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.