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Rampin' Stompin' Big Green Stampede

Casual Casual Mono-Green Ramp

TheMadRocketeer


Sideboard

Instant (8)

Sorcery (4)


Theme and Goals

Overview:
A Mono-Green ramp and big creature deck for casual play. This is a kitchen table deck based on the cards I have and ones I could find locally for a moderate price.

Deck Plan:
This deck's plan is to use creature-based ramp to quickly build a mana base to bring out big creatures and overwhelm the opponent. It often finishes with a big Overrun or Overwhelming Stampede, though I originally thought of these as mere helpers. My sons refer to this as my "Overrun Deck", though, and it often turns out that way.

Categories and Cards

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  • Frontier Siege - Kahns mode provides an amazing amount of mana.
  • Elvish Mystic - Cheap early ramp.
  • Fyndhorn Elves - Cheap early ramp.
  • Llanowar Elves - Cheap early ramp.
  • Kozilek's Predator - Slower than the elves, but this one is a decent fighter for the mid-game as well. The tokens can even act as chump-blockers if required.
  • Krosan Drover - Honorable Mention - Not actual ramp, but it makes my 7 most expensive creatures a bit cheaper.
  • Gift of the Gargantuan - This card nearly always helps. 3/4 of the cards in the deck are things it can bring to your hand. Even if the top 4 cards include nothing you want, you're scrying your way that much closer to the ones you need.
  • Soul of the Harvest - Does double duty as a beater and draw.
  • Hand of Emrakul - If I manage to get a couple of Predators on the field early on, this one can come out for cheap. Otherwise, I tend to put the extra mana into one of the other options and win (or lose) without getting around to this guy. The hydras and Wolfbriar can just do more with it, and by the time I can cast an Overrun effect, I'm generally counting on one or two of those to seal the deal and no longer need more or larger creatures.
  • Heroes' Bane - Exponential growth. 'Nuff said.
  • Hydra Broodmaster - Goes wide and tall at the same time.
  • Leatherback Baloth - Incredible value for the cost. Perfect in mono-green.
  • Soul of the Harvest - Big trampler that gets us cards.
  • Surrak, the Hunt Caller - In this deck, Formidable is almost a given. This guy does highly valuable service by letting a newly-cast beater per turn attack a turn early. That adds up really quickly. (Come to think of it, he would do really well in my Ruric Thar, May I? deck as well.)
  • Terra Stomper - Real value here again. An uncounterable 8/8 with Trample, all for 6 CMC. Superstar.
  • Thorn Elemental - His effect is actually better than Trample much of the time. He can send all of his damage through, at your discretion, and if he does, he just gives something like Stuffy Doll nothing to redirect.
  • Wolfbriar Elemental - A big multi-kick on this guy is one of my favorite plays. This deck likes to go wide before the big finish, and this is a creature that can do it so well.
  • Overrun - This has become something of the theme of this deck, though not originally intended as such. It's a game finisher.
  • Overwhelming Stampede - Generally gives us even more than Overrun in this deck (if even our smallest beater is out). Usually, that's win-more, but the CMC cost is the same.
  • Regeneration - Can help us hold onto a good creature, like Soul of the Harvest or Heroes' Bane while we build our army and find our finishers.

  • Potential Changes

    This deck works consistently well at my kitchen table, but I'm considering the following.


  • The deck is heavy in 4-drops and light in 2 and 3-drops. The ramping helps with this some, but it could still stand some leveling out. Wolfbriar Elemental is treated as a 4-drop only in a real pinch, though.
  • Swapping out Regeneration for something.
  • Swapping out Hand of Emrakul for something.
  • Swapping in something from one or more of the following categories.


  • A cute Sideboard trick would be a few each of Scuttling Doom Engine, Quirion Elves, and Fling. It would function fine without the Doom Engine; that's just gravy.

  • Deck Ideas

    My thoughts on this deck lead me to the following idea for a new one.


    My sons' calling this one an Overrun deck had me thinking what I'd do if I wanted to build one around that theme.

    Things I'd want to use include:

  • Ramp - To get me to the (generally 5 CMC) Overrun-style cards. (Plenty of mana weenies, with some land buffs/fetches as well.)
  • Draw and/or Token Generators - To get my army as wide as possible in minimal time. (Any surviving mana weenies can become part of the big final rush or be held back in case of a defensive combat trick.)
  • Overrun Effects - For the big finish.
  • Utility Cards - Things like Heroic Intervention to handle sweepers, Feldon's Cane to let us rebuild in a pinch, and Champion of Lambholt to get us through for the final swing (as though Overrun's buff and the trample weren't enough) and to amp up Overwhelming Stampede.
    This would be a variant on the burn deck idea, I guess. The idea would be to do damage mostly through non-combat means.
  • Things I'd want to use include:

  • Ramp - To bring out large creatures for flinging and to power X-type burn spells.
  • Draw - We're going to use things up quickly, so replacements are ctitical.
  • Big Creatures - For blocking and flinging (and beating when opportunity presents). Hydras that grow would be nice here, as would Scuttling Doom Engine.
  • Fling Effects - To deal the main damage.
  • Burn - To do more damage with. Focus on things like Fireball and Goblin Grenade that have that flinging-something-at-your-face imagery associated with them. (Of course, even with draw cards, the Grenades might not be best for a non-goblin-based deck.) Could also include a few Pyroclasms to hold off aggro decks for a turn or two.
  • Creature Buffs (Maybe) - To increase the punch of the Flings (and beaters).
  • Fun Stuff - Maybe a few creature-steal cards that let us remove troublesome opposing creatures and provide fodder for the Flings at the same time.

  • Suggestions

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    Date added 8 years
    Last updated 7 years
    Legality

    This deck is Casual legal.

    Rarity (main - side)

    15 - 0 Rares

    6 - 0 Uncommons

    17 - 12 Commons

    Cards 60
    Avg. CMC 3.95
    Tokens Eldrazi Spawn 0/1 C, Human 2/2 G, Hydra X/X G, Wolf 2/2 G
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