Dragonmaster Outcast- Man this guy is a beast! A one drop creature that demands some form of answer is great, and he fits with our ramp set up so well. If you can get this guy out and your opponent doesn't use any removal they're basically handing you a free win.
Makindi Sliderunner
-
Makindi Sliderunner
is nice for early game as a cheap creature and as a pretty good source of trample damage. Very nice for beating over random chump blocks throughout the game.
Grove Rumbler
-
Grove Rumbler
is easily the biggest powerhouse in this deck, swinging for 5-9 damage per turn with trample due to all of our landfall triggers.
Mina and Denn, Wildborn- Pretty straightforward, almost always two landfall procs per turn (more if you play evolving wilds) and can give other creatures trample. The 4/4 body makes it a formidable creature, but it's one I tend to play safer with since the landfall potential is so crazy.
Nissa, Vastwood Seer
- Another fairly straightforward creature. Playing her lets us search out a forest, helping her flip and granting us more food for landfall. Once flipped, her +1 gives us either a landfall trigger or a free draw which is great, her -2 gives us a 4/4 elemental token ( potential damage through Omnath, Locus of Rage), and her -7 is almost guaranteed to win you the game. (Six more elementals for Omnath!)
Omnath, Locus of Rage- This card is actually just plain ridiculous. I made this deck solely out of my love for Omnath and if he isn't immediately taken care of your opponent will regret it. The fact that this deck is full of landfall triggers assures you that you'll be able to get 5/5 tokens on the field, and since the deck is full of elementals your opponents will regret killing anything you have out!
Scythe Leopard
- Solid one drop for the deck. I love seeing an opening hand with a
Scythe Leopard
and a Sword of the Animist just because he can really catch your opponent off guard.
Planeswalker:
Chandra, Flamecaller- Chandra fits so well with this deck. Her +1 gives us two 3/1 elementals and if Omnath is out their almost guaranteed to take 6 damage whether they are blocked or not. Her +0 gives us the ability to completely throw away our hand and draw that many cards plus one, which is awesome. Her -x is my favorite part though, seeing as how it deals x damage to all creatures. Having an omnath out would mean that after just two landfall triggers you could swing whith everything and use chandra's ability to wipe the field, dealing 9 damage to your opponent, even if all your creatures are blocked! Absolute worst case scenario she's just a 6-drop deal 4 damage to all creatures which could still potentially save you.
Nissa, Vastwood Seer
-Listed in creatures
Enchantment's
Oath of Nissa- A great card for cycling through cards. The fact that it's a 1-drop and lets you pick from the top 3 cards is really nice. I had
Seek the Wilds
in here originally, but I feel like this card is better.
Sorcery's:
Devour in Flames- Easy 3-drop creature OR planeswalker removal that also bounces a land back to your hand for an additional landfall proc later.
Animist's Awakening- Great for finishing the game. This card gives us some extra ramp if we need it early, and can end the game if we have an Omnath or Grove Rumbler on the field.
Artifacts
Sword of the Animist- I really like this card. It can be a little dodgy sometimes in the later portions of a game but its SO good for early game ramp and landfall procs.
Instants:
Natural Connection
- instant speed landfall proc, also helps us ramp up for an Omnath.
Pulse of Murasa
- To my opinion, this card is awesome. Instant speed card that can fetch back any creature, I typically use it on Dragonmaster Outcast if my opponent uses removal on him, or get Evolving Wilds or any other land for landfall triggers AND you gain six life.
Uncaged Fury- +1/+1 and double strike at instant speed is awesome. Putting it on a
Grove Rumbler
with just two landfall procs (which is insanely easy in this deck) means we get to swing for 16 trample damage by turn 4 or 5