This section will describe the treefolk in this deck. Treefolk have two major synergies - synergies with forests and synergies with the graveyard (I chose not to emphasize this as much as other lists might).
Ambassador Oak
: Splitting a 4/4 into two bodies is better than splitting a 4/4 into one. Goes wide and is a good card to have on the field.
Battlewand Oak
: Every turn, this card will at the very least be a 3/5 for 3, probably more. So, very good beater and blocker.
Black Poplar Shaman
: Regeneration is an excellent mechanic for EDH.
Bosk Banneret
: Basically a ramp spell for treefolk.
Canker Abomination
: Just value. A 6/6 for 4?! Just value. Just pick a player with little to no creatures and you have a beater that synergizes well with the rest of the deck and is easy to cast!
Dauntless Dourbark: Gets really big, really fast! A bomb, for sure.
Deadwood Treefolk
: Getting 2 dead treefolk from the graveyard is nice, and exiling will still let the graveyard return trigger, as it is not when it dies.
Dungrove Elder
: some more forest synergy, works fairly well.
Everbark Shaman
: works really well with Deadbridge Chant, and other graveyard shenanigans. A solid late-game ramp to perhaps ramp out a Woodfall Primus too early or a too explosive Verdeloth the Ancient.
Fendeep Summoner
: more land synergy, a good source of virtual card advantage.
Great Oak Guardian: funny combat tricks, useful when faced with difficult blocking/attacking situations.
Heartwood Storyteller
: an excellent draw engine in a multiplayer format.
Kalonian Twingrove: excellent forest synergy. Spreads wide and tall.
Leaf-Crowned Elder
: probably the best card in the deck. Gets out a Woodfall Primus or Verdeloth the Ancient turn 4 FTW!
Lumberknot: avoids trouble while growing.
Nemata, Grove Guardian
: synergizes well with Verdeloth the Ancient. A card excellent for flooding the board late game if you have nothing else to do, on its own.
Orchard Warden
: an excellent life gain spell for treefolk. Life gain always helps. Synergizes well with Sanguine Bond.
Sakura-Tribe Elder: a nice, cheap piece of ramp.
Seedguide Ash
: a nice source of extra forest synergy and ramp in the mid to late game.
Sheltering Ancient: Nice beater that can be used to great effect in group politics. Beat in at one person while being a sycophant to another. Lovely.
Thorntooth Witch
: A nice removal spell or pump spell that constantly occurs. Semi-board wipe depending on how many low toughness creatures your opponent has and how many treefolk you can put out.
Tilling Treefolk
: useful against land sacrifice/destruction, and synergizes well with Deadbridge Chant.
Timber Protector
: an absolutely amazing treefolk lord! The fact that it gives indestructible to each treefolk AND forest (in addition to the normal lord ability) is insane!
Treefolk Harbinger
: basically a second copy of Worldly Tutor in the deck. Adds a nice consistent feel to the deck.
Treefolk Seedlings
: a nice blocker, pure and simple. Synergizes well with all the forest ramp.
Unstoppable Ash
: excellent card! Adds time to games, and is useful for stalling/grinding out the game, which is what treefolk do best!
Verdeloth the Ancient: the big win-con of the deck! This card gets insane late game! Paying 1 of any color for a 2/2 is already nice; being able to put 6 2/2s for 6 in addition to the already massive Verdeloth the Ancient is a game-finisher. It also buffs up
Nemata, Grove Guardian
s saprolings. And, your treefolk. The best win-con in the deck!
Weatherseed Treefolk
: a persistent beater.
Weed-Pruner Poplar
: great against tokens and small toughness swarm strategies; or, to get creatures down to
Thorntooth Witch
killing range.
Wickerbough Elder: very good at dealing with pesky enchantments.
Woodfall Primus: a big, persistent late-game threat that will finish the game if left unanswered. Hilarious to play for free with
Leaf-Crowned Elder
.