Initially: 2 lands, 18 creatures, 6 other spells
- Greater good is too expensive, so it's cut
Cards to Consider
Creatures:
- Mwonvuli Beast Tracker, since all relevant creatures in this deck have trample, it is an ideal tutor
- Borborygmos Enraged, makes lands live draws and also has trample
- Brutalizer Exarch, tutor or can deal with troublesome non-creature permanents
- Mold Shambler, deals with troublesome non-creature permanents
- Fertilid, chump blocker that can ramp at instant speed
- Wickerbough Elder, deals with enchantments/artifacts and gets bigger
- Polukranos, World Eater, late game mana sink that can act as removal late in the game
- Conquering Manticore, threaten on a stick with flying
- Deus of Calamity, large 6/6 beatstick with trample
- Craterhoof Behemoth, perfect finisher for this deck, gives all creatures trample and a boost
- Craterhoof Hellion, boardwipe on a stick, works well with stampeding wildebeests
- Mitotic Slime, wrath proof creature
- Sylvan Ranger, mana fixing
- Manic Vandal/Keldon Vandals, artifact killers
- Boartusk Liege, trampling anthem for all creatures, rewards multicolor, may be too expensive though
- Manaweft Sliver, the deck seems to be mana dependent, this helps it along
- Molimo, Maro-Sorcerer, could just be a large fatty with trample
- Llanowar Elves, cheap mana dork that gets to more mana faster
- Fierce Empath, tutors for the late game creatures, namely craterhoof behemoth
Other spells
- Lightning Greaves, EDH staple
- Triumph of the Horde, could be a surprise finisher
- Fires of Yavimaya, gives all your guys haste
- Fecundity, draws cards, albeit from your creatures dying
- Beast Within, the "Green Vindicate"
- Earthquake, another boardwipe
- Summoning Trap, could punish the blue decks or cheat in a fatty at a discount
- Molten Disaster, could be a boardwipe with split second
- Pyroclasm, an early boardwipe, might not be necessary though
- Lignify, solid commander/utility creature removal
- Signal the Clans, a cheap tutor, albeit a slightly random one
- Clan Defiance, could be a solid burn spell
-Armillary Sphere, mana fixing, could feed Borborgymos Enraged later in the game
-Desert Twister, a usefull kill-all spell
- Gruul Cluestone, mana rock that can be cycled at a later time
- Fertile Ground, mana fix/ramp
- Harrow, see above
- Harmonize, a solid draw spell
- Momentous Fall, trades a fatty for cards/life
Land:
- Skaarg, the Rage Pits, helps other creatures get the bonus from Stonebrow
- Mosswort Bridge, due to the large nature of creatures in this deck, should be fairly easy to trigger
- Rogue's Passage, lets large creatures sneak through for damage
- Temple of the False God, a double land, easy to get going with a ton of ramp
- Kessig Wolf-Run, a variable skaarg
Budget version of the deck from the starter kit:
Note: 4 cards missing and basic lands not added