Mono green Strength from the Fallen deck me and my frineds brainstromed ideas for today. Got some ideas from snopping arund the net.
The idea? Throw dudes in the bin, then chuck super large guys over and over again.
Trying to keep it budget is a goal of ours.
Deck Breakdown
Core Engine: Seek and ye shall find
Strength from the Fallen: Our key card in all of it's glory. Two mana nets you a good boost based on your dead body count, and it provides value for every enchantment we play. And we play a large number of them so we are constantly getting value from it.
Commune with the Gods: Strength needs two things: A large pile of dead boies, and constant enchantment flow. Thankfully We have three cards that can give us both at the same time. Commune nets one a critter or enchantment so it helps us look for what we need and it discards the rest. For two mana its a good deal.
Satyr Wayfinder: This guy nets us our Land drops, and mills the rest. He's also a body and thus a good target for Strength. Turn two Satyr, turn three Strength lets us start swinging.
Kruphix's Insight: Honestly I was a little iffy about this card at first but I thought on it and the deck needs it.We get to look at the top six and take three enchantments. Three. Since roughly 40-50% of our deck is enchantment, we're going to hit a lot of fuel for our Constellations.
Eidolon of Blossoms: 2/2 for four mana that dos so much work. First, it's an enchantment so it triggers Constellation. Second, it has Constellation, so it's a trigger for itself and thus replaces itself when played (playable cantrips are wonderful toys). thrid, it gives us free card draw. That is always welcome as it helps us dig for what we need. Just watch out thought: the constellaion trigger is not optional so you may accidently mill yourself to death and lose.
Mana Bloom: This card is bad. Like, terri-bad. And thus no one will expect it when we use this as a major part of the engine. For just X and a green mana you get an junk rare enchantment that helps us more than you would think. Pay X and get that many charge counters on the Bloom, and once a turn you can remove a counter for a mana of any color. This helps us in both early and late gate development. In early game a turn two Bloom can lead to a turn 3 Eidolon of Blossoms. Paying only 1 for x also nets you flexible plays. Lets say you have 4 Forests open. You pay two to play Bloom with one counter. Then you can remove a counter and tap the other two lands for a 3 drop such as Boon Satyr.
But the real reason why we run Bloom is that you get the Bloom back into your hand during your upkeep if there are no counters. One Green mana equals constant Constellation triggers, and thus the pressure starts to pile up.
Beatsticks
Boon Satyr: Oh Boon Satyr, you make us all so very happy. 4/2 for 3 is always welcome, and it has Flash! And it's also an enchantment so Constellation trigger! Oh and it has Bestow so he has Instant speed buffing. WIth Strength out it becomes two fold, as you can pay 3 to flash him in and provide a Constellation trigger on your opponent's turn, or pay 5 to provide an Aura for another guy, give him a boost and still get the Constellation trigger. Boon provides lots of swinging power with his impressive body and pure adaptability so he's our elite go to warrior.
Hooting Mandrills: 4/4 trample for 6 mana. Nothing real special, but the Delve makes him a pretty good choice since it lets us use our already used up Communes, Insights, and milled lands as a way to get him out cheaper. Just don't delve critters. That's not productive.
My friends and rancor
Rancor One green gets us an Aura (translation: Constellation trigger) that gives +2/+0, and trample. It can turn a lot of our men into holy terrors. Even more, Rancor returns to our hand it whomever it enchants dies. Can you say recursion?
Eternal Witness She's a little pricey at around 3 dollars a pop, but what came up in testing is that...I kinda want some way to reuse things. Witness gets thngs back and is a body, providing a target for Strength to buff, and fuel for Strength to buff when she dies.
Renowned Weaver: Weaver does two things. It's a dude, and it can die to make an enchantment dude. Thus, it can fuel Constelations and trigger them at the same time (ain't death wonderful?) the spider also provides a way to kill air bound enemies that need to be taken care off.
The sac can be done at instant speed, so it can pull off combat tricks like Boon Satyr can, just not as amazingly amazing as Boon Satyr.
Co-co-co-Combos!
Mana Bloom
+
Strength from the Fallen
: This, can get crazy. Pay Bloom, thrus triggering Strength, and start face smashing. Then next turn Bloom returns to your hand - assuming you don't have any counters on it - and you get to play it again and Constellation again. This gets even more crazy with either 1 Strength/2 Bloom or 2 Strength/1 bloom, as you get multiple Strength triggers a turn.
Eidolon of Blossoms
+
Mana Bloom
: Same as teh above, one bloom nets you constant extra card draws. Not as destructive as the above, but it is still there.
Sideboard - in progress
Kessig Cagebreakers: 3/4 for five mana means were hitting the top of our curve with this guy as he is the most expensive card in regards to mana along with the mandrills. However the Mandrills have Delve so that means Kessig has the highest mana cost in my opinion.
But oh man does he provide so much. If he can swing, you get a 2/2 wolf for each dead guy and the wolves come int play tapped and attacking. In my experience playing with him, your opponent needs to take care of this guy immeditely or it's game over. It provides pressure as your opponent needs to waste their removal on it just so it dosen't bring a wolfpack. We're only running two though, because of the high cost, and it screams "I'm gonna win the game! kill me!" so more often that not, it might not actually get he chance to attack.
Nature's Claim: One mana nets us a naturalize and even though we give our opponet 4 life we can easily take it back. Plus, it makes Coursers die.
Splinterfright: This guy provides us with another way to get power from our dead bodies. With power and toughness each equal to your dead guy count he is what amounts to a Strength from the Fallen that can hit things. The self mil is also relevant as you delve targets for the Mandrils and bodies for itself and Strength. Such a shame it's not an enchantment....
As is, the deck is around $30, so if you want to chnge it up and put in money cards you may have lying around, here are my suggestions:
Nylea, God of the Hunt: The Big God herelf, Nylea packs a huge punch with her four mana 6/6 body and gifts of Trample and buffs! As she is an enchantment she triggers Constelation and that is good.
Getting the required Devotion shouldn't be too hrd as the deck is mono green and we have a large collection of double Green casting costs in the form of Boon Satyr and Eidolon.
If you have her, dump a Rancor for her.
Courser of Kruphix: 2/4 for three? A very good card that stymes early game offensives against you. He also lets you play the top card of your deck shoudl it be a land and heals you for playing land (i.e. he rewards you for playing the game) He's also an enchantment, so Constellaion triggers!
Become Immense I just like the card.
*Know Thy Enemy - what to watch out for
The Bog and Spellbomb: The Black Spellbomb and the Bog can exile an entire graveyard for one mana and for free respectively. These cards are our number one fear as they can destroy us just like that.
Suggestions are always welome!