Hey guys, could you make up a banner + avvy for a mono green haste deck? I was thinking Timbermare + Groundbreaker + Uktabi drake fused in the banner, and snaps of them alternating on the avvy and MONO GREEN HASTE on the avvy and banner as well. Thanks in advance!Dani.
Hey guys, here is my build: Mono Green HasteLands:3 x Treetop Village2 x Pendelhaven17 x ForestCreatures:4 x Primal Forcemage4 x Uktabi drake4 x groundbreaker4 x Timbermare4 x llanowar elves3 x boreal druidSpells:4 x Might of old krosa2 x Stonewood invocation2 x Squall Line3 x Commune with nature1 x Summoner's PactPlainswalkers3 x Garruk WildspeakerWell, its a basic haste green, the only off card might be Squall line, but I'm really happy using it as green direct damage, the deck can easilly pull 15 - 18 damages in one turn, so ending it with one Squall line is rather common.So, any comments or changes guys? those will be greatly appreciated.Dani.
When i play my list posted on page 2, I go totally aggro, this deck alows you to play 48 cards, given the fact that 12 are "free" cantrips, thus improving quite well the posibility of great draws.
why my deck usual plays are:
Turn 1 land, Bauble, Magus. Sac bauble check my library, cycle land.
Turn 2 , Land mlodervine cloak, or Call of the Herd, or Tarmogyf...ect
The thing is it starts really really fast. Counters are used to mess up thier turns basically, if the game goes long, use them to protect creature drops.
I tried the Kudzu, the thing is, you must make an effort to pump him, unlike Tarmogoyf which grows as you naturally play the deck anyways (as does the Enforcer) and also, Kudzu never went over 4/4 in my testing.
Pretty Straight forward, Magus really shines here! You are able to land those Tarmogyfs and have mana to protect them. Strengh In numbers is an odd addition, I know, but the lack of trample in this deck is really unnerving, given that anything can block a 5/6 creature...
Loxodon Warhammer also acomplishes the Trample issue, and gains you some life, this deck will punch itself silly! I deal myself like 5-6 damages each game.
I was thinking, What about Vexing sphinx as both discard outlet and dredge enabler?, also automatically dies and triggers bridge Ofcourse its WAY slower, but it also hits for 4, and may reduce the number of zombies needed
1) 4 Tunnel Vision Are a Must, this is what makes the deck tic
2) Careful Consideration Works better as a draw/discard outlet than Compulsive research
3) At least 2 man Lands are needed. If only to trigger random dead returns to build up a zombie army, which can also win the game!
4) 3 Gigadrowse is enough (and maybe It can be changed to pact of negation)
5) Althought Telling Time is instant, I'd rather play the new Scry 3 with Buyback, It fishes deeper and you have the option to put ALL cards in the bottom. Ussually I played TT and ended looking at combo pieces, which forced me to look for discard outlets
6) If you invest the proper amoutn of $$$ the number of 1ofs can increase by including the other U producing lands.
When i play my list posted on page 2, I go totally aggro, this deck alows you to play 48 cards, given the fact that 12 are "free" cantrips, thus improving quite well the posibility of great draws.
why my deck usual plays are:
Turn 1 land, Bauble, Magus. Sac bauble check my library, cycle land.
Turn 2 , Land mlodervine cloak, or Call of the Herd, or Tarmogyf...ect
The thing is it starts really really fast. Counters are used to mess up thier turns basically, if the game goes long, use them to protect creature drops.
Im loving Magus of the vineyard, you guys should really test him. And Im thinking of switching Strengh in Numbers for evolution charm.
4 Forest
3 Plains
4 Breeding Pool
3 Horizon Canopy
4 Tarmogoyf
4 Magus of the Vineyard
4 Street Wraith
4 Mishra's Bauble
3 Mana Leak
4 Remand
3 Strengh In Numbers
3 Moldervine Cloak
4 Call of the Herd
4 Edge of Autum
3 Loxodon Warhammer
Pretty Straight forward, Magus really shines here! You are able to land those Tarmogyfs and have mana to protect them. Strengh In numbers is an odd addition, I know, but the lack of trample in this deck is really unnerving, given that anything can block a 5/6 creature...
Loxodon Warhammer also acomplishes the Trample issue, and gains you some life, this deck will punch itself silly! I deal myself like 5-6 damages each game.
So, any comments?
-Dani R.
Regarding SB, the only think that really comes to my mind is 4x leyline of the void
Still dont know what to do against extirpate though...
1) 4 Tunnel Vision Are a Must, this is what makes the deck tic
2) Careful Consideration Works better as a draw/discard outlet than Compulsive research
3) At least 2 man Lands are needed. If only to trigger random dead returns to build up a zombie army, which can also win the game!
4) 3 Gigadrowse is enough (and maybe It can be changed to pact of negation)
5) Althought Telling Time is instant, I'd rather play the new Scry 3 with Buyback, It fishes deeper and you have the option to put ALL cards in the bottom. Ussually I played TT and ended looking at combo pieces, which forced me to look for discard outlets
6) If you invest the proper amoutn of $$$ the number of 1ofs can increase by including the other U producing lands.