Overwhelm your opponents with all of your druids/elves with Seton Druidball. The main win con of this deck is combat damage after flooding your board with creatures and buffing them all up.

If you get an opening hand that will let you play Seton on turn 2, keep the hand. Five potential creatures will allow you to do that: Elvish Mystic, Arbor Elf, Fyndhorn Elves, Llanowar Elves, and Elvish Pioneer. If you can't play Seton on turn two, at the very least, try to get a hand where you can play more than just Seton on turn 3; this deck aims to play above curve, not on it.

Ideally, we want a draw engine as early as turn 4, but if you can't get there until turn 5 or 6, that should be okay as long as you actually get it going. It's better to cast your draw engine and cast a few creatures into it than to just cast it and pass. The same thing goes for your big draw spells such as Shamanic Revelation and Collective Unconsciousness. Wait until you have a big enough board to where you net at least 1 card per mana spent, and only cast them if you cast spells after to secure your board advantage.

A gameplay note for this deck is to always tap your lands and your bigger sources of mana (e.g. Lllanowar Tribe, Nykthos) before you tap your creatures that tap for a single mana or use Seton's ability just in case you draw into a pump spell in the middle of a turn. If you find a pump spell during your turn and you have to tap all of your creatures for it, don't use the pump spell. It seems obvious, but it's good to remind people that just because you can, it doesn't mean you should. This deck requires a decent sense of timing as far as when to cast what. Mono-green doesn't have the interaction to be careless about what to cast, unless you have Heroic Intervention in hand.

A notable include and pseudo win con for the deck is Rhonas's Monument. A cost reducer will always do this deck good, but if you know that you're going to have a big enough turn, you can keep targeting Seton with the cast triggers and knock someone out with Commander damage.

Another notable include in this deck is Dual Nature. You have to be careful in deciding when to play it in a similar way to deciding when you play a draw engine; if you play that with nothing after it, it is more likely that it will be taken out without you even using it. It also potentially doubles the number of Druids to target with Seton's ability. If you pair this with a cost reducer like Rhonas's Monument, it's gonna be hard to not win the game if your board sticks after that.

If you have any questions, suggestions, or comments, please feel free to leave a comment. Thanks for checking out the deck!

Suggestions

Updates Add

Comments

97% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

26 - 0 Rares

15 - 0 Uncommons

27 - 0 Commons

Cards 100
Avg. CMC 3.05
Tokens Beast 3/3 G, Copy Clone, Insect 1/1 G
Votes
Ignored suggestions
Shared with
Views