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GR Devotion Stompy

Modern

NosnortplayzMTG


Sideboard


So I have been playing around with multiple Mono-Green stompy brews for both Standard and Modern, but this is the one that really caught my eye. So I realised that there was a lot of triple green threats out there... 'nuff said already! Mono-Green has the ability to run away with the game in so many ways, throwing out so many stupidly large creatures with almost no draw back.

This deck was originally designed to be a Mono-Green beats built around Temur Battle Rage and Aspect of Hydra, in an attempt to remove your opponents life completely. However growing into Nykthos makes the deck more fun and more terrifying to play against.

So the main plan with this deck is a general beat-down plan, Having the small incremental ramp with Utopia Sprawl and Arbor Elf to get some rapid ramp going, but also a couple copies of Birds of Paradise to fix your mana just a little bit. Eventually you'll have a big enough board state to either stomp over your opponent by turn five or so, or end with a massive combo swing (it isn't too far-fetched to end up hitting your opponent for twenty damage with your Birds of Paradise that so suspiciously attacked...) Equally, if your opponent is running some form of weenie deck and you have Steel Leef Champion, you could quite safely win the game on turn three or turn four with Battle Rage and Aspect of Hydra. There are cards that I have left out which would fit in quite nicely to this deck, like Experiment One and Dryad Militant if you want to get out earlier, the deck can do without the Birds, so if you want they could be substituted for these two. Strangleroot Geist is equally just as plausible, and can make a stronger game against control decks. Some copies of Groundbreaker as well could make quite an explosive turn, they can help you get a turn three kill quite easily as well as a threat to stop your opponent tapping out.

If the early game fails, or you don't draw what you need for it, then the deck becomes a make-shift ramp deck, ending with Craterhoof Behemoth or Hornet Queen. You don't want too many big threats as if you have them in your hand at the beginning of the game, then you lose out of your combo game. This is helped by the copy of Primal Command, which the deck can maybe splash into a second copy, but one copy seems useful enough. In terms of making the deck more stompy, cards like Garruk Wildspeaker can be very good at ending the game, especially if you have more big threats, like Primeval Titan.

The sideboard is self explanatory, the cards in there are useful for the decks they need to side in, and what you take is preference really, you can decide mid-match whether you want to play the aggro combo game or to play the slower ramp game.

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Date added 6 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

1 - 1 Mythic Rares

24 - 13 Rares

12 - 0 Uncommons

17 - 1 Commons

Cards 60
Avg. CMC 2.39
Tokens Beast 3/3 G, Insect 1/1 G w/ Flying, Deathtouch
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