Cue epic Bayonetta boss music.
Let's break it down:
PLANESWALKERS
Domri Rade - This gruul champion is versatile. He's rocking removal, and he's rocking draw power.
Garruk, Caller of Beasts - Slotted in by removing a copy of Domri, this guy pulls the late game directly in your favour by filling up your hand with as many creatures as you can find.
CREATURES
Arbor Colossus
- This guy is beautiful and he eats dec demons.
Courser of Kruphix - Combined with Domri Rade, this beauty comes fully equipped with hand staying-power and incremental life gain, as well as major land advantage!
Elvish Mystic - For the good old fashioned turn 1 ramp.
Ghor-Clan Rampager
- For when you need to pump a chump and trample over a defender.
Nylea, God of the Hunt - There's only one problem with red/green monsters - none of the intimidating creatures have trample! At least not consistently,
Ghor-Clan Rampager
is a one-shot. Nylea fixes that.
Polukranos, World Eater - A 5/5 for 4 mana is pretty impressive, but a 5/5 for 4 mana on turn 3 that can act as weenie removal is even more impressive.
Scavenging Ooze - Sometimes you get milled, and when you do, this is how you smash through their defenses. Also, life gain is juicy as F.
Stormbreath Dragon - Most of the meta isn't running much in the way of fliers that aren't dec demon or anything in mono-blue, so this guy is good for a cheap shot every now and then, but the monstrosity is actually pretty beautiful as well.
Sylvan Caryatid
- Ramp with staying power, it's like if Birds of Paradise turned into a magical, untouchable tree-lady.
Xenagos, God of Revels - By the time you get this beast out, you should have devotion on the board. If not, this guy combined with a bit of trample packs a huge punch.
SORCERIES
Mizzium Mortars - Keeping it old fashioned, having mizziums just keeps potential in your deck to be able to wipe the board clean of any opponents who are trying to aggro you to rage quitting.