I liked Prime Speaker Zegana, and I wanted to build her, but U/G is usually ramp/control, which is super boring, so I decided to build it as a more aggro/combo deck. The goal of this deck is to play lots of mana dorks and ramp up into a lot of creatures and land, then to play something to make all of your creatures big. It generally goes off around turn 10.
If you don't like playing and swinging with creatures, or your meta plays a lot of Wraths, or your meta is super competitive, this may not be the deck for you.But if you like swinging with massive Wood Elves, or having a 22/24 Master Biomancer, this could be the deck for you.
Prime Speaker Zegana: Zegana is a draw spell in the command zone, for when you're running out of steam. She also fits well with the +1/+1 counter theme.
Borderland Ranger, Civic Wayfinder, Sylvan Ranger, Pilgrim's Eye: Not great cards, but they even out land drops, and get big late-game.
Ondu Giant, Farhaven Elf, Sakura-Tribe Elder, Dawntreader Elk: These are all generally better than the creatures above. They put the lands directly on the field.
Wood Elves, Yavimaya Dryad, Silverglade Elemental: These are another step up, because they both fetch non-basic Forests, and Wood Elves and Silverglade put them into play untapped. Dryad's forestwalk is also relevant fairly often.
Yavimaya Elder: It's a staple for a reason. Fetches two basics to hand, and draws you a card.
Krosan Tusker: Draws a card and fetches a land. I guess you can play it late-game...
Solemn Simulacrum: Fetches a land on ETB, and draws a card LTB. Top notch.
Fertilid: Fetches land and does amazing things with the +1/+1 counter theme.
Gyre Sage: Ramps hard with +1/+1 counters.
Phantasmal Image, Phyrexian Metamorph: These copy stuff. They're good for taking out legendary creatures.
Forgotten Ancient, Ivy Lane Denizen, Fangren Firstborn, Vigor, Master Biomancer: These all put +1/+1 counters on stuff, and Vigor protects your creatures.
Fathom Mage, Primordial Sage, Regal Force, Sage of Fables, Zameck Guildmage: These
Craterhoof Behemoth: Pumps creatures an: Tutors for relevant creatures like Eternal Witness[/CARD]: Fetches creatures from the graveyard.
Fierce Empath: Tutors for relevant creatures like
Kamahl, Fist of Krosa: Overruns and makes lands into extra bodies. Great finisher.
Mystic Snake: Counterspell with a body.
Plaxcaster Frogling: Grafts counters to stuff, and protects your creatures.
Survival of the Fittest: Amazing card. That's it.
Sylvan Library: Fixes draws, and adds draw power in exchange for life.
Ring of Evos Isle: Protects creatures, and gives +1/+1 counters.
Simic Signet: Standard ramp and color fixing.
Collective Unconscious: Amazing draw spell when you have a lot of creatures out, which tends to happen.
Concentrate, Harmonize: Same card. Powerful draw.
Urban Evolution: Draw spell and ramp spell.
Explosive Vegetation, Skyshroud Claim, Rampant Growth, Ranger's Path, Nature's Lore, Boundless Realms: Land-based acceleration.
Green Sun's Zenith: Reusable creature tutor.
Hunting Wilds: Ramps and can potentially make a LOT of creatures.
Merchant Scroll: Searches for an instant. You should usually go for Mystical Tutor, Biomass Mutation, or a Counterspell.
Overrun, Overwhelming Stampede: Pump up all of your creatures for the game-winning alpha strike.
Rite of Replication: Copies creatures. Very fun when kicked on a Master Biomancer or Craterhoof Behemoth.
Soul's Might: Can be used to make a creature big, or you can play it on a creature that has a stronger interaction with it, like Master Biomancer, Fathom Sage, or Fertilid.
Triumph of the Hordes: The best Overrun, Wins games all the time, but pretty dick-ish.
Beast Within: Great spell. Destroys and permanent at instant speed in GREEN.
Biomass Mutation, Strength of the Tajuru: These pump up your creatures for a game-winning combat phase.
Chord of Calling: Searches for creatures at instant speed, and puts them onto the battlefield. Good targets are Craterhoof Behemoth, Mystic Snake, or Eternal Witness.
Counterspell, Hinder, Spell Crumple: Counterspells in a blue deck. Surprise surprise.
Mystical Tutor: There are a lot of good targets. Heavy ramp like Boundless Realms, or a game ender like Triumph of the Hordes.
Pongify, Rapid Hybridization: Destroy creatures at instant speed.
Worldly Tutor: Searches for creatures. Again, lots of good targets.
Novijen, Heart of Progress, Oran-Rief, the Vastwood: These put counters on stuff, which is pretty good.
Reliquary Tower: Hands can get pretty big, so this card is a must.
Thanks for reading. Let me know what you think of the deck, and if you have any suggestions for cards to remove or add, just comment.