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We In the Streets Watchin'

Commander / EDH Control Mono-Green

Joyninja


Maybeboard


A fully upgraded version of my previous Gargos deck, which is called "Get Out of Me Swamp" that I unfortunately cannot link because another user has the same deck name. Shame on you >.>

The philosophy of this deck is quite simple. You ramp out Gargos, Vicious Watcher as fast as possible, and from that point you just protect him with low CMC spells that triggers his ability. It's important to note that any spell that targets a creature we control will trigger Gargos, Vicious Watcher's ability.

We run a decent amount of ramp in this deck. You will have your common Cultivate/Kodama's Reach or typical 4 CMC ramp (Skyshroud Claim/Explosive Vegetation). I decided to go with Cultivate because of personal preference and Skyshroud Claim is just strictly better than Explosive Vegetation because it comes in untapped, so it's almost like I casted it for 2 mana instead.

Nissa's Pilgrimage and Rampant Growth are also great options to ramp early. Nissa's Pilgrimage can even have some late game potential if we satisfy the threshold mechanic, which is usually pretty easy to accomplish in this deck.

For our enchantment ramp, we have the very powerful Wild Growth and the somewhat consistent One with Nature. Wild Growth in my opinion is a cEDH staple but it's not to the point where it's comparable to stuff like Mana Crypt or any of the Moxes. It still has so much potential with other green utility cards, that it's just too good to pass on. Utopia Sprawl is also decent but since we're playing mono-green, it serves no additional purpose.

Creature ramp is usually very essential in a tempo deck. Arbor Elf can give us an absurd amount of mana sometimes. If we manage to get it in the early game, pairing it up with a Wild Growth is the equivalent of having a colored mana-producing Sol Ring. Elvish Mystic is just your typical 1-CMC ramp card, it's valuable enough to included in the deck. Drumhunter produces a colorless but can provide some card draw when we shift into the late game.

Sol Ring and Emerald Medallion is a must-include in this deck. These two artifacts ramp you into bigger plays so efficiently. Sol Ring is pretty much in any deck that cares about ramping and Emerald Medallion gives us that sweet reduction on our can-trips/removals spells so we can abusive Gargos, Vicious Watcher's trigger efficiently.

Rhonas's Monument and The Great Henge were debatable inclusions. A good usage of Rhonas's Monument would be its ability to give Gargos, Vicious Watcher trample when you're planning to beat down an opponent. Despite the immense value that The Great Henge provides over time, it's kind of a situational card, and when you draw in the early game, it becomes very ambiguous to if you should keep it or not. Overall, these two cards provide enough value to deserve a spot in the deck.

Spells that necessarily "protect" our stuff is very relative here. There are a bunch of instants that grant Gargos, Vicious Watcher more stats, but that's not very helpful when somebody has a destroy effect on the stack waiting to be resolved.

To start this panel off, Swiftfoot Boots is our best friend. This artifact is so potent against spot-removal control decks and it's very cheap to get out. An alternative version of this card would be Lightning Greaves. Some might question why I am not running the "better" version of Swiftfoot Boots. Here is a thing, most of the time the mechanic "Shroud" is a upside and does not disrupt the game plan of our strategy. This deck in particular wants to target its own creatures, and "Shroud" will prevent the creature from being targeted by anything. Even though the equip cost in zero, the mechanic contradicts the whole point of our game plan.

Instant speed protection is usually the best form of protection in this deck. Some examples would be Autumn's Veil/Veil of Summer/Withstand Death/Ranger's Guile/Mortal's Resolve/Blossoming Defense.

All of the listed cards tend to give Hexproof or Indestructible to one of our creatures. A notable interaction is that the fight trigger from our commander will actually trigger on top of the protection spell, meaning that it will resolve first. If you want to take out a creature with death-touch, you want to fight another creature that doesn't have death-touch and then re-target Gargos with another spell so that it can kill the death-touch creature without dying. If you do play in a meta that is death-touch heavy, I would suggest swapping out Hall of Gemstone for Darksteel Plate.

Any variant of Control Magic will also give this deck a very hard time to function. Although we do have a lot of spells that give Gargos hexproof, we're not always going to have access to them. For convenient sake, we run a very powerful land called Homeward Path. By simply tapping it for its ability, it will make everybody gain control of creatures they own. It is a cheap and convenient way to make sure Rogue decks don't steal your commander out of nowhere.

The same goes for Imprisoned in the Moon effects. Unfortunately there is no land that sufficiently destroys enchantments, so best case scenario is for you to keep a spell or two that will interact with that effect. If those Frogify effects are giving you too much trouble, adding additional artifacts/enchantment removal might be a solution. Cards like Force of Vigor and Nature's Claim are great choices.

Snake Umbra is one of our enchantments that can grant us card advantage and simultaneously protect Gargos with totem armor.

Temur Sabertooth is arguably one of the best protection that we could ever have. For , we can return any creature to our hand and it grants Temur Sabertooth indestructibility. Sometimes using it to bounce a ETB creature could also be very advantageous.

This category should be very self-explanatory. Our deck literally runs off of idea to be constantly fighting weaker creatures.

Gargos's stats is pretty humongous for a six drop. Most of the times, he will have absolutely no trouble taking out any creatures on the battlefield. If an opponent has a effect to make their creatures bigger, we can also respond with a pump spell.

Here are a list of pump spells that we currently run:

Instant Pump-spells

Aspect of Hydra

Berserk

Invigorate

Primal Bellow

Return of the Wildspeaker (Usually used as a cantrip)

Sorcery Speed

Hunter's Prowess (Also grants card draws)

Nature's Way (Mostly Evasion)

Overwhelming Stampede

Prey Upon

Triumph of the Hordes

Some of these pump-spells are actually some of our Win-Conditions. Triumph of the Hordes and Overwhelming Stampede can straight up just knock one or two players out of the game. Some of these effect grants Gargos trample, which be great for evasion against chump blockers.

Whip Silk deserves its own spot. This card is ridiculous with Gargos's ability. For a , you just get to return this back to your hand and recast it for another . Essentially we have a repeated removal engine just for . On top of all of this, it grants reach which we don't really care about, but it could come in handy when going against fliers.

A common way for Mono-green decks to draw a lot of cards is to have a creature/enchantment that triggers

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Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

27 - 0 Rares

29 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 2.94
Tokens Beast 3/3 G, City's Blessing, Copy Clone, Emblem Nissa, Who Shakes the World, Golem 3/3 C, Phyrexian Beast 4/4 G, Squirrel 1/1 G
Folders My Paper* Decks
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