Druid Tribal:
Step 1: Ramp with your Druids.
Step 2: ???
Step 3: Profit.
In all seriousness, that's actually pretty accurate (just replace "???" With "drop a Craterhoof Behemoth" and it's spot on). This deck primarily wins through buffed Combat Damage. it is broken down into a few parts:
The Ramp:
Exploration: Two lands a turn lets you ramp REAL fast.
Sol Ring: Do I even need to explain this?
Evolution Charm: It's flexible, and finds that all important 3rd forest.
Rampant Growth: just a cheap little ramp spell.
Crop Rotation: can find Nykthos, Shrine to Nyx to ramp. can also be used to tutor for whatever land you need.
Seedguide Ash: A Druid that ramps on death, with a decent body. Fits the bill to a T.
Cryptolith Rite:A psuedo Seton. the fixing is irrelevant, but it's great; especially when Seton becomes over-costed
The (Mana)Dorks:
Every. Single. Druid.
Actually though, with Seton, Krosan Protector, every Druid is a Mana Dork. Not only that, but since Seton's ability is worded the way it is, rather than "each Druid you control has 'Tap: Add '", it doesn't care about summoning sickness. So Druids you control can tap for G right away with Seton in play. However, a few Dorks star out specifically.
Joraga Treespeaker: Taps for , then ? Yes please. The tribal synergies are just gravy.
Llanowar Elves: The quintessential Mana Dork. Essentially free with Seton.
Heart Warden:Mana Dork that can also draw me cards? Amazing.
Priest of Titania: One of the best dorks. Can go infinite with Umbral Mantle.
Elvish Archdruid: Another keystone (Bah Dum Tss; architecture jokes for the win) Druid. Priest of Titania's bigger badder brother. Can also go infinite with Umbral Mantle
Elvish Harbinger: Dork with an elvish personal education license. I would recommend getting Fierce Empath to chain into a wincon, or Priest of Titania/Elvish Archdruid if you want to go infinite and have Umbral Mantle.
Citanul Hierophants: This communist Mana Dork loves to share his dorkiness. A worse Seton, but still useful.
Karametra's Acolyte: The third dork in the can-go-infinite-with-umbral-mantle quartet. Easier to turn on, but doesn't have the tribal synergies with elves.
Wirewood Channeler: An over costed Priest of Titania, but good nonetheless. Can also go infinite with Umbral Mantle.
The Win Conditions (Wincons):
Craterhoof Behemoth: The Biggest Baddest pump spell of them all. In this deck, which can produce a lot of creatures very fast, and still have the mana to cast him ahead of curve, Big Ole' Stompy is the primier wincon.
Avenger of Zendikar: Can make a LOT of tokens, and permanently buff them on landfall. mostly paired with Craterhoof Behemoth for tons of damage; in these situations, it's usually correct to drop your land for turn, then drop avenger, rather than the other way around.
Pathbreaker Ibex: Craterhoof Behemoth's lil cousin on the goat side. Can have a similar effect if you have a big dude
Kamahl, Fist of Krosa: Wrath protection and a repeatable Overrun in 1 card. Plus, he's a druid.
Ulamog, the Ceaseless Hunger:A big dude that hits hard and can act as removal.
Void Winnower: A big beater that usually swings blocking in our favor, as well as acting as a pseudo-stax effect.
Gilt-Leaf Archdruid: A non combat wincon that can essentially lock your opponents out of the game.
Genesis Hydra: This guy can be incredible value, especially with how much mana we can create, and how deep that let's us dig.
Door of Destinies:With this, druids can get real big, real fast.
Umbral Mantle + a dork that produces 4 or more mana:Infinite mana of whatever color the dork makes. Can then be used to equip the mantle to each druid, and give them all +infinity/+infinity.
The Stax
This deck also runs a light pseudo-stax package, with many of the creatures doubling as stax effects.
Winter Orb:With druids as an alternate way of producing mana, this can be far more brutal to out opponents than to us.
Vorinclex, Voice of Hunger: A big body wuth a Winter Orb-like effect, that also doubles our land mana. this can set us far ahead.
Void Winnower: Psuedo Stax effect for anything with an even CMC
The Card Draw:
This deck has a tendancy to empty it's hand, and fast. Restocking with one of these spells is often one of the only ways to keep the gas flowing.
Citanul Woodreaders: An early drop druid with late game drawing power.
Drumhunter: It needs a beefy dude to work, but can be powerful when turned on.
Heart Warden: An early game dork that can also draw cards; perfect.
Masked Admirers:Sadly not a druid, but recurable card draw is always good, and it has elf synergies.
Yavimaya Elder: Another dork that can draw cards.
Skullclamp:Amazing with all the X/1s, and with pretty much everything else too.
Diviner's Wand: Evasion and a card drawing mana sink on one equipment.
Gilt-Leaf Archdruid:A druid that often draws more druids. An absolute beast in druid tribal.
Soul of the Harvest:Draws cards off almost all of our creatures. Amazing, simply amazing.
collective unconsious:Draws a card for every creature, which is usually more than just "a lot".
Harmonize: Some of the best value card advantage you can get in mono-
Shamanic Revelation: Card draw and sometimes lifegain for fairly cheap.
Soul's Majesty:Pretty good with a big dude out, though less so without one.
The Removal
Ulamog, the Ceaseless Hunger: Exiling two permanents is amazing, especially when it comes with a wincon.
druid lyracist:A druid that also acts as one time removal for problematic enchantments.
Wave of Vitriol: hit's those problematic artifacts, enchantments, and lands, with minimal effect due to the high number of basics and alternate sources of mana.
Freyalise, Llanowar's Fury: Hits both artifacts and enchantments, possibly repeatedly, and makes druids.
Nanuko calmer:Pretty much a worse druid lyracist. the upside factors in occasionally though.
Nullmage Advocate:A repeatable effect that destroys artifacts and/or enchantments, but with a cost.
Krosan Grip: A non creature spell to kill those pesky artifacts or enchantments without interference.
Strip Mine/Ghost Quarter/Dust Bowl/Tectonic Edge:For blowing up problem lands.
The Tutors:
For a Non- deck, it has a surprising number of tutors, albeit most if not all fetch creatures.
Traverse the Ulvenwald: Can find Nykthos, Shrine to Nyx if delirium is on, or a forest if it isn't.
Elvish Harbinger: Can only get elves, but that's okay with Fierce Empath in the deck
Fierce Empath: Only gets creatures with CMC 6 or more, but as that is most of our wincons, that's usually fine.
Brutalizer Exarch: Mostly used to tutor for a wincon, but can also put a problematic non-creature permanent away for a while.
Woodland Bellower:Downside? Can only find green creatures CMC 3 or less. Upside (usually)? Puts it into directly into play.
A Note On Tutors:
Many of these tutors can be chained together to fetch almost any creature in the deck, though sometimes it may take more than one turn to do so. Some of the chains may seem less efficient than others, like "Fierce Empath->Woodland Bellower->Elvish Harbinger:" as opposed to "Fierce Empath->Brutalizer Exarch"; however, while the former has fewer possible targets, redundancy is beneficial. Additionally, if you have a Craterhoof Behemoth in hand, and both tutor chains are looking for a 4/5 cmc elf like Gilt-Leaf Archdruid, the former leaves you with 5 bodies on the field by the time Craterhoof Behemoth hits, while the latter leaves you with 4. On an empty board, the first chain deals 39 damage, while the latter deals 30. Sometimes that can make a difference.
Tutor chains (assuming sufficient mana):
Elvish Harbinger->Fierce Empath->brutlizer exarch: 2 draws for any creature in the deck.
Elvish Harbinger->Fierce Empath->Woodland Bellower:1 draw for any creature CMC 3 or less in the deck
Fierce Empath->Woodland Bellower->Elvish Harbinger: 1 draw for any Elf in the deck, usually one with CMC of 4 or 5.
Fierce Empath->Brutalizer Exarch: 1 draw for any creature in the deck.
Woodland Bellower->Fierce Empath: 0 draws for any creature in the deck with a CMC of 6 or greater.
Woodland Bellower->Fierce Empath->Brutalizer Exarch: 1 draw for any creature in the deck.
Woodland Bellower->Elvish Harbinger:1 draw for any elf.