Most of the cards in the deck are standard stax/edh cards, so I'll provide comments for stand out.
Power players:
Strip Mine
/
Wasteland
: The muscle of our deck. The interaction between Azusa, a Crucible effect, and these cards is one of the most powerful things we can do, because it quickly locks players out of the game.
Ghost Quarter
: In addition to the normal times you'd use Ghost Quarter (Gaea's Cradle, Cabal Coffers, etc), there are a few situations where it becomes Strip Mine:
Crucible of Worlds
/
Ramunap Excavator
: Synergizes with Azusa and Strip Mine, as well as a few other effects
Titania, Protector of Argoth
: Recursion, plus our main win-con. If you play Titania before any land drops for the turn, with Azusa and a Crucible out, she is a 3-turn clock. Here's how the damage works per turn:
- Play Titania, recur a sac land. Sacrifice a land 4 times (by replaying it 3 times), creating 4x 5/3 elementals.
- Attack for 25. Replay and sac a land 3 times, creating 3x 5/3 elementals, total 7.
- Attack for 40, total 65. Replay and sac a land 3 times, creating 3x 5/3 elementals, total 10.
- Attack for 55, total 120.
Stax:
Stax cards help us stay alive until we can win. Mono-green has limited ability to play control, so we have to stop our opponents before they get started. Fortunately, some of the best stax pieces are colorless. 1-drop stax pieces are usually excellent, since we can always play them turn 1. 2-drop stax pieces are usually great for the same reason, with a little mana ramp. Above that, we can't count on it for a first-turn stax piece, but it can still be good for making the game go long.
Cursed Totem
: Notably stops mana dorks, as well as win-cons like
Thrasios, Triton Hero
Dust Bowl
: Since games tend to go long, we end up with a lot of lands in play and little to do with them. This allows us to sacrifice forests to tax our opponents.
Grafdigger's Cage
: Playable on turn 1, stops reanimator.
Ground Seal
: Sometimes playable on turn 1, draws a card, stops reanimator.
Hall of Gemstone
: Punishes greedy mana bases and makes gold cards (like most commanders) uncastable without mana rocks.
Lodestone Golem
: The Vintage legend. His 5/3 body is less relevant in edh, but he taxes opponents and is tutorable with
Chord of Calling
/
Inventors' Fair
.
Null Rod
: Stops mana rocks and some win-cons, like
Staff of Domination
.
Phyrexian Revoker
: Can name mana rocks, as well as win-cons like
Thrasios, Triton Hero
or
Grenzo, Dungeon Warden
Pithing Needle
: Can name lands for some effect, but more importantly names those same win-cons and comes down on turn 1.
Smokestack
: It's worth noting this card is not the first stax piece you want to play. Not only is it expensive, but it takes a turn to get going. If you spent 4 mana on this and can do nothing else, you might as well have skipped your turn if someone can win or remove it before your next end step. Its power comes after everyone else is already too taxed to deal with it, and it finishes them off. Don't be afraid to sacrifice lands over other stax pieces.
Sphere of Resistance
: The OG tax effect that makes it harder for opponents to play spells for only 2 mana.
Tangle Wire
: Not the best in terms of cost/effect, but great at tying opponents down for awhile while we setup a lock.
Tectonic Edge
: Worth noting it says "an opponent", so you can use it freely on the other two. That said, it's still a level below Wasteland.
The Tabernacle at Pendrell Vale
: Excellent in creature-heavy pods, e.g. against
Tana, the Bloodsower
. Also note this should be considered a spell in terms of deck construction, since it doesn't produce mana.
Thorn of Amethyst
Stops fast-mana and taxes Doomsday while still allowing us to play creatures/lands. Plus we can get around it just by having a few more lands.
Torpor Orb
: Stops win-cons, like
Kiki-Jiki, Mirror Breaker
+
Pestermite
Trinisphere
: The OP tax effect that not only taxes spells, but makes countermagic significantly harder to cast.
Removal:
Removal is necessary when we can't win, or someone else is about to. We're afforded more than the average amount of removal because some of it is lands.
Beast Within
Grasping Dunes
: With a Crucible and Azusa, there's few creatures this can't kill.
Lignify
: Creature-based removal is hard to come by in green, but this does a fine job
Manglehorn
Mouth of Ronom
Natural State
Nature's Claim
Scavenger Grounds
Song of the Dryads
: More expensive than Lignify, but also hits more
Tormod's Crypt
: For that T1
Protean Hulk
Unravel the Aether
Ugin, the Spirit Dragon
: An expensive card, but he serves as mass-enchantment removal that also kills bears.
Ramp:
Ramp is how we play our 2-drop stax pieces on turn 1 and 3-drops on turn 2, how we play our mid-game cards with sphere effects on the field, and how we play
Ugin, the Spirit Dragon
at all.
Ancient Tomb
: The best 2-mana land available, since paying 2 life means about nothing in edh.
Arbor Elf
/
Birds of Paradise
/
Boreal Druid
/
Elvish Mystic
/
Fyndhorn Elves
/
Llanowar Elves
: Mana dorks help us stay ahead of our stax and sometimes deal damage. Yes, even the Birds, with a sword.
Carpet of Flowers
: At any given table, someone will likely be playing blue. This turns that into an advantage.
City of Traitors
: Enables turn 1 stax piece.
Crystal Vein
: Not as good as
City of Traitors
when you need 2 mana, but better when you don't, since you don't have to sacrifice it then. Produces a large amount of mana with Azusa and a Crucible out.
Exploration
: Allows us to play a second land
Gemstone Caverns
: Although it requires exiling a card from our hand and green isn't great at card draw, there are some hands that are keepable because you have a 2-mana stax piece and this land. That makes it a little better than a Snow-covered forest.
Mana Crypt
: The best mana rock for us, even when it damages us. Allows us to play 3-drops on turn 1.
Mana Vault
: It's like
Dark Ritual
, but colorless. Allows us to do things like turn 1 Azusa -> 2 more lands ->
Trinisphere
.
Mishra's Workshop
: Enables turn 1 stax piece.
Mox Diamond
: Discarding a land means approximately nothing to this deck.
Sol Ring
: The second best after Mana Crypt. T1 this -> Null Rod is still a good play for us.
Draw:
Since we're not running blue or black, we need almost every card draw spell we can get. The way stax loses after getting its stax pieces on the board is by opponents playing lands, drawing cards, and not dying. They eventually draw enough lands to play around sphere effects, and removal for our stax pieces. We need to draw cards too to draw into our win-cons or our locks to prevent opponents from disrupting us.
Nissa, Vastwood Seer
: Once she flips, she becomes a green
Phyrexian Arena
. Still testing how quickly/often we get 7 lands.
Nissa, Vital Force
: Up-tick, wait a turn. If she survives, we can draw lots of cards.
Ohran Viper
: Like
Phyrexian Arena
, but green.
Scrying Sheets
: Filters away the worst topdecks.
Sensei's Divining Top
: Technically filtering, but you don't need me to explain why this card is good.
Sword of Fire and Ice
: Draws cards and kills bears.
Sylvan Library
: Pay 8 life, draw 2? Still a good deal for mono-green.
Tireless Tracker
: We can play lands pretty fast with Azusa, and end up with a fair amount of mana late-game just looking for a sink. This creature is, in my opinion, the second best in the deck after Ramunap Excavator.
Tutors:
Tutors are the main way we get our lock pieces or win-cons. Fortunately, mono-green is very good at tutoring creatures, which is why Ramunap Excavator was such a big deal for this deck. And it's also very good at tutoring lands. Since those are the two things our deck depends on, our deck has some consistency.
Ancient Stirrings
: Almost every card we want (stax, Crucible, Strip Mine) this card can get.
Chord of Calling
Crop Rotation
Eldritch Evolution
: Note that sacrificing Azusa gets any creature we want.
Expedition Map
Green Sun's Zenith
: No
Dryad Arbor
in the deck at the moment, because the main target for this is
Ramunap Excavator
Inventors' Fair
: Finds
Crucible of Worlds
. Although we only have 21 artifacts, this deck is designed to make the game go long, so we usually get metalcraft.
Natural Order
: Sacrifice Azusa, grab Titania or
Woodland Bellower
Realms Uncharted
:
Strip Mine
,
Wasteland
, and
Petrified Field
are a good start. Once you get a Crucible in play this card actually gets good.
Survival of the Fittest
Sylvan Scrying
Sylvan Tutor
Woodland Bellower
: Fetches card:Ramunap Elder,
Tireless Tracker
,
Manglehorn
,
Eternal Witness
...
Worldly Tutor
Recursion:
Sometimes people kill our lock pieces, sometimes
Life from the Loam
puts them in the graveyard. Either way, recursion helps us get it back in our hands.
Buried Ruin
: Recurs that Crucible someone destroyed
Eternal Witness
: The most tutorable of our recursion
Life from the Loam
: Recursion combined with card draw.
Petrified Field
: The second-most tutorable of our recursion, along with Buried Ruin. Returns all our utility lands to our hand, which we can then re-play with Azusa.
Regrowth
: Cheap way to recur a card we need.
Cards I left out
Storm Cauldron
: 5 mana might not be too much a stax deck, especially Azusa, but Storm Cauldron has the unfortunate anti-synergy of both allowing opponents to play extra lands on their turns, and also save their lands from Strip Mine by tapping and bouncing them.
Ulvenwald Hydra
: Turns all our creature-tutors into land-tutors, but costs 6 mana and does nothing else.
Horn of Greed
: I am very much on the fence about this card, because it is theoretically card disadvantage: even if you get the ideal draw of 3 cards per turn, your opponents should on average also be drawing 3 cards per turn (1 each). However, it does improve the ratio of your draws to theirs from 1:3 to 4:6. More importantly though, the card draw it gives opponents disrupts the stax plan of this deck. So for now, I'm leaving it in the board.
Scapeshift
: At first I considered running
Tempt with Discovery
,
Reap and Sow
, or
Hour of Promise
, but I settled on Scapeshift as the only high-cost card I wanted to get the nonbasics we need to combo out.
Scavenging Ooze
: Replaced with
Ground Seal
. Ground Seal is "cheaper" in that it doesn't require a 3rd mana to activate immediately, which is what I wanted to fight T1-3 Protean Hulk/Cephalid Breakfast.
Oracle of Mul Daya
: Replaced with
Woodland Bellower
. Oracle filters and is another Azusa - very good. But only 37% of our deck is lands, so it's unlikely we ever get 2 in a row (to make her better than
Courser of Kruphix
), and in the meantime, we need more powerful draw/tutoring for consistency.
Craterhoof Behemoth
: I left this card out, despite its power, because it's a dead draw in the early turns of the game, we can't guarantee we can support him with only 16 creatures, and Titania does a fine job finishing the game on her own. And Craterhoof doesn't quite synergize with
Torpor Orb
.
Mindslaver
: Creates a neat lock with
Buried Ruin
. But we really, really want to play
Null Rod
and keep it in play the whole game.
Choke
: Cutting off mana is what this deck does, and most decks play blue. The only reason I'm not running it right now is because I don't think it's better than any of the stax pieces we already have.