Sideboard


This is a hybrid mono-green stompy/mono-green ramp deck. This deck is meant for semi-competitive play as it is a very luck based deck (the opponent shocking your Elves and then countering your 1 threat is a pretty easy way to lose). The deck tries to play 2 mana accelerators into a turn 3 5-drop. Alternatively it tries to play a turn 1 accelerator into a turn 2 3-drop.
Lands are just lands. Ramp are my enablers for the win-cons and Utility spells are removal and/or card selection.
Green - the best color for ramp and big beaters. If I had a higher budget I would splash blue for Hydroid Krasis and counterspells in the sideboard. None of the other 3 colors really give me much besides removal which my linear deck are not looking to play much of.
If your opponent doesn't have removal for your ramp spells by your turn 3 then you can very easily run away with the game with cards like Nissa or Ooze - even if those cards are answered you still get extra value. In addition your other win-cons can take people by surprise – a Rhonas if you have 2 Kraul or a Champion can win the game and so can a hasty 9/9. This deck does really good against removal light draws as long as they don't win on turn 3-4 as playing overpowering 5-drops on turn 3 is a good way to win.
Removal, Removal, Removal, Super-aggro, counters. This deck is is super weak to having a opponent Shock your Elves and then kill your 3 turns later. This deck is also super weak to the opponent making you discard/countering your threats. It is somewhat of a "glass cannon" deck but it is strong against expensive removal as all of it's win-cons are two-for-one's against standard removal.
Play mana dorks and then ramp up into win-cons using utility cards to deal with the opponent's annoying threats if needed. You should really look to go off turn 3 or 4 in all match-ups. The only time this changes is if not going off saves you from dying. You generally want 2 rampers 3 lands and 2 payoffs in you opening hands. As long as you have at least 3 lands in you hand, you generally want to keep, unless you are on the play with no mana-dorks and all 5-6 drops or if you are against aggro and have no action until turn 4. Don't keep lands with 5 lands except if you know your opponent is a non-aggro deck that can't answer your threats easily and you have 2 threats in your hand. You also need at least 1 enabler in your hand, or 2 if your opponent can most likely answer your first threat. In the optimal game you go turn 1 Forest, Elves. Turn 2 Forest Elves, Elves, Elves. Turn 3 Forest, play Nissa + Nissa on a tapped land attack for 3 pass turn, end of opponents turn play Awakening of Vitu-Ghazi. Turn 4 float mana, +1 Nissa, play Rhonas, swing with all and win.
Arboreal Grazer is the worst card in your deck and when in doubt board it out. These are just for the standard decks, if they are playing a certain permanent type then bring in hate for that type.

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Nissa, Who Shakes the World + Biogenic Ooze make a lot of oozes and then boost then. You can generally make at least 2 ooze tokens a turn and that is OP. Besides that just Ramp, Ramp, Ramp
26 Forest – You always want to have enough mana in this deck and never want to be stuck on mana. 2 Arboreal Grazer – allows turn 2 Steel Leaf Champion. 4 Incubation Druid – Ramp that becomes a relevant threat while ramping you even more. 4 Llanowar Elves – Turn 1 ramp 3 Nissa, Who Shakes the World – Both enabler and payoff – If your opponent can't answer it is makes a 3/3 a turn. 3 Jadelight Ranger – Finds lands and filters your deck. 4 Kraul Harpooner – Kills fliers and is a relevant threat. 2 Ugin, the Ineffable – Unconditional removal that is also a threat. 2 Awakening of Vitu-Ghazi – Big, hasty, instant speed beater. 4 Biogenic Ooze – If unchecked it wins the game. 2 God-Eternal Rhonas – If you have other creatures on the board it can just win. 4 Steel Leaf Champion – Turn 2 Steel Leaf Champion almost just means win the game if they don't have an answer for it. Sideboard 3 Atzocan Archer – 2-for-1 against aggro. 1 Awakening of Vitu-Ghazi – big beater that outsizes midrange and wastes controls mana. 4 Bond of Flourishing – 2-for-1 against aggro – draws a card and blanks a burn spell. 1 Deathgorge Scavenger – Graveyard hate and lifegain. 2 Territorial Allosaurus – Good against midrange and can kill a creature late game. 2 Thrashing Brontodon – 4 toughness body against aggro and a hater. 2 Vraska, Swarm's Eminence – Planswalker hate that makes good blockers.
Please leave whatever advice you have but try and not suggest cards that are so expensive.

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Date added 5 years
Last updated 4 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 0 Mythic Rares

18 - 4 Rares

4 - 11 Uncommons

6 - 0 Commons

Cards 60
Avg. CMC 3.24
Tokens Assassin 1/1 B w/ Planeswalker Deathtouch, Emblem Nissa, Who Shakes the World, Ooze 2/2 G, Spirit 2/2 C
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