Sideboard


Maybeboard


Quick Overlook

The basic idea of this deck is to bring out your big creatures like Wurmcoil Engine, Vorinclex, Voice of Hunger or Void Winnower and disrupt your opponent with their effects. In order to do so you have three major ways to put your creatures on to the battlefield:

  • First (and simplest) way is by using ramp-spells like Birds of Paradise, Wall of Roots, Kiora, Behemoth Beckoner and Nissa, Who Shakes the World so you can just hard-cast your cratures. This is also a good alternative if the other two ways fail. And it also helps you in mid- till late-game to finish off your opponent with Finale of Devastation.

  • Second (and most fun way to bring out your creatures) is by using Champion of Rhonas to "cheat" your creatures into play without having to pay any mana for it. This also allows you to use your mana for other funny spells.

  • And last but not least you can use Eldritch Evolution to sacrifice one of your creatures (preferably Wurmcoil Engine since it generates some additional value if it dies) and bring any creature from your library that costs up to 2 more into play (for example Vorinclex, Voice of Hunger). This way, however, is a bit risky because you have to sacrefice a creature as aditional cost, so if Eldritch Evolution gets contert you end up with nothig while also loosing a creature (so its good to have something like Mystic Snake ready to cast to prevent a conter). However, if Eldritch Evolution passes, this way is nice because you can search your library and therefore dont have to have the creature in your hand, while aso beeing abel to sacrefice a tapped creatur (for example if you've just attackt with it) and bring out an untaped creatur able to block the next attack of your opponent (this works best with Wurmcoil Engine since you basicly get out 3 untaped creatures to block).

  • Additional this Deck also features 3 copies of Finale of Devastation which you can either use in early- or mid-game if you desperately need a specific creature on the board or, what's more likely (and a ton of fun), use it when you have 12 or more mana available (with cards like Vorinclex, Voice of Hunger and Nissa, Who Shakes the World on the board this is almost always the case) to bring out any creature in your Deck while also giving all your creatures a masive boost so you can simply overrun your opponent with them.

Deck Tactics and Synergies

Ramping

As previously said Birds of Paradise, Wall of Roots, Kiora, Behemoth Beckoner and Nissa, Who Shakes the World are your main ramping-cards in this deck while Vorinclex, Voice of Hunger not only gives you a bunch of mana but also disrupts your opponent.

  • Birds of Paradise is a solid one-drop that can you provide with a as well as a . Besides it's also a cheap flying creature so you can also "sacrifice" it to block a much bigger flying creature in mid- and late-game.

  • Wall of Roots is a good source of additional mana since you can use their mana-ability both in your and your opponents turn at the same time. Additionally Wall of Roots is also a geat blocker against some aggro-decks due to you dont have to tap it to produce mana.

  • Kiora, Behemoth Beckoner makes up some nice synergies because you can untap one target permanent each of your turns as well as drawing an aditional card for very creature with power 4 or greater entering the battlefield under your control. So you can either use her to untap one of your mana-sources for adtional mana (this works even better with cards that produche multiple mana at once like Simic Growth Chamber) or to untap a creature you've just attacked with so that this creature can block in your opponents turn (this works best on Champion of Rhonas after you've exerted him since this basically nullifies any drawback of exerting). Despite this, Kiora, Behemoth Beckoner is likely to be ignored by your opponent, since she is no direct threat for him, so you dont have to worry about defending her. (Ah yes, and you can pay her with both a or a so that's nice.)

  • Nissa, Who Shakes the World is one of the best (if not the best) and most used ramping planeswalkers at all. Her passive provides you with a extra from every of your forests while her +1 untaps one of your lands and basically turns it into a 3/3 creature with vigilance and haste that's still a land. This is incredibly strong because it untaps a land which means more mana while also helping your Creaturebase (and thanks to vigilance and haste you can also immediately attack with your new creature whithout having to tap her so you can still use her for her mana). In addition her -8 gives all your lands indestructible an brings all your forests in your library into play which in my eyes is pretty self-explaining.

  • Vorinclex, Voice of Hunger has every one of your lands produce an additional mana which almost doubles your manabase. (Note: in combination with Kiora, Behemoth Beckoner + Nissa, Who Shakes the World this means that you can get from just one Forest which is hilarious.) This makes it very easy to cast Finale of Devastation with being or more to bring out any creature in your Deck while also giving all your creatures a masive boost so you can simply overrun your opponent with them. Besindes Vorinclex, Voice of Hunger also has tramples and can realy disrupt your oponents manabase (read "Protecting your creatures & Controlling your opponent" and "Finishing your opponent" for future details about this abilities since they provide no direct ramping effect).

Manabase

The mana base in this deck is pretty straight forward but still features some nice synergies:

  • 9 Forest since green is the primary color. Despite this they also important as Nissa, Who Shakes the World lets every Forest tap for (so it's always nice to have many of these) and we also want to make sure that there's always have a for a turn-one Birds of Paradise available.

  • 4 Island because this deck also has some blue cards (especially in your Sideboard) so some copies of Island for some are not bad to have.

  • 2 Hinterland Harbor for while also making sure that they don't enter tapped by only having 2 copies of Hinterland Harbor in the deck (so that you always have a Forest or an Island on the board when you play Hinterland Harbor).

  • 3 Temple of Mystery since they provide as well as letting you scry 1 (so you can control the top of your library and your next draw a bit). But because they come into play tapped this deck only runs 3 copies.

  • 3 Simic Growth Chamber because it produces so Kiora, Behemoth Beckoner and Nissa, Who Shakes the World work both really well on Simic Growth Chamber since you get 2 mana from untapping only one land. The downside, however, is that you have to put a country you control back in your hand to play Simic Growth Chamber and it enters typped. So it's advisable to bring a tapped land back to your hand because this basically gives you an additional land-drop for not needing a land-drop in the turn you played XY which helps since this deck runns only 21 lands. Beside this you can also use Kiora, Behemoth Beckoner or Nissa, Who Shakes the World to directly untap it after you've played it and get your 2 additional mana.

Hand Card Control

To benefit from the synergies of this deck you need to get the right cards. Therefore you have cards like Anticipate and Temple of Mystery that both offer you some control over the cards you have in your hand.

  • Anticipate is a nice cheap way to fix you hadcards a bit, since it lets you look at the top 3 cards of your library an take one of them on your hand while also coming at instant speed. This realy helps because in order to "cheat" your creatures into play with Champion of Rhonas you neet to have a that creature in your hand. And it also lets you find any other cars you might need like for example an additional land or a Blossoming Defense to protect your creatures from the next removal.

  • Temple of Mystery lets you scry 1 when it hits the battlefield so you can so you can exert some influence on your next draw. And since Temple of Mystery is a land you don't have to spend any mana on it while also beeing able to bring it back to your hand through Simic Growth Chamber to use the scry 1 effect a second time.

Tutor Cards

Besides some handcontrole for your hand this deck also features some cards with tutor effects like Eldritch Evolution and Finale of Devastation so you don't need to have every card on you hand.

  • Eldritch Evolution gives you the ability to sacrifice one of your creatures and bring any creature from your library that costs up to 2 more into play. This is great because you dont need to have a creature on your hand. And since the "gaps" between one and the next more expensive are never biger as 2 in this deck you're able simply evolve every creature in the next bigger one when ever you need it.

  • Finale of Devastation can either be used to use in early- or mid-game if you desperately need a specific creature on the board or to finish off your opponent by casting Finale of Devastation with being or more to bring out a big creature like Void Winnower while also giving all your creatures a masive boost so you can simply overrun your opponent with them.

After you got the right cards in your hand and or have enough mana to simply hard-cast them you can bring your big creatures into play* and disrupted your opponent with cards like Vorinclex, Voice of Hunger or Void Winnower.

*For future details read the points under "Quick Overlook" since all ways to bring out your creatures are already explained there.

Protecting your Creatures

The last thing you want is playing a big creature just for it getting immediately hit by a Go for the Throat or a Path to Exile. So in order to protect your creatures you have 3 copies of Blossoming Defense while also having an additional forth copy in your sideboard alongside with 3 Heroic Intervention while cards like Negate or Mystic Snake* can also help protect your creatures.

  • Blossoming Defense is a great way to protect one of your creatures from a removal spell by giving target creature hexproof until end of turn. Additional chosen creature also gets +2/+2 until end of turn as well which can eventually make the difference between dying or surviving of a creature in combat.

*look at "Sideboard" for future details about Heroic Intervention and Negate and at "Controlling your Opponent" for future details about about Mystic Snake

Controlling your Opponent

With Mystic Snake (alongside with Pongify, Rapid Hybridization and Negate* in your Sideboard) you are either able to disrupted your opponent as well as protecting your own creatures by simply countering your opponents removal spells.

  • Mystic Snake makes a nice synergy in this deck since it allows you to counter any of your opponents spells while also bringing out a creature with CMC of 4 so you can sacrifice for Eldritch Evolution in order to bring out Wurmcoil Engine. And thaks to flash you can also cast it to suddenly block an attacking creature.

  • *in progress

*look at "Sideboard" for future details about Pongify, Rapid Hybridization and Negate

Win Conditions

*in progress

*in progress

Maybeboard

*in progress

Further questions

*in progress

Suggestions

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Comments

96% Casual

Competitive

Date added 4 years
Last updated 4 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

9 - 0 Mythic Rares

23 - 6 Rares

8 - 5 Uncommons

7 - 4 Commons

Cards 60
Avg. CMC 3.33
Tokens Ape 3/3 G, Emblem Nissa, Who Shakes the World, Frog Lizard 3/3 G, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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