Mono Green Newbie

by Kazzong on 01 December 2016

Main Deck (60 cards)

Sideboard (27 cards)

Sorceries (5)


Instants (1)


Artifacts (2)


Enchantments (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Second deck in the Newbie series

How to Play

early game ramp with small mana producers, into kalonian behemoth, gigantomancer, or pelakka worm. and overrun.
simple, and effective.

Deck Tags

  • Beginner
  • Mono Green

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,752 times.

Mana Curve

Mana Symbol Occurrence

000046

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Mono Green Newbie

You should check out wickeddarkman's noobcamp

1
Posted 07 May 2020 at 14:31

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Maybe add Hurricane instead of All is Dust.

1
Posted 07 May 2020 at 19:11

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or even nylea's intervention? Though monstrous onslaught is *chefis kiss*

Also something like shamanic revelation would fit better as green lifegain than briarwood cup, as it shows how linked green is to its big creatures, and gives a bigger injection of life when its needed right after resolving a big dumb body.

Id also replace leaf guilder ( as you have enough ramp already to show off that part of green), with garruk's packleader or soul of the harvest to show how green often draws cards with creatures as well. I think this would solve the problem of this deck not having enough UMPH to beat though white or blue, but also keeping its Identity intact, and also not making it too strong.

I hope this helped the blanace!

0
Posted 18 May 2020 at 12:14

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I'm not as experienced as Puschkin, but here are my thought on your mono green beginner deck.
The descriptions could be a little more detailed ;)

Mono black and mono white are both modern legal, so removing Spidersilk Armor would be an idea.

Without Gigantomancer and Pelakka Wurm the deck seems to be a sitting duck, just waiting to get shot. You have lot's and lots of ramp (14! creatures), but only those two creatures as finishers, and both black (Removal/ discard) and white (Pacifism) have way's of dealing with those. My basic advice would be to reduce the ramp, use some spell-ramp (Cultivate/ Rampant Growth) to show the difference, and use some additional powerful creatures. I would also include some way of using the excess mana, generated by all your mana-generators.

Here are some general suggestions:
[[Garruk's Packleader]], Kalonian Twingrove, [[Nylea's Disciple]], Adventure Awaits/ Lead the Stampede, Deadly Recluse, Scale the Heights, Trollhide, Primordial Hydra (NOT searchable by Fierce Empath), Blanchwood Armor (If you want to counter-balance Nightmare Lash and Ethereal Armor), Primeval Titan, Khalni Hydra,

Some {X}-Mana Spells. Use Scryfall to find those, MTGVault doesn't have an option to search for {X} mana spells. I add the link to the search I used: https://scryfall.com/search?as=grid&order=name&q=color%3DG+mana%3A%7BX%7D+legal%3Amodern
Hungering Hydra, Ivy Elemental, Slime Molding, Stream of Life, Thrive, Untamed Might, Gelatinous Genesis

1
Posted 26 August 2021 at 08:50

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Seems to be the most solid deck so far. But I do think the deck has too many manaelves and way too few fatties to go with it. In fact the deck has a single true one, Pelakka Worm, plus Gigantomancer, a card that I don't recommend for beginners. I mean, you have more ways to tutor for fatties than fatties^^
There is an abundance of fatties to choose from, I don't think you need council on that (and Muktol did that already).
But I would also add some midrange creatures. See, beginners should first learn how "normal" decks work. This being green it's of course natural to introduce mana acceleration, but if you do it like this - just cheap mana acceleration, then nothing and then fatties and Overrun, then you limited the experience to a certain archetype. And the games will probably be lopsided and dependant on the draw. So would certainly remove more manaelves or other cards to make room for some midrange creatures like the Master of the Hunt that you already have. Maybe something that is less wordy. Something like Kessig Recluse, Crested Herdcaller or Timbermaw Larva. Not necessarily those.

Font of Fertility is kindof redundant and pointless here, it's main use is to fetch the right basic land, bu you have only Forests anyway. This is a creature slot in my book.

As with Protection From, I think Indestructible is a mechanic hard to understand - for example why does it not work on exile or -1 counters? But at least, in this case, the problematic situattions will not occur with the current decks as far as I remember. So, Withstand Death might be okay to add.

While I like the idea of adding a few nonbasics, I doubt Blighted Woodland is the right choice. It will be hard to calculate for a beginner when or if at all is the right time to use it. And I think even after cutting some manaelves we still have more than enough mana ramp. What about Khalni Garden instead?

1
Posted 28 August 2021 at 18:29

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Or Turntimber Grove - which is what I actually meant.

0
Posted 29 August 2021 at 08:09

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