This is my green control deck (small splash of black which I hope to eliminate), let me know what you think.
Overview of the Deck
I've always had a soft spot for decks that do things outside of what their color slice defines, and this attempt at mono-green (mostly) control does just that. Who's ever heard of something as absurd as a green control deck? Green has next to no creature removal, and basically no interaction at all with the opponents cards.
My control element is forcing them to redraw the same cards over and over again (usually just straight lands, unless I have to deal with some threat), while I slowly deal with whatever presence they've established before I could stabilize. Instead of dealing with threats as they are cast (blue mages) or after (your typical BGx variants) I am effectively taking away my opponents ability to cast them in the first place. This is made possible thanks to Primal Command and Plow Under forcing them to redraw the lands I placed on top of their decks.
How it Works
Ramp
Ramp is super important in here, and our best ramp is definitely Utopia Sprawl since a lot of our other cards let us untap that land to ramp more than once. Arbor Elf, Sculptor of Winter, Garruk Wildspeaker, Nissa, Worldwaker, and even Jorn, God of Winter
all let us untap that enchanted forest multiple times in one turn.
Also, to get full use of Nissa, Worldwaker we want to have as many lands out as possible, so we have Harrow and Search for Tomorrow to help with that. Finally, we sometimes have Gemstone Caverns / Blighted Woodland as our last bit of ramp, which can even enable a turn 2 Plow Under.
Core Strategy
Plow Under and Primal Command are the main focus in this deck, and what it is built around. With enough mana, Primal Command can set up inescapable loops, but Plow Under promotes our strategy of forcing them to redraw two lands instead of just one. Also worth mentioning is that Noxious Revival is a very versatile card that I would group with these two cards. It can either allow us to reuse one of them, essentially free of charge (we can pay 2 life instead of mana) or if the opponent is running something like fetches, force them to start drawing lands early.
With Primal Command, you will generally search out Eternal Witness the first two turns, to try and loop it. However, once there's no more Eternal Witness to find, you want to find Stampeding Wildebeests so you can keep reusing your Eternal Witness + Primal Command engine. Once this is set up, the main way for your opponents to draw new cards (unless they have something to shuffle etc.) is to stop playing lands, which just helps us to pull further ahead. Fetchlands are the main issue, since they can crack them in response, but that's why we have Noxious Revival in the side.
Closing Comments
I splashed for a little, but I switched to to get it closer to mono-green (which is my ultimate goal). I've not found a way to basically reset the board with mono-green yet, so I'm currently splashing black to help with that weakness. However, my ultimate goal is to somehow get to mono-green; but I can't think of a way for mono-green to stabilize against early aggro short of Elderscale Wurm and/or Hornet Queen which both have their respective downsides and are fairly high in CMC. The closest thing to green removal I could think of is Polukranos, World Eater which once again has the same issues as all the other creature options, being super mana intensive.
Any further advice is more than welcome (possible issues, further cards to test, etc.), thanks for stopping by.