wrong at some point, but so far I can't see any reason for that. All the cards mentioned do not seem to be a reasonable improvement to the deck, in my opinion. Maybe Atarka's Command might be worth the try, but that also does not hurt your devotion plan.
So putting it together, leave the list as it is. Remember Aspect is one of the key reasons why this deck can be competitive, so you would have to find a really great replacement in Red when you cut it.
The only thing to consider of course would be an upgrade in the Manabase, namely Stomping Grounds and Wooded Foothills. This inclusion would also allow you to play Narnam Renegade, of which I am a big fan. But this is of course also a matter of Budget.
I think "thatmarkguy" meant dropping Aspect when building a proper Gruul Stompy, not from this deck of course. I was considering adding a 2/3 Zhur-Taa Goblins and 1 or 2 Gruul Spellbreakers in the place of 2 Experiments and 2 Rancors. In that case, Aspect could be powered down a lot in some situations and I think that indeed would not be worth the change. Maybe just 2 Goblins for 2 Experiments could work.
The other thing I thought about is the inclusion of Vexing Devil with 4x Pelt Collector while dropping E1.
I already saw their interaction in Magic Aids' video some time ago and I think it could be really sweet. Even without drawing them together, Vexing is still a 4/3 or 4 damage for 1 mana. I don't have much experience, but the Devil would be sacrificed almost every time right?
I will certainly add the other 2 Stomping Grounds. Fetches on the other hand are a bit overpriced and almost out of stock in my area right now. Renegade is amazing though, but not worth the extra 150+$ for about 8 Fetches.
Hello everyone!
I've just built Mono-Green Aggro, but with a red splash, mainly because I already had the lands and red cards like Lightning Bolt. Red should give the list some decent removal and support it's aggro aspect. I would like to ask you for a bit of help with the deck.
The deck listed here is a current version. I'm testing it out and learning to play it at our FNM modern league.
Our meta in the store is:
Amulet Titan
Humans
Bant Spirits
Dredge
Jund
Izzet Phoenix
Burn
Naya Zoo
Boros Prison
Tron
Infect
And a few others I did not play or see yet.
I am really not sure what red or RG cards I should add to the typical Mono-Green Aggro deck to make it more versatile and overall better.
Cards that come to mind are Atarka's Command, Gruul Charm, Thrash // Threat and Sarkhan Vol, maybe Rhythm of the Wild but that's about all I can think of. I'm almost sure that one Sarkhan would be great.
What do you guys think? Is the red splash even worth it in your opinion?
My first thought on your list is that Lightning Bolt is too good not to run all 4. If I could run 8, I would. Also, Ghor-Clan Rampager is an uncounterable pump spell, plus Trample. Might want to find room for a couple of those, too.
I made a post earlier today in the Naya Zoo thread that I think is worth linking here (Nacatl Green).
In the middle of collecting together the bits and pieces for Naya Zoo, I realised that Steel Leaf Champion is probably still the best 3-mana beater available. I've already got the fetches and a grip of bolts; so I set about putting together a pile that abuses the best 1-mana green dude, the best 3-mana green dude, and some fun Gruul toys to add that extra punch to an already punchy deck.
The deck doesn't have any testing behind it (I only put the ideas down in a post today). However, I've been doing a little testing of various Naya Zoo builds on XMage, and this feels like it could work approximately as well.
I tried out a standard mono-G build with Thrash//Threat; it's good when it's good (and it's Mono-G instant speed planeswalker removal, which is not to be sniffed at), but it's a horrid two-for-one when you get your creature removed from under the Thrash.
I've never thought of combining Zoo with Stompy, sounds interesting. But this approach needs those fetches and will spike up the deck's price from about 120 to like 400$, which just cannot be ignored. Although fetches thin out the deck, trigger revolt/landfall and allow a third color, they cost life too which can be significant in some matchups. If you have those fetches already, it would be nice if you tested this deck for sure. Dryad Militant for example is just perfect. Enlarges E1 or Pelt and really hurts Dredge, Storm, Phoenix, Jund and other decks. Depends on the meta, but I would not cut it at all. Ghor-Clan Rampager is indeed uncounterable and is a creature in case you need one, though you play it for the pump and for the same cost Atarka's Command is way better imho.
I completely agree with you on the matter of 4x Bolts. Thrash is more expensive and can be countered by any creature removal.
I am still intrigued by an inclusion of 2 or 3 Vexing Devils. In a deck where all the creatures have larger or the same power as toughness, Pelt Collector is probably a better choice than E1 anyway and it would combo out with the Devil.
Just spent a few hours testing this deck out on Xmage - played 1x Grixis Death's Shadow, 1x Elfball, 1x Vial Zoo. Lost the Death Shadow match (third game) to being unable to draw Path/Bolt/Geist/blocker on a critical turn; took the other games pretty handily.
The trample on Ghor-Clan won me a game that Atarka's Command might not have. And it slips through Stubborn Denial quite nicely. Though Atarka's Command might have worked just the same, so I dunno. When I was testing normal Zoo lists, I was prety pleased with Atarka's Command after all. I'll test it next time.
Vexing Devil needs Pelt Collector rather than Experiment One, definitely. Though if you're not running the Devil (which I'm very much not keen on outside of Revolt Zoo), then getting to 4/4 for Pelt Collector's bonus effect is massively harder than getting to 3/3 for E1's; which is why I prefer that little guy.
I played 12 fetches rather than 10 (for better Nacatl-ing), and my sideboard looked a little like this:
Not really fitting this Thread since it is not a Mono Green build, but still a nice Approach on the multi-Color variant.
I also think this list is a great example how you can replace Aspect of Hydra with a decent other mechanic, which provides a nice power boost (in this case, the multi-Color mechanic of Boartusk Liege).
I agree about allince I've replaced it with Knight of Autumn as Knight dose the same stuff but more. The only matchup where this isn't as great is bogols and that was always a strait raise
I disagree with rest in peace. Turning of phenoix recasting of lootings and the janky stuff like pyro assencion, snaps and missions is a pretty big hit. Against dreadge is game unless the have removal and it dose alot in matchups like control, reanamator and hollow one. Yes sometimes you need removal to deal with threads that's why my deck has 8 in the 75 fire spout is interesting but not working against the spirit lord of there is more than one of the field isn't great.
I agree that you could run more that 1 treetop village but I think it's just to slow and small in the current meta for an aggro deck.
I think I would run cage over relic as relic is pretty mana intensive. And cage stops Coco and cord which is a huge upside.
The reason I've gone for more mb removal is that we just can not keep up with the better aggro decks, to me this means we need to take a slight more tempo approach to things. And flexible answers and solid hate ears seem to be they way to go. (I've been so impressed by teeg I'm honestly tempted to try 1/2 mb as when he's good he's game winning and a 2/2 for 2 isn't half bad anyway.
The reason I've go 12 fetches.
Basically it helps make narnam more consistent and means I can thin the deck pretty consistently (three fetches by turn three means 6 lands out of the deck which a pretty big change. I could be convinced to go 11 and 3 horizon but horizon can be pretty life intesive.
I will point out that Rhona's is amazing in drawn out control games and in matches like jund and deathshadow as it means mid game if they don't have instant speed removal you have a haste 5/5 with deathtouch and indestructible, and you can Ranor anything that they don't kill. Try viewing it more like a vehicle and less like a creature. As I've found it plays much more like that than a creture most of the time.
Competitive Decks
Devotion to the Lash B ----
Monkey Conservation WUGR ---- Dragon WorshipR
rhythem to me sounds and feels like a dud. control isnt a bad matchup for the deck anyway. its all about dodging terminus. cryptics are never counterspells against us and logic knots x2 isnt enought to worry about. taking a turn off of being aggressive against them doesnt sound great. the pheonix matchup isnt hard because of pheonix. its hard because of thing in the ice, drake, and anger. im not a fan of the 2 mana enchantment what so ever in the matchup. against dredge sure its more powerful than cage and relic but in my experience we are fast and a dryad militant plus a relic is more than enough to take them down.
trying to be more tempo oriented feels weird to me because i feel like if we try that we are still doing it worse than what every other aggressive deck can do. putting it plainly mono g aggro is about getting those free aspect of hydra wins. thats just the play style of the deck. if you are doing anything else you are simply activating hard mode.
i still love rhonas but my running joke was that he is good in the matchups i cant lose anyway. if i were to play the g/w splash list ( currently trying out my spice i posted on the previous page of the thread) i would still play him. i just dont like answers in my deck because i play it for what it is a deck trying to steal free wins.
im also not sure pyoromancer accention is somewhere pheonix wants to be against us considering 4 maindeck militants. perhaps on the play but surely they have better cards to bring in.those decks tend to adjust to care as little about the graveyard as possible post board because they are aware of the hate.
the matchups that are really hard for the deck to beat in my eyes are as follows:
pheonix, infect, non storm combo decks
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
Here is what I'm planing to play:
creatures
---------
4experiment one
4dryad militant
2narnam renegade
4strangleroot geist
4avatar of the resolute
4steel leaf champion
2leatherback baloth
2scavenging ooze
other spells
------------
4rancor
4vines of vastwood
3aspect of hydra
2dismember
lands
-----
13forest
4verdant catacombs
2windswept heath
2treetop village
Sideboard
----------
1dismember
2damping sphere
2kitchen finks
2surgical extraction
2relic of progenitus
1feed the clan
1scavenging ooze
3natural state
1thrun, the last troll
I'm still not sure about my non creature pump spell:
4 rancor / 3 aspect of hydra / 4 vines of vastwood
or
3 rancor / 4 aspect of hydra / 4 vines of vastwood
or a mix of vines of vastwood and blossoming defense
Peace
I run 4/4/4 personally, a fairly good percentage of the time I win because of the post-block pump from over cocky T1 players. As for vastwood vs blossoming defense, It depends on your meta really but I've found that vastwood is superior to blossoming defense because 1) the extra +2/+2 its relevant in combat math and 2) vastwood has rather unique text which most players do not expect. The ability to not only use it to protect your own creatures but to fizzle what your opponents doing is pretty big. IMO 90% of the reason to play mono green stompy is to vines of vastwood someone after they sac arcbound to move counters to something.
I’d never play the deck without 4/4/4 of Rancor, Dismember, and Vines Of Vastwood. Recently moved to 4 Aspect Of Hydra as well and it feels great.
EDIT: I used to play this and post in the old primer a ton under “ForceKin” but lost my log in with the Twitch update. BbearZ is about the only person I recognize still discussing the deck, but what’s up everyone.
Man I never think about that trick, thanks. Vines looks way better with that in mind !
My second question is about the manabase. I used to play 21 lands, 19 forest and 2 treetop village. Is it really useful to play some fetchlands to filter the pack and trigger revolt? I only play 2 narnam renegade, I don't know if fetch are necessary here.
Thanks for your thoughts
https://mtgdecks.net/Modern/mono-green-aggro-decklist-by-oigres-bernardinelli-785249
If you're going to play the renegades then they are needed. As far as just thinning your deck, I've found they aren't worth the life loss considering the current T1 meta of fast decks. I don't run narnam myself, I run 4 Pelt Collector and 4 Dryad Militant. It's hard to say which setup is correct, I tend to be somewhat of an outlier in my mono green stompy deck though because I run more 3 drops. It works for me but most people seem to be against it.
I've just built Mono-Green Aggro, but with a red splash, mainly because I already had the lands and red cards like Lightning Bolt. Red should give the list some decent removal and support it's aggro aspect. I would like to ask you for a bit of help with the deck.
4x Dryad Millitant
4x Experiment One
2x Pelt Collector
4x Strangleroot Geist
4x Avatar of the Resolute
2x Scavenging Ooze
4x Steel Leaf Champion
1x Rhonas the Indomitable
4x Aspect of Hydra
4x Vines of Vastwood
4x Rancor
3x Lightning Bolt
Lands (20)
10x Forest
2x Karplusan Forest
2x Stomping Ground
2x Game Trail
4x Rootbound Crag
3x Damping Sphere
2x Pithing Needle
1x Cindervines
2x Destructive Revelry
2x Relic of Progenitus
1x Grafdigger's Cage
1x Scavenging Ooze
Our meta in the store is:
Cards that come to mind are Atarka's Command, Gruul Charm, Thrash // Threat and Sarkhan Vol, maybe Rhythm of the Wild but that's about all I can think of. I'm almost sure that one Sarkhan would be great.
What do you guys think? Is the red splash even worth it in your opinion?
In a rg no aspect build, I have been taking a hard look at Zhur-Taa Goblin. Kalonian Tusker is a close-to-borderline card for us as is, and ZTG is a creature that you can choose whether it’s a tusker with avatar of the resolute synergy, or a slightly smaller hasty attacker (a sort of backup strangleroot, 2 power haste) when that is preferable.
As for Sarkhan, I’m not sure any 4 drop is ever great in this build. There’s a reason they tend to not stick around and people trend back towards 3-and-under lists.
I guess I was so concentrated on sticking to Aspect, that I forgot about a different approach altogether. Thank you for the insight. Will try to change the list a little bit.
You still have all the Green creatures necessary, so I think it is still more than worth it.
Of course, if you decide to go on the "full splash" plan, Aspect might be wrong at some point, but so far I can't see any reason for that. All the cards mentioned do not seem to be a reasonable improvement to the deck, in my opinion. Maybe Atarka's Command might be worth the try, but that also does not hurt your devotion plan.
So putting it together, leave the list as it is. Remember Aspect is one of the key reasons why this deck can be competitive, so you would have to find a really great replacement in Red when you cut it.
The only thing to consider of course would be an upgrade in the Manabase, namely Stomping Grounds and Wooded Foothills. This inclusion would also allow you to play Narnam Renegade, of which I am a big fan. But this is of course also a matter of Budget.
I think "thatmarkguy" meant dropping Aspect when building a proper Gruul Stompy, not from this deck of course. I was considering adding a 2/3 Zhur-Taa Goblins and 1 or 2 Gruul Spellbreakers in the place of 2 Experiments and 2 Rancors. In that case, Aspect could be powered down a lot in some situations and I think that indeed would not be worth the change. Maybe just 2 Goblins for 2 Experiments could work.
The other thing I thought about is the inclusion of Vexing Devil with 4x Pelt Collector while dropping E1.
I already saw their interaction in Magic Aids' video some time ago and I think it could be really sweet. Even without drawing them together, Vexing is still a 4/3 or 4 damage for 1 mana. I don't have much experience, but the Devil would be sacrificed almost every time right?
I will certainly add the other 2 Stomping Grounds. Fetches on the other hand are a bit overpriced and almost out of stock in my area right now. Renegade is amazing though, but not worth the extra 150+$ for about 8 Fetches.
Thank you for all the help so far.
My first thought on your list is that Lightning Bolt is too good not to run all 4. If I could run 8, I would. Also, Ghor-Clan Rampager is an uncounterable pump spell, plus Trample. Might want to find room for a couple of those, too.
I made a post earlier today in the Naya Zoo thread that I think is worth linking here (Nacatl Green).
In the middle of collecting together the bits and pieces for Naya Zoo, I realised that Steel Leaf Champion is probably still the best 3-mana beater available. I've already got the fetches and a grip of bolts; so I set about putting together a pile that abuses the best 1-mana green dude, the best 3-mana green dude, and some fun Gruul toys to add that extra punch to an already punchy deck.
The deck doesn't have any testing behind it (I only put the ideas down in a post today). However, I've been doing a little testing of various Naya Zoo builds on XMage, and this feels like it could work approximately as well.
I tried out a standard mono-G build with Thrash//Threat; it's good when it's good (and it's Mono-G instant speed planeswalker removal, which is not to be sniffed at), but it's a horrid two-for-one when you get your creature removed from under the Thrash.
Creatures (30)
4 Narnam Renegade
4 Experiment One
4 Wild Nacatl
4 Avatar of the Resolute
4 Strangleroot Geist
2 Scavenging Ooze
4 Steel Leaf Champion
2 Gruul Spellbreaker
2 Ghor-Clan Rampager
4 Lightning Bolt
3 Rancor
2 Aspect of Hydra
Lands (21)
8 Forest
2 Stomping Grounds
1 Temple Gardens
2 Verdant Catacombs
4 Windswept Heath
4 Wooded Foothills
Dryad Militant for example is just perfect. Enlarges E1 or Pelt and really hurts Dredge, Storm, Phoenix, Jund and other decks. Depends on the meta, but I would not cut it at all.
Ghor-Clan Rampager is indeed uncounterable and is a creature in case you need one, though you play it for the pump and for the same cost Atarka's Command is way better imho.
I completely agree with you on the matter of 4x Bolts. Thrash is more expensive and can be countered by any creature removal.
I am still intrigued by an inclusion of 2 or 3 Vexing Devils. In a deck where all the creatures have larger or the same power as toughness, Pelt Collector is probably a better choice than E1 anyway and it would combo out with the Devil.
The trample on Ghor-Clan won me a game that Atarka's Command might not have. And it slips through Stubborn Denial quite nicely. Though Atarka's Command might have worked just the same, so I dunno. When I was testing normal Zoo lists, I was prety pleased with Atarka's Command after all. I'll test it next time.
Vexing Devil needs Pelt Collector rather than Experiment One, definitely. Though if you're not running the Devil (which I'm very much not keen on outside of Revolt Zoo), then getting to 4/4 for Pelt Collector's bonus effect is massively harder than getting to 3/3 for E1's; which is why I prefer that little guy.
I played 12 fetches rather than 10 (for better Nacatl-ing), and my sideboard looked a little like this:
2 Grafdigger's Cage
3 Tin Street Hooligan
3 Kitchen Finks
3 Path to Exile
2 Gut Shot
https://www.youtube.com/watch?v=LuBKh5Jo690
Not really fitting this Thread since it is not a Mono Green build, but still a nice Approach on the multi-Color variant.
I also think this list is a great example how you can replace Aspect of Hydra with a decent other mechanic, which provides a nice power boost (in this case, the multi-Color mechanic of Boartusk Liege).
4 Experiment One
4 Dryad Militant
4 Strangleroot Geist
4 Avatar of the Resolute
4 Steel Leaf Champion
4 Leatherback Baloth
4 Aspect of Hydra
4 Rancor
4 Vines of Vastwood
20 Forest