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Mono Green Aggro in Standard. It's coming back.

If green is your color, you've come to the right place. Usually one of the cheapest seriously competitive decks you can make. I began playing in the original Zendikar block and ever since then I have loved playing the color green. It has all the things a simple man or woman would love - ramp, beastly creatures, and big buffs.

Decks are usually built with a high creature content, typically 20-30, depending on your playstyle. I am a big believer in independence though, everyone has their own sweet-spots and identities. Magic is a game where you can express yourself in a completely different way than everyone else around you (if you so choose). This webpage is your new safe-haven if you identify with the biggest, baddest, most monstrous beasts, and stomp stomp stomping your opponent into the ground. I intend to keep this page filled continuously with the most up and coming green cards, and my rendition of the best way to play them in standard.

So if you've made it this far, you've come to accept your desire to be a packleader. Our next step is to discuss the strengths and weaknesses of our color of choice. Let us begin.

Strenghths:
Mana Ramp- The ability to build the most vast and dense forests that cover the land.
The Beasts- In those forests evolution is constantly put to the test and pushed to its peak. Only the strongest survive.
Pumps- All creatures in tune with the forest can call on nature in times of need.
Snaring the Skies- Only the most swift and adept fliers can make it past our gripping vines.
Noncreature Removal- The will of the forest will crush their shrines, memorials, and charms.

Weaknesses:
Creature Removal and Lack Thereof- The evolution of brute strength in the forests can be its own curse.
The Skies- The most swift and adept fliers can make it past our gripping vines.
Counterspells- Inhibiting magic can be tragic to our forest forces.

These obviously aren't all of the strengths and threats of the forest, but some of the more prominent that need to be brought into account when assembling your army.

Now we can get into all of our current choices and explanations.

1-Drops
Elvish Mystic- Our most basic and standard ramp, essential for quickly assembling our army.
Hardened Scales- One of my favorite cards in standard right now. Abosutely wacky.
Servant of the Scale- Benefits greatly from Hardened Scales. Can enter the battlefield with an extra counter, and leave the battlefield boosting another creature with his own power plus 1.
Other options you could include- Charging Badger if you pack pump like Aspect of Hydra. Honored Hierarch if you like renown and extra ramp.

2-Drops
Avatar of the Resolute- Excellent card that contains two of the keywords that we love to see, reach and trample. He's great in the early game and in the late game.
Den Protector- Extremely versatile card that can help us keep the game rolling later on, and can't be chumped very easily.
Sylvan Caryatid- Great ramp card with a great rear end, and not too easy to kill.
Evolutionary Leap- One of my favorite new cards from Origins. Allows us to stay in the game if we're facing a deck loaded with removal.
Ainok Guide- Without doubt not the greatest 2-drop but great to get a 3/3 for 2 with Hardened Scales.
Other choices might include Solidarity of Heroes/Setessan Tactics/Heir of the Wilds. Just to mention a few.

3-Drops
Managorger Hydra- Escalates very quickly if not dealt with, and many overlook the fact that he has trample. Ideally he is a T-2 play.
Reverent Hunter- Would be infinitely better if he had trample, but he often poses a large threat that must be blocked.
Nissa, Vastwood Seer  - She is a really cool planeswalker that definitely has a spot in any midrange builds.
Deathmist Raptor- Great recurring creature that pairs very well with Den Protector.
Courser of Kruphix- Great for sifting through your deck for the things you really want, and the lifegain is impeccable.
Bow of Nylea- Excellent versatility. Pairs well with Hardened Scales, can keep you alive, and deathtouch/trample pair so very well together.
Inspiring Call- Indestructible and card draw that pairs very well with the +1/+1 counter theme.
Other options may include Shaman of Forgotten Ways/Hornet Nest/Boon Satyr

4-Drops
Surrak, the Hunt Caller- My 4-drop of choice. Not only does he have haste in most cases, but he gives it as well. Pushing through for 5 extra unexpected damage will win you games.
Collected Company- A really broken card that provides green with creatures at instant speed. The only downside is you must build your deck around it.
Nylea, God of the Hunt- Indestructible, provides trample to your other creatures, and can provide pump. What more could a green-lover ask for?
Other options may include Polukranos, World Eater/Frontier Siege/Temur Sabertooth/Nylea's Disciple

5-And-Up
Whisperwood Elemental- Gives great board presence, and can save you from total board wipes. Excellent in mainboard or sideboard against control.
Nissa, Worldwaker- Great if you play a ramp-oriented build.
Woodland Bellower- Definitely a great card that can dig out your best creatures.
Gaea's Revenge- Incredibly powerful if your curve allows it.
Hornet Queen- Can save your life and take theirs. One of the best and only flying sources in mono-green standard.
Other options could be Terra Stomper/Outland Colossus/Heroes' Bane

X-Drops
Hangarback Walker- Pairs amazingly with Hardened Scales and just as well with Evolutionary Leap. A must have in this build.
Mistcutter Hydra- Just because he has pro-blue does not make him solely a sideboard card. Haste is an invaluable asset.
Animist's Awakening- If you like ramp.
Genesis Hydra- If you love digging for answers.

Keep in mind that these are not the only valuable cards of the color green that are in standard currently, they are just some of the most notable in my own opinion.

The cards that I chose to build a deck around were:
Hardened Scales
Avatar of the Resolute
Hangarback Walker

With that in mind everything else mostly fell into place.
Servant of the Scale- For early action, but serves a purpose even in death.
Managorger Hydra- He is a powerful finisher.
Mistcutter Hydra- Whether I have a lot of mana or just a few, he can sneak in the extra damage that I need.
Surrak, the Hunt Caller- For mostly the same reason. Extremely powerful for his cost.
Evolutionary Leap- To give me an unrelenting force that never ends.
Bow of Nylea- Provides extreme versatility.
Inspiring Call- To keep my creatures in the field and get more in my hand.

The Why-Nots:
Den Protector- This card is still a possibility, but in my own opinion his is too slow for what this deck is trying to do. An excellent card in the long game though.
Deathmist Raptor- Doesn't really fit the counter theme, and is only half a card without Den Protector.
Collected Company- Generally as a rule you want at least 23-27 targets for company to be effective. As it stands, I have too few cards for it to be effective in this build.

This deck has been performing extremely well so far in all of my match-ups, but no deck is ever perfect. Review the updates if you want to see how it's doing currently. With that being said, this is just my personal construction of the deck, and you are welcome to build yours in any way you like, including any cards you like. I intend this page to be a place where you can discuss any strategies of your own and be heard by others, and provide any insight you may have from your own endeavors.

Feel free to leave a comment or send me a message and I can post your mono-green rendition here for others to see and critique.

I also will have an ongoing primer for Mono-Green Aggro in modern if you want to check it out:


Modern Mono Monster Mash

Modern kchedges

SCORE: 21 | 23 COMMENTS | 4157 VIEWS | IN 10 FOLDERS


As always, +1 if you like it, use it if you want to, give me advice if you think you're better than me.

Suggestions

Updates Add

Went down and played in a PPTQ for the first real test of this deck. Went fairly well, but could have gone better.

Matches-

M1 - 1/2 - All I can say is, I should have won. G2 mull to 5, only one land. G3 mull to 6, too many board wipes and hardly any creatures.

M2 - 2/0 - RU Thopters. Pretty good matchup for me. Ensoul Artifact and Darksteel Citadel is an excellent combo though, totally incredible.

M3 - 0/2 - Esper Control. Was feeling really down on myself after this match. Got extremely close to winning both games (like 2 life or less) and just couldn't get the damage through. Totally depressing.

M4 - 2/0 - R/G Aggro. Game 1 I was on the play and won the race handily. Game 2 he started strong but just couldn't get around my board presence.

M5+6 - 2/0 - Abzan. Surprisingly a great matchup for me. Den Protectors and Deathmist Raptors and Fleecemane Lions and Siege Rhinos and Anafenza, the Foremost and all.

Totally great time though. Wish I had made top 8, but I will forgive myself. Maybe next time.

Comments View Archive

Revision 11 See all

(9 years ago)

+1 Back to Nature side
+2 Fade into Antiquity side
-1 Nylea, God of the Hunt side
-2 Unravel the Aether side
Top Ranked
  • Achieved #7 position overall 9 years ago
Date added 9 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

0 - 2 Mythic Rares

28 - 0 Rares

2 - 7 Uncommons

10 - 6 Commons

Cards 60
Avg. CMC 1.71
Tokens Manifest 2/2 C, Thopter 1/1 C
Folders MTGO, Decks to Check Out, Decks I'm Interested in, Ideas, Standard Decks (Not Mine), deck choices, STD's I want :P, ideas, Mono-Green, maybes
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