Amazing artwork for the card Asceticism by Daarken.
Here we see Thrun, the Last Troll in his natural environment.
Introduction
A fair playing 1v1 Elder Dragon Highlander deck that doesn't exploit cheap infinite combos or cards that lock players out of enjoying the game. A lot of content and ideas for this deck were taken from various articles on different websites, I have benefited from the free work many others have done strictly for the sake of those who want to get the most out of their hobbies. If you have taken time or put an effort into something like this, then you have my sincere thank you.
Some Examples
"How to Build Better Decks" by, Metamorph
"BIG Guide to building your EDH / Commander Deck" by, Blackjack68
Before You Delve
This deck is pretty solid where it is at, although if you have any suggestions I would love to hear them. There will be a list of ideas I have heard and will ignore, with arguements for excluding them. Keep in mind that I have no desire to run cards just because they are "staples" or because you saw them do really good in a mono-green EDH deck somewhere.
Really what I am looking for is opinions on which decks you think this one will struggle against. For instance, the old design was vulnerable to heavy flyer decks, so I reacted to that by altering the design.
If you liked the deck then be sure to let me know in the comments and hit the upvote button, I really enjoy hearing peoples reflections and feelings about these sort of things. :)
Deck's Strengths
Speed and Pressure
This deck ramps for speed, all of my cards that specifically ramp my mana production are capable of putting Thrun, the Last Troll onto the battlefield a turn or two early.
The amount of escalating pressure in this deck is incredible. An example of the pressure emitted from the play-style this deck offers right after this paragraph. This is an example of a really good game for me, but definitely not a rare one.
Turn 1 - Forest, Exploration, Mosswort Bridge hitting a Vigor. Pass.
Turn 2 - Forest, Forest, Thrun, the Last Troll. Pass.
Turn 3 - Forest, Bear Umbra targeting Thrun, swing for 6, untap all my lands and play an Umezawa's Jitte and equip it onto Thrun.
Turn 4 - Forest, tap six lands, attack, and before blockers are declared tap two lands, Chord of Calling a Wolfir Silverheart to chill with Thrun, and finally activate wosswort bridge bringing Vigor out to play. After all of that is said and done, Thrun hits for 10 damage.
Situational Control
I have three cards in particular that will help me turn the tide of battle,
-Tajuru Preserver
-Scavenging Ooze
-Ulvenwald Tracker
Pretty obvious what their purposes' are, right? I am running creature tutor spells,
Green Sun's Zenith,
Primal Command, and
Chord of Calling in particular, to grab one of these creatures in a stormy environment. These cards will in no way stop heavily built decks for sacrifice or graveyard abuse, but they will slow them down enough for me to get a second wind.
Simple Mana Base
A lot of people will scoff at me on this one, but hear me out. When I first built this deck a lot of people told me I should go with Sigarda, Host of Herons instead of Thrun. Is Sigarda a stronger creature then Thrun? In most cases, yes, but she is a gold creature that costs an extra mana to play. While you're fumbling around with your Selesnya Sanctuary and establishing a mana base, I am already hitting you with consistant commander damage.
Try looking at this from an engineer's perspective, you will get more horsepower and less gas consumption from making a complicated car, but a simple design will almost always last longer with less headaches. My deck has less points of failure then a Sigarda deck, so it will play better, in my opinion.
Versatility
Versatility is key in any deck, especially in the Commander format, and this deck has tons of it. For example, in addition to my ramp cards, I also have an odd choice of spell to increase my mana production, Green Sun's Zenith. This is one of my few ways to ramp on turn one as well, so long as I can play the "X" cost as zero I can target Dryad Arbor since the forest counts as a green creature.
Another example of a card with an unexpressed second use is Hurricane. With this card I hope to take advantage of my early game blitz by an end game green burn spell. Since my opponents almost always soak up damage faster then I do, I figured they will usually have less life then I. Imagine ending a game by a green burn spell? That would be hilarious!
If you skim through the decklist the cards reinforce what I am talking about pretty well.