Thanks carbon glad you like it. Would you make any changes?
I had a chance to play a number of people online with this deck earlier and it did very well, including beating a "The Champion" (or 100+ online wins) running a straight RDW deck.
Based on the games so far, I'm going to test just a few minor tweaks....
I went on a tear tonight with this deck and wanted to report the changes I found effective:
1 - Definitely happy with 2 @ Hall of Triumph. Goes a long ways.
2 - I pulled out all the Jade Mages, removed the darksteel axe (not 100% sure on that but I have yet to use it), and all the Wandering Wolf, and replaced with 4 @ Aura Gnarlid. That left me a bit short on meeting 60, so I threw in
cultivate and satyr wayfinder as filler to try and add a bit of land draw (not sure if that was optimal, I never drew any cultivates tonight).
I beat another 100+ win Champion (I'm on Android) playing white/black with tons of deathtouch (which Aura Gnarlid walked right past) as well as a variety of decks, and the deck flowed nicely.
The Aura Gnarlids performed very well even though this deck has no aura's. The Unblockable + instant pump works well, and the aura gnarlids are perfect for Timberland Guides +1 pump to take them out of the 'shock zone' as they hit 3/3 (this is why I feel they are better than the wandering wolf even though they cost 1 more to cast), and the aura effect kicked in several times since your opponents aura's also pump the Aura Gnarlid. That's a really nice bonus.
What didn't work (additions I made to test, but failed in playtesting):
1 - Hunters Prowess and Enlarge were just to expensive to cast and I never needed them as the lower cost pumps were more versatile, so I pulled those back out.
2 - I tried the +2/+2 when you drop a land artifact, but it was too random since you never knew when you would have land to kick it and the effect doesn't last into your opponents turn as I was hoping, and so I dropped that.
More things to try but at least right now I feel the Aura Gnarlids add nicely to the flow and power of this deck, in a way that the Jade Mage was not doing in my experience. The 3 cost to produce a 1/1 token just was not fast enough to warrant keeping her in imo...3 cost is the same price for dropping an Aura Gnarlid at 2/2 with unblockable to put it on an even comparison.
Monk, you really made a great deck here! Mono green and aggro were two terms you wouldn't think would go together, but this deck is definitely blazing through a lot of competition using a wide variety of decks.
btw - Please post if anyone else tries these changes and lets compare if you have similar improvements or not.