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I've been playing Green for a long time, and I like to think of this deck as the cultivation (hehe) of the color throughout Magic's history. It's not a competitive deck, but it's power level is pretty strong (7-9, depending on hand), and has a high win rate at my LGS. This is not an easy deck to pilot, and is not recommended for beginners to the game. One last note, I will refer to my "Combo Turn" in the Primer, but there is no actual combo. This deck tends to explode in one turn by drawing a ton of cards and untapping my lands multiple times. Feel free to leave suggestions below!

The Combo Turn is the turn you plan on winning. Cards in the Combo Turn section are cards you usually will want to reserve for that turn. The goal is to sacrifice Multani, Yavimaya's Avatar to a Life's Legacy effect, and then untapping with Early Harvest and playing massive spells like Tooth and Nail. Mana doublers (or triplers) make this turn absolutely insane.

Rude Awakening: Amazing card for continuing a combo turn. Pairs really nicely with Craterhoof Behemoth, Overwhelming Stampede, and Gaea's Cradle.

Early Harvest: Same goal as Rude Awakening, except cheaper. Can be used earlier in the game as a solid ramp spell.

Dosan the Falling Leaf: Dosan is new to the deck, so I am still play testing him. The concept is that if I can resolve him or sneak him out with an unsuspected Woodland Bellower at the beginning of a Combo Turn, I don't have to worry about any interruption.

Concordant Crossroads: This card is usually what we want to draw during the Combo Turn. This allows everything we play (like Avenger of Zendikar + Craterhoof Behemoth or something similar to end the game during combo turn. Try to avoid playing it before then.

Questing Beast: This card is in here for one reason only, and that's because one night I got Fog locked and had 0 ways to deal with it. Play Questing Beast on the turn you plan on winning so you don't need to fear Fog.

Avenger of Zendikar: Easily one of the best and most popular green cards ever printed. Amazing on defense, amazing on offense, combos nicely with Craterhoof Behemoth, Overwhelming Stampede, Gaea's Cradle, Finale of Devastation, and even Return of the Wildspeaker if your'e feeling cocky. Did I mention Scapeshift? Or any other ramp card? Absolutely crazy.

Craterhoof Behemoth: If Avenger of Zendikar is the best, this guys the second best. Resolving a Craterhoof Behemoth will usually kill the table, or at least most of it. He's even better if you can cheat him out with Natural Order or Tooth and Nail.

Finale of Devastation: Finale isn't in the deck to be a win con, but very well could be. I thought I'd mention it because casting it for 10+ and getting Cratehoof Behemoth is very overkill. And very fun.

Genesis Wave: Seems pretty self explanatory. Just cast it for as much as you can. Don't try and hold up mana for something else, you'll usually hit plenty.

Overwhelming Stampede: Very much a vertical Craterhoof Behemoth performs well since Multani, Yavimaya's Avatar gets very big very fast. Optional Commander damage kill enabler.

Scapeshift: This is another card not necessarily in here as a win con. I usually use it to sac all my lands for a bunch of utility/fetches whenever I get the chance. But I will list it here because it obviously is crazy with Titania, Protector of Argoth, and makes Multani, Yavimaya's Avatar almost twice as big.

Titania, Protector of Argoth: All around mono-green all star. Great for pressuring or dealing with pressure in the early game, and awesome win con with Scapeshift in the late game. With the amount of fetch lands I run, it's almost never a concern of having lands in the grave to get back with her. This also lets her reliably act as ramp.

Tooth and Nail: Insane win con. Resolving this almost always means GG. There are many situational things to grab, but generally your targets will want to be 1: Avenger of Zendikar and 2: Craterhoof Behemoth OR Regal Force.

Chord of Calling: Great creature tutor mid-late game. Works well with Avenger of Zendikar on the field.

Crop Rotation: This card could also be considered ramp, especially if Lotus Cobra is on the field, but I don't use it that way very often. There are a myriad of lands in this deck that are situational, like Homeward Path and Boseiju, Who Shelters All. You can always grab Gaea's Cradle with it, or just get a fetch land to make Multani, Yavimaya's Avatar bigger.

Finale of Devastation: Another version of Chord of Calling, but can be used as a win con.

Green Sun's Zenith: A flexible tutor. Great at any point of the game. Many of our best creatures are 3 drops, like Azusa, Lost but Seeking and Ramunap Excavator so it's likely that you'll be casting it as a 4 drop most of the time. Also very good using it turn 1 to find a Dryad Arbor.

Natural Order: Probably the best tutor in this deck. We have a lot of flexible creatures for many situations, so this card will do work no matter your board state. If your'e falling behind, it's really good early game to fetch up a Dryad Arbor and sac it to Natural Order and throw out a Bane of Progress to reset the board.

Scapeshift: This card is great with Titania, Protector of Argoth, but doesn't always need to be used with her. Scapeshift works really well on its own just grabbing you Nykthos, Shrine to Nyx,Reliquary Tower and Gaea's Cradle before or during your combo turn.

Summoner's Pact: I love this card. It gets you what you want, when you need it, and for free. The 4 mana later almost never matters, especially if you have a mana doubler.

Sylvan Scrying: Another new addition to the deck, so still play testing it. But it's in here for the same reasons as Crop Rotation.

Tooth and Nail: This card ends games. Casting it to get Avenger of Zendikar and Craterhoof Behemoth or Regal Force is pretty insane. Especially if you follow up with Early Harvest.

Woodland Bellower: I initially had my misgivings about this card, but it's definitely been performing well. It can get (Deep breath): Eternal Witness, Dosan the Falling Leaf, Sakura-Tribe Elder, Courser of Kruphix, Lotus Cobra, Azusa, Lost but Seeking, Ramunap Excavator AND Selvala, Heart of the Wilds. This much flexibility on a tutor-able creature is pretty great.

Note: I am not running Worldly Tutor because frankly I don't like it. You have to wait an entire turn rotation to get your creature, and lose your draw. I think Summoner's Pact is better in pretty much every way.

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Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

45 - 0 Rares

9 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.66
Tokens Beast 3/3 G, Elemental 5/3 G, Emblem Nissa, Who Shakes the World, Plant 0/1 G, Wurm 6/6 G
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