I've just started Standard and am tinkering around with a mono green aggro deck, Which doesn't seem to be that popular, but does get results. Just need some advice tinkering on a couple of bits.
My meta seems to be mainly izzet burn or mono blue control/flyers, so is designed with this in mind, but not exclusive to. It matches up quite well, as long as I can get going before the counter spells come out. The hexproof slows any burn deck to a halt, and the trample goes over most weenie decks I've come across.
So, the deck.
The aim of this is to get Feroxs or C Tyrants out and sideways as early as possible.
Forebears blades help boost a creature on the field if I know there is a counterspell lurking, and swinging with a 9/6 ferox turn 5 is tough to beat.
New Horizons is good ramp, plus bonus points if it hits an Incubation Druid, getting me 6 mana turn 4.
Hatchery spider lets me dig even if countered and is sometimes the most reliable way to get a creature on the table against a heavy counterspell deck.
My main concern is the Growth Chamber Guardians, which seem good but hard to tell if there is anything better to play in it's place.
I've just started Standard and am tinkering around with a mono green aggro deck, Which doesn't seem to be that popular, but does get results. Just need some advice tinkering on a couple of bits.
My meta seems to be mainly izzet burn or mono blue control/flyers, so is designed with this in mind, but not exclusive to. It matches up quite well, as long as I can get going before the counter spells come out. The hexproof slows any burn deck to a halt, and the trample goes over most weenie decks I've come across.
20 Forest
4 Memorial To Unity
3 Carnage Tyrant
4 Growth-Chamber Guardian
2 Hatchery Spider
4 Incubation Druid
3 Kraul Harpooner
4 Llanowar Elves
3 Nullhide Ferox
4 Vine Mare
3 New Horizons
4 Thrash // Threat
2 Arbor Armament
2 Blinding Fog
4 Sagittars' Volley
4 Steel Leaf Champion
3 Thrashing Brontodon
So, the deck.
The aim of this is to get Feroxs or C Tyrants out and sideways as early as possible.
Forebears blades help boost a creature on the field if I know there is a counterspell lurking, and swinging with a 9/6 ferox turn 5 is tough to beat.
New Horizons is good ramp, plus bonus points if it hits an Incubation Druid, getting me 6 mana turn 4.
Hatchery spider lets me dig even if countered and is sometimes the most reliable way to get a creature on the table against a heavy counterspell deck.
My main concern is the Growth Chamber Guardians, which seem good but hard to tell if there is anything better to play in it's place.
Would appreciate any thoughts.