Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$257.98

0 Likes 0 Comments
Avg. CMC 4.83
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 21 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (20)
4 Arbor Elf
$0.35 Creature - Elf Druid
1 Craterhoof Behemoth
$33.91 Creature - Beast
1 Emrakul, the Aeons Torn
$34.99 Legendary Creature - Eldrazi
2 Hornet Queen
$0.16 Creature - Insect
2 Joraga Treespeaker
$1.47 Creature - Elf Druid
2 Khalni Hydra
$9.92 Creature - Hydra
1 Surrak, the Hunt Caller
$0.36 Legendary Creature - Human Warrior
1 Thragtusk
$0.12 Creature - Beast
3 Voyaging Satyr
$0.10 Creature - Satyr Druid
2 Wall of Blossoms
$0.17 Creature - Plant Wall
1 Wurmcoil Engine
$10.81 Artifact Creature - Phyrexian Wurm
Sorcery (8)
2 Harmonize
$0.33 Sorcery
3 Primal Command
$0.53 Sorcery
3 Tooth and Nail
$4.31 Sorcery
Enchantment (8)
4 Overgrowth
$0.32 Enchantment - Aura
4 Utopia Sprawl
$1.19 Enchantment - Aura
Planeswalker (4)
3 Garruk Wildspeaker
$2.90 Legendary Planeswalker - Garruk
1 Vivien, Arkbow Ranger
$1.11 Legendary Planeswalker - Vivien
Land (20)
1 Castle Garenbrig
$4.41 Land
16 Forest
$0.08 Basic Land - Forest
3 Nykthos, Shrine to Nyx
$34.73 Legendary Land
Sideboard - 15 cards, 10 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (10)
1 Acidic Slime
$0.11 Creature - Ooze
1 Elderscale Wurm
$2.49 Creature - Wurm
2 Gaea's Revenge
$0.22 Creature - Elemental
2 Mistcutter Hydra
$1.08 Creature - Hydra
2 Pelakka Wurm
$0.14 Creature - Wurm
1 Polukranos, World Eater
$0.80 Legendary Creature - Hydra
1 Thrun, the Last Troll
$1.13 Legendary Creature - Troll Shaman
Instant (5)
2 Beast Within
$1.09 Instant
1 Fog
$0.37 Instant
2 Vines of Vastwood
$0.89 Instant

Notes
 
Hello my little green mages! This is my first completed modern deck and I am hoping to bring it to an FNM very soon. Any recommendations in regards to sideboard would be appreciated! So let's break down the deck! :)

This deck is essentially a "mono-green wins" deck. I word it like this because this deck has a multitude of win conditions that have synergy when paired with its base mechanics. The point of this deck is to ramp for insane amounts of mana by abusing tap/untap effects with enchanted lands and Nykthos (wooooof mana galore). With this mana we quickly feed into our win con's, which I will discuss more in the card break down. What makes my deck special is its ability to win under multiple conditions and account for various weaknesses and counter strategies. You should rarely feel at a significant disadvantage and when you do, there's always your sideboard. So lets begin the card breakdown!


Creatures :

Joraga Treespeaker: One of, if not the most efficient dorks in green. I have yet to find a dork that competes with her efficiency and ramp capabilities.

Arbor Elf: One of our main rampers in this deck. Self explanatory and combos with our land enchants. I would run 8 of these guys if I could.

Voyaging Satyr: Another ramper with tap and untap, only she also has the bonus ability of untapping Nykthos. She is one way we are able to abuse Nykthos' activated ability for disgusting amounts of mana.

Surrak the Hunt Caller: You wanna give Emrakul haste? This is how you do it. Targeting him and the titan with Tooth and Nail is a quick and unexpected finisher. He is also rarely a dead draw due to the ability to give even small beaters haste and swing for unexpected damage. He keeps my opponents on their toes pretty consistently.

Thragtusk: Helps against burn and aggro for more drawn out games. Solid tech in any green deck.

Wurmcoil Engine: We tech him in for utility, and although he doesn't contribute to our devotion, he can win us games on his own a lot of the time. Good stall and answer for burn/aggro.

Hornet Queen: In my opinion, one of the best green creatures ever created. She is nothing but value and comes out as early as turn 3. Has the ability to wall off aggro and is another win condition with Craterhoof and Garruk's -4. Swinging with 5 fliers that possess deathtouch and trample is terrifying to say the least.

Craterhoof: Self-explanatory. He can turn something as small as your Arbor Elves into beefy tramplers. Synergizes well with Hornet Queen and ends games fast.

Khalni Hydra: Within this deck structure, he can be summoned for free most of the time. He adds insult to injury when paired with Hornet Queen and is an amazing target for Surrak. If you have Khalni on the field with a Nykthos, you have mana for pretty much everything (including a possible hard cast of Emrakul).

Emrakul Aeons Torn: The ultimate titan. The primary target for Tooth and Nail and a consistent win condition. You didn't draw Tooth and Nail? Don't worry...we can also hard cast him. ;)

Planeswalkers :

Vivien, Arkbow Ranger: We splash her for utility. She gives our creature's trample and pumps them easily. She also provides green with something they rarely have...targeted creature destruction with NO DRAWBACKS. She synergizes well with your beefy creatures and Hornet Queen (along with the tokens she summons). She basically weaponizes your deathtouch. Her wish mechanic is nice but not make or break. However, gives you access to creature's in your sideboard that can turn the tides of a losing match unexpectedly.

Garruk Wildspeaker: Green's best planeswalker and has been for a long time. He accelerates our ramp with untaps and is another way to untap Nykthos to abuse its activated ability. I rarely use his -3 but his -4 is another win condition for us. Your opponent usually is pushed to decide if they want to focus him down or not. If they choose not to, he wins us the game if our bouard state is solid enough. If they do, that likely means we have snuck up on them with an alternate win condition. Yikes!

Sorceries :

Harmonize: Draw power in green? Yes please. Self explanatory and keeps our hand full following some of our more expensive combos.

Primal Command: Value value value. Protects us against burn strategies, pulls any creature we need, stalls our opponents, and destroys graveyard based decks. Amazing utility in green.

Tooth and Nail: We run 3 because 4 would be overkill and would honestly crowd our hand. One of the main win conditions of this deck but isn't the sole focus. We are much scarier and much more diverse than your standard Tooth and Nail and that is one of our biggest strengths. Remember, we wanna keep our opponents on our toes.

Enchantments :

Utopia Sprawl: Another card I wish I could run 8 of. Our primary ramp strategy with our untappers and is the most efficient ramp strategy green has in my opinion.

Overgrowth: A better but more costly Utopia. If you have 2 lands and an arbor Elf in your opening hand with this puppy, you're looking at 7 mana on turn 3 which allows us to play some nasty things very early.

Lands :

Nykthos, Shrine to Nyx: Holy fucking hell..the absolute abuse we place on this card should be illegal. The key is to continue utilizing it's activated ability with Satyr and Garruk. A tool for endless mana due to the amount of green mana symbols we have out by turn 3.

Castle Garenbrig: We run one copy because it's essentially free value. Accelerates us by giving us another way to ramp up.

Forest: We're mono-green...we need these. The amount of supplementary ramp we have in this deck allows us to function with 16 comfortably.


That's the deck! Like I said, I really need some good sideboard options for FNM, but feel free to assess my main deck and offer suggestions! Any kind of feedback is appreciated!

HAPPY RAMPING  <3
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