1st mono green

by MKYGD3 on 19 June 2010

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

This is the first mono green deck I've built. I haven't perfected it yet. If you have any comments please let me know!

Deck Tags

  • Life Gain

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

000050

Card Legality

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

Deck discussion for 1st mono green

Goblinguide has examined your deck. it is very important to play test your deck. some of the wanna be "elite" players who have copied decks on- line and have acquired all the expensive ingredients are smug to offer that assistance, unless via a local Standard tournament.

So you should play in these local events even if you lose because it will help you prepare, especially in case you want to go to one of the more exciting PTQs which are 3 or more rounds longer. Practice helps you decide when you should take a mulligan and learning to properly shuffle your deck and also giving a quick rifle shuffle and cut to your opponent's deck. practice helps you with game play rules, especially priority and spell resolution. the last thing you want to do is start searching through your deck, for example, for a land and hear your opponent yell "Judge!". The Judge walks over and learns that you didn't give your opponent a chance to add a spell (instant) or an effect to the "stack" before you resolved the spell you cast. Moral of the Story: Never resolve a spell's effect or ability as asson as you activate or cast it. always check with your opponent first to avoid hearing the words "Judge!". this may not happen at a smaller venue but it will at a larger tournaments where your opponent will seek a win for any rules infraction. But picking up your deck and searching through it always results in a game loss if you did not pass priority first. That was long winded, but it is an example of why you should play test and practice.
Obviously, the focus of your deck is to rapdily put your lands into play - called a mana ramp. And one of your key finisher spells, in order to cast it and to be effective, Howl of the Night Pack, will require that you carry off that strategy. Even Dreamstone Hedron requires 6 colorless mana to cast.
Kalonian Behemoth cost too much because "shroud" has too draw backs for you 1) a blue mage can still counter him before he is cast 2) You can't give him trample, etc. (you can't target him either!) So the bottom line is that an 0/1 Eldrazi token or a 1/1 creature token or regular creature can block him.
So he takes up two card slots that I believe should be used for two earlier game threats.
Other than the Awakening Zone and Ondu Giant you have little mana acceleration to cast your larger spells. By turn 4 when you finally make an Eldrazi Token or cast your Ondu Giant you will be toast and/or your opponent will have established their form of control.
One of the advantages or characteristics of green since MtG was introduced (refer to color wheel) was that green can generate a lot of mana and then uses that mana to "overrun" the game so to speak. Later to emphasize that trait Wizards made a card called Overrun. Generally, when it is cast, especially in Draft, unless countered, it ends a game. So I will make some suggestions to your deck which honor this tradition and allow you to decide whether or not to try any of my suggestions. Read my next comment for the suggested deck.

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Posted 20 June 2010 at 07:46

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Posted 20 June 2010 at 08:07

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Title: Unleashing the Beast

Creatures: (18)
4x Llanawar Elves
3x Overgrown Battlement
3x Beast Breaker of Bala Ged
3x Ondu Giant
2x Mycoloth
2x Pelakka Wurm

Artifacts: (3)
3x Eldrazi Monument

Enchantments: (7)
4x Beast master Ascension
3x Awakening Zone

Spells: Instants & Sorceries (9)
3x Vines of Vastwood
3x Overrun
3x Harrow

Lands: (23)
3x Khali Garden
20x Forest

Total = 60

Side Board: (15)
4x River Boa
4x Nature's Claim
4x Gravity Well
3x Giant Form

Enter this into the deck builder and try some random hands - also check on what your next three draws will be. (Rest of deck is spreadout below)
Do that 5 or 6 times. Do you like the hand 80% of the time? When a hand was one you would mulligan did you like the next hand right after (of course you are still drawing the same amount), but we have to use the hand sampler as best we can.

Major changes: Dropped Monument. Dropped Howl of the Nightpack for Overrun. Reduced Mycoloth to 2 copies from 4 copies, because you don't want him in your opening hand. Added some mana ramp:
Llanowar Elves, Harrow, and Overgrown Battlement. I added Beast Breaker of Bala Ged (goes with Beast Master Ascension) hence the decks name. If your opponent uses a removal spell, Lightning bolt or Vendetta, even a counterspell on Llanowar Elves then you cast your Beast Breaker of Bala Ged and they will wished they had saved that spell, especially when you level him to a 4/4. Try to play him with one green mana open and a Vines of Vastwood in hand to protect him. Again level him to 4/4 when it is safe to do so - opponent tapped out and/or you have a mana left over to protect him. Vines of Vastwood is a defensive card to protect your creature from being targeted or to survive in combat.
Harrow on your opponent's turn at the end of their turn. Playing instants on your opponent's turn keeps them on edge. So if you draw a land later, but have enough land, and can keep it in your hand it will keep your opponent wondering. With this instant theme in mind, if you find you aren't reaching a key card or two in order to carry out your strategy during play testing then try Momentous Fall in side board in place of Giant Form. Getting 4 cards for a +4/+4 Beast Breaker of Gala Ged who is losing in combat because you learned to keep mana open is a good play. When your turn starts you will have 5 cards. If that doesn't get an OverRun, Monument, or Wurm in your hand by then the forest is probably burning and it is time to RUN!
One final tip: Beast master Ascension triggers when you are attacking. So if you chump attacked 3x (3 counters on it) and have 4 creatures that can attack that will kick in the Ascension and they all get the 5/5 bonus in combat. Keep in mind that when you declare combat, before you can assign attackers you have to yield priority and your opponent has an opportunity to destroy, bounce, remove, etc. one of your creatures from play, or even tap one. Having a Vines of Vastwood in hand is always good!

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Posted 20 June 2010 at 08:54

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I personally would put 2 khalni hydras in your deck because in a mono-green deck it is possible to play him early in the game, an 8/8 trample turn 4 would be pretty devastating.

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Posted 23 July 2010 at 21:28

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