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Magic Duels - Mono-Green Decklists
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Author:  Garren_Windspear [ Thu Jul 09, 2015 5:24 pm ]
Post subject:  Magic Duels - Mono-Green Decklists

Mono-Green Decklists


Green Cards


Colourless Cards


Non-Basic Lands

Author:  Rattleclaw_mystic [ Thu Jul 16, 2015 3:28 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

Nissa’s Revelation
(Ramp)

2x Animist's Awakening
1x Primal Bellow

3x Dwynen's Elite
4x Elvish Visionary
2x Gatecreeper Vine
1x Evolutionary Leap

4x Nissa's Pilgrimage
2x Yeva's Forcemage
1x Reclamation Sage
1x Nissa, Vastwood Seer

4x Lys Alana Huntmaster
2x Dwynen, Gilt-Leaf Daen

2x Outland Colossus

1x Woodland Bellower
2x Gaea's Revenge
2x Nissa's Revelation

Land
4x Evolving Wilds
20x Forest
2x Rogue's Passage

Summary: Ramp deck that can curve out also. There's a small elf theme to generate card advantage and bid time until the late game. Evolving Wilds helps with shuffling after scrying and can help thin the deck so you don't flood out early. The rest of it is pretty straight forward: Try to go from 3 - 5 or from 5 - 7 as quickly as possible. Nissa's Revelation should help close the deal against aggressive decks and Evolutionary Leap + Woodland Bellower help generate card advantage against control. Gaea's Revenge and Outland Colossus are big finishers that can sneak through with Rogue's Passage and the end game with Primal Bellow.

Mono-G + draw and ramp means we can cheat on the lands a bit and add more flexibility to the manabase. However, the overall quality isn't great, and we're very restricted on interaction. No form of removal means that this deck can straight up lose to big fliers. Another problem with this strategy is that needs time to develop before it can do powerful things which means you can get locked out by control decks using enchantments like Claustrophobia and Suppression Bonds and sweepers like Tragic Arrogance and Languish to clear the board of elves.

I would recommend this deck if you are looking for consistency. Being Mono-G means no worrying about missing colors or not being able to cast your spells on curve. Just remember your bad match ups and try not to play into a bad board presence against them.

Author:  Lord Rumfish [ Thu Jul 23, 2015 5:09 am ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

I like your Nissa's Revelation deck here, but it is just begging for some Wild Instincts. Once you have removal, some of those matchups are not nearly as bad. You could also ease off the elves a little to make room for a Conclave Naturalists or two, the extra beef would help your end game.

Author:  zzmorg82 [ Tue Jul 28, 2015 6:38 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

So here's a lil something-somthing I brewed up a couple nights ago:

3x Primal Bellow
4x Fog
2x Herald of the Pantheon
4x Gatecreeper Vine
3x Elvish Visionary
1x Nissa, Vastwood Seer
3x Reclamation Sage
1x Elemental Bond
4x Nissa's Pilgrimage
1x Dwyen, Gilt-Leaf Daen
4x Mwonvuli Acid-Moss
2x Outland Colossus
3x Rhox Maulers
3x Zendikar's Roil
1x Woodland Bellower
2x Gaea's Revenge

19x Forest

The main objective of this deck is to ramp up into Zendikar's Roil and then continue to ramp until you have multiple 2/2's on the field. You realistically have 23 lands because of the Gatecreeper Vine tutoring lands. Fog is good because you're able to ramp safely against aggro - fast decks, and with Woodland Bellower, you're able to tutor a Reclamation Sage or any of the other 3 mana drops needed in the situation. Herald of the Pantheon is a way to get Zendikar's Roil out earlier and the other big drops are end-game finishers, as well as getting card draw out of Elemental Bond. Primal Bellow can be used and an evasive combat trick when ramping, and as an finisher.

Like most mono-green decks, this one doesn't match up well against counter-magic, so be mindful. Other than that, I feel like this deck is pretty viable.

Thoughts and suggestions are welcomed. :cool:

Author:  Left4Doner [ Wed Jul 29, 2015 3:37 am ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

Is Elemental Bond worth it with only 9 possible triggers?
Also, you could consider using the green fight spell to prolong your life against decks that rely on flyers. I wish we had some more large creatures with reach in green...

Author:  zzmorg82 [ Wed Jul 29, 2015 9:38 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

Left4Doner wrote:
Is Elemental Bond worth it with only 9 possible triggers?
Also, you could consider using the green fight spell to prolong your life against decks that rely on flyers. I wish we had some more large creatures with reach in green...


You do make a point about the bond, so I took one out and added in the last Reclamation Sage. I don't think we need any fight spells because we have Fog and your opponents kinda half to respect the Primal Bellow combat trick, but if you wanted, I can see you taking out an Acid moss for one.

Author:  Left4Doner [ Thu Jul 30, 2015 1:40 am ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

Conclave Naturalists is also a good option. Decent body, kills enchantments and triggers Bond.

Author:  jmhansen [ Sat Aug 22, 2015 8:40 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

Mono-Green Aggro/Pump-up

1 drops:
3 Sunblade Elf
3 Primal Bellow
4 Might of the Masses

2 drops:
2 Perilous Myr
3 Undercity Troll
3 Dwynen's Elite
4 Timberpack Wolf
4 Elvish Visionary
3 Titanic Growth

3 drops:
1 Nissa, Vastwood Seer
3 Valeron Wardens

4 drops:
2 Dwynen, Gilt-Leaf Daen

7 drops:
2 Gaea's Revenge

Lands:
19 Forrest
4 Evolving Wilds

Any tips would be appreciated

Author:  minddrifter [ Sat Aug 22, 2015 8:46 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

The only problem I see is the Gaea's Revenge. 19 lands + 4 Wilds and 0 ramp. I get that it is nice to have a late game threat but a 7 cost is just way too much for so little land. I'd drop them and go with 2 more Perilous Myr or maybe 1 more Myr and a Woodland Bellower.

Author:  babassoonist [ Sun Aug 23, 2015 5:01 am ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

or how about the fact that sunblade elf is a 1/1 for 1 here. what is value?

Author:  Shefer [ Sun Aug 23, 2015 7:43 am ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

I don't understand something with relations to zzmorg's deck, which is fine for me, I'll wait the eldarzi to make that deck.
People count the gate fetcher as a land. It's not, you had 17 lands now you have 16, you don't have 19 left with the walls, you actually have less of a chance to draw another land (I do understand 3 mana for pilgramage ignites the rest of the ramp) so I don't understand the count. If you're hit with l/d, you will miss land and an additional land drop while the wall would chump block.
If people (justfully imo) count Evolving Wilds as half, this should be half as well, as it thins not ramps.

Author:  jmhansen [ Sun Aug 23, 2015 1:01 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

Sunblade Elf is in the deck simply because its a 1 drop creature that can pump up the team when I have nothing left to do with my mana it also has elf synergies with Dwynen. I think that I'll drop both Gaea's Revenge and the 3 Titanic Growth for a single Reclamation Sage, and 4 Rhox Mauler, increasing the Renown and Elf Synergies, then drop to 2 Evolving Wilds and 21 Forrest, I think might and bellow will be enough pump spells to work with what I already have here.

Author:  minddrifter [ Sun Aug 23, 2015 1:15 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

jmhansen wrote:
Sunblade Elf is in the deck simply because its a 1 drop creature that can pump up the team when I have nothing left to do with my mana it also has elf synergies with Dwynen

You have to have a Plains out to use the elf ability so it is simply a vanilla 1/1 for 1 in Mono-Green. I'd replace it as well.

Author:  babassoonist [ Sun Aug 23, 2015 1:24 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

jmhansen wrote:
Sunblade Elf is in the deck simply because its a 1 drop creature that can pump up the team when I have nothing left to do with my mana it also has elf synergies with Dwynen. I think that I'll drop both Gaea's Revenge and the 3 Titanic Growth for a single Reclamation Sage, and 4 Rhox Mauler, increasing the Renown and Elf Synergies, then drop to 2 Evolving Wilds and 21 Forrest, I think might and bellow will be enough pump spells to work with what I already have here.

read the card again it requires :4::w: <---- thats the important part guess who has no white sources of mana

Author:  jmhansen [ Sun Aug 23, 2015 1:25 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

Quote:
You have to have a Plains out to use the elf ability so it is simply a vanilla 1/1 for 1 in Mono-Green. I'd replace it as well.

Wow that is a tad embarrassing,

Author:  The Lockhammer [ Sun Aug 23, 2015 1:31 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

Oops.

Author:  minddrifter [ Sun Aug 23, 2015 1:31 pm ]
Post subject:  Re: Magic Origins - Mono-Green Decklists

jmhansen wrote:
Quote:
You have to have a Plains out to use the elf ability so it is simply a vanilla 1/1 for 1 in Mono-Green. I'd replace it as well.

Wow that is a tad embarrassing,

Lol, it's all good man, I've made similar errors before as well. I'm sure we all have at one point or another.

Author:  Veto111 [ Sat Sep 26, 2015 2:54 pm ]
Post subject:  Re: Magic Duels - Mono-Green Decklists

Disclaimer: I am pretty terrible at deckbuilding, but this was one of my more successful attempts. It started out pretty high on the curve with a lot of ramp, but obviously that left the early game pretty vulnerable. As I started messing with it, it started to take a pretty strong elf theme, and it seems to be working pretty well. My biggest issue with elves is that they are vulnerable to Languish, but since my elves are really just to stall for the bombs, I don't have to worry too much about that.

I had Animist's Awakening initially because it seems like a lot of people run it, but I took it out because I can't figure out when to play it for its best effect. Early on it tends to flop, and later I don't need it. Does anyone have pro/con advice on this card and whether it's worth it?

Oh, and a big shout-out to anthonli - the Google Sheets planner is pretty awesome!

"
ColorlessWhiteBlueBlackRedGreenAzoriusOrzhovBorosSelesnyaDimirIzzetSimicRakdosGolgariGruulEsperJeskaiBantMarduAbzanNayaGrixisSultaiTemurJundGreenlessRedlessBlacklessBluelessWhitelessRainbow

Nissa's Revenge
Mono-

A deck for Magic Duels.

60 Cards. 36 nonlands (27 :creature:, 9 :instant:).
24 :land: (17 ; 7 other).

[/plB]
Cost 13 cards
■■■
Dwynen's Elite2/2
■■■■
Elvish Visionary1/1
■■■■
Gatecreeper Vine0/2
■■
Evolutionary Leap
Cost 9 cards
■■■
Jagged-Scar Archers*/*
Nissa, Vastwood Seer2/2
■■
Reclamation Sage2/1
■■■
Nissa's Pilgrimage
Cost 7 cards
■■
Dwynen, Gilt-Leaf Daen3/4
■■■
Lys Alana Huntmaster3/3
■■■■
Mwonvuli Acid-Moss
Cost 2 cards
■■■■
Rhox Maulers4/4
Cost 1 cards
Woodland Bellower6/5
Cost 4 cards
■■
Gaea's Revenge8/5
■■
Nissa's Revelation
Land24 cards
■■■■
Evolving Wilds
■■■
Rogue's Passage
17
Forest
"

Author:  babassoonist [ Sun Sep 27, 2015 2:20 am ]
Post subject:  Re: Magic Duels - Mono-Green Decklists

animist's awakening is terrible currently, will be much better in bfz I'm predicting

Author:  Left4Doner [ Sun Sep 27, 2015 4:24 am ]
Post subject:  Re: Magic Duels - Mono-Green Decklists

It's not a bad idea to mix Elves with big green creatures. Dwynen and Jagged-Scar Archers shore up mono-G's weakness to flyers.
As for improvements, I'm not fond of Mwonvuli Acid Moss, especially in a deck that's not doing the full land-destruction thing. Also, Outland Colossus is another big badass you could run :)

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