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Green because Tim hates fliers

Standard*

Rhinnox


Sideboard

Creature (4)


Ew! I don't like 'em! WHUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUH

Short comment on why I have each cardI'm going to cover things I actually want to slap down asap, before covering more situational cards

Turn 1

Narnam Renegade

Great 1 drop with a decent power and toughness, also has deathtouch. Revolt is so rarely activated, but taking it out of range of shock makes the card feel a little less like a dead draw super late.

Turn 2

Duskwatch Recruiter   & Sylvan Advocate

Which one I would play first mostly depends on matchup, but I usually feel better playing recruiter first, then turn 3 I can tap out by using his ability and flip him which is pseudo ramp.Sylvan Advocate is just a damn good blocker, there really isn't any further synergy, he is just one of the best 2 drops in green atm. He feels great to draw at any point in the game, especially after that 6th land.

Turn 3

Undergrowth Champion , Nissa, Voice of Zendikar, and Rishkar, Peema Renegade

Most of the time I would definitely pick Nissa to play first, just to start building ult pressure asap. Some games I would prefer Rishkar if I just wanted to ramp, additionally I would wait on undergrowth till my 4th turn when I have a land in hand to put down after.

Turn 4

Bristling Hydra

I almost pulled this from my deck, some people may laugh at me for that, but a 4/3 for 4 mana just feels so....mehEven after it becomes a 5/4 it just doesn't feel amazing outside of an energy deck. That all being said I decided against it, there just isn't anything better than it in the 4 drop slot.

turn 5

Verdurous Gearhulk

The best card in my deck, the one I most need to sneak past all the counter spells. it brings more power on a single card than anything else, it's my top end (kinda) what else should I say?

Turn 6

Come turn 6 I am usually looking to play Decimator of the Provinces and swing to end the game.

Situational cards

Blossoming Defense Trades with removal 1 for 1, which is very good when you are saving a creature you have built up with +1/+1 counters it also has uses as a combat trick.

Heroic Intervention can save your side from board wipes.

Armorcraft Judge Card draw, and I need it so badly I just might run this card if it was a sorcery, some times it's only 1 or 2 but it is almost always 4+ cards. Nine cards is my current max.

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

9 - 0 Mythic Rares

12 - 4 Rares

11 - 0 Uncommons

4 - 0 Commons

Cards 55
Avg. CMC 3.47
Tokens Clue, Energy Reserve, Hippo 3/3 G, Plant 0/1 G
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