When Richard Garfield created Magic, he
gave it five colors, and gave each color its
own play style-- things it can and can not
do. Magic has continued that tradition to
this very day, and while the exact set of
abiltiies each color lays claim to has
shifted a bit over the years, all the core
tenets are still as they were in Alpha.
What that means is that if you build a
monocolor deck, the color you pick
determines a lot about what your deck will
look like, and two monocolor decks of the
same color may end up handling similarly
despite completely different decklists.
Today's deck is a mono-green deck. Just by
saying that, you know that it's going to be
creature-heavy, have mana acceleration, and
ramp out some big, beefy hitters who will
then swing for the win. There won't be very
many ways to kill opponents' creatures
beyond forcing them to chump block or
blocking and pumping your blocker, and
whatever instants, sorceries, or
enchantments the deck has will enhance your
creatures or your lands, or both.
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Hey I was wondering if you could help me
with this deck. I'm fairly new to Magic and
I'm trying to build a Mono Green deck around
Protean Hydra. I'm also on a budget, a few
people have recommended Primeval Titan but I
just can't afford stuff like that. Anyway
here's the deck.
4 Llanowar Elves
4 Arbor Elves
4 Nest Invader
4 Protean Hydra
2 Bellowing Tanglewurm
2 Engulfing Slagwurm
4 Canopy Cover
4 Cultivate
4 Harrow
4 Vines of Vastwood
4 Giant Growth
20 Forest
So the Llanowar Elves and Nest Invader
generate mana. I continue to untap my lands
with the Arbor Elves and search them out via
Cultivate and Harrow. The Canopy Covers, and
the pump cards can be used in case I get
into a tight spot or just to help finish the
game. Bellowing Tanglewurm adds intimidate
for my creatures and Slagwurm can pretty
much destroy anything. Basically I want the
deck to generate mana fast and swarm the
field. Can you help a new guy out? Any
advice is appreciated, thanks.
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This deck plays out just as I suspected it
would from the title. The names and cards
change, but the strategy remains the same.
And it remains one of my favorite monocolor
strategies. So, having played it myself so
often, I think I can indeed help you make it
run more smoothly.
As you may have already noticed, enhancing
your
mana means you end up playing all the
spells in your hand faster, which means you
may run out of cards in hand once the big
dudes hit the table. Which means, if your
opponent has a kill spell for them, you may
find yourself out of options. The solution?
Extra card draw, to keep your hand stocked
and ensure that if your first Hydra bites
it, you have another Green Beast waiting in
the dugout and ready to pinch hit. This is
why Green/Blue is my favorite combo. Green
ramps mana and drops massive dudes, and blue
refills the hand, gives the big dudes
flying, and bounces blockers off the field
so the Green Monsters can get through. But
you're not running blue, so you'll need some
Green-style card draw.
Unfortunately, most green draw spells lack
the sheer drawing power of Blue's options.
Most of them are just cantrips-- cards that
draw you a single card, which simply means
they replace themselves. Fortunately, most
of green's draw options do other things
besides draw, and all the things they do are
things you'd like to do.
At the simplest, there's Explore. You draw a
card, and are allowed to drop one extra land
this turn. This isn't always great if you
don't have an extra land in hand, but
Cultivate improves your odds, and you can
draw a land off the Explore and drop it. If
you don't draw a land with Explore, then you
can just pretend Explore has Cycling 1G?
Explore is still better at ramping mana than
Nest Invader-- the Eldrazi Spawn is only
good once, while the extra lands stays in
play and taps for mana every turn. I'd
switch out Nest Invader for Explore, unless
you really think the 2/2 body is important.
Next is Snake Umbra, which serves a similar
purpose as Canopy Cover-- an extra layer of
defense for that Green Monster you just
payed all that mana for and don't want to
lose to a Doom Blade. But Snake Umbra also
lets you draw a card whenever its wearer
connects for damage. Bellowing Tanglewurm
stands a better chance of getting through
than the Hydra or the Slagwurm (the
Slagwurm's ability destroys the blocker, but
the Slagwurm is still "blocked" and so it's
damage doesn't go through), but if you had a
creature with Trample, that'd be a great
choice. Only a single point needs to push
through for you to claim that card!
And if you want a creature with Trample,
might I suggest Pelakka Wurm? Another of
Green's card-drawing options, and of course,
it's a big trampling creature. Pelakka Wurm
makes a great win condition, because if your
opponent manages to kill it, you get to draw
a card. And really, that's the whole reason
we wanted to draw cards, right? To replace
our fallen predators? And of course, that 7
life you get for casting the Wurm in the
first place is nothing to scoff at, either.
You don't need a lot of card draw in this
deck, just enough to grease the wheels and
help keep the ball rolling. If you're going
to generate all that mana, after all, you'll
want a hand full of cards to spend it on,
right?
The other thing this deck really ought to
have, but doesn't because most monogreen
decks don't, is a way to deal with opposing
creatures. Usually, the only reason a green
deck cares about its opponent's creatures is
if they're blocking your creatures, in which
case the answer is to just have bigger
creatures. But opposing flyers can be a
hassle, since you can't block them and they
don't block you. Utility creatures, like
tappers, pingers, and anything that's more
meddlesome because of its ability than its
power or toughness, can also be a quandary
to dispose of. My solution? Well, if you
have these kinds of problems, I recommend
you take a closer look at Irresistible Prey.
For one, it also draws you a card. More
importantly, it has two main uses. Play it
targeting your big guys, especially
Engulfing Slaguwrm, and your opponent will
have to throw somebody under the bus. I
recommend this tactic the turn after they
play their little dude with the activated
ability that requires it to tap. Normally
the tapping guy could stay out of combat by
using its ability and thus being too tapped
to block, but if it has summoning sickness,
it has no excuse to ignore the Irresistible
Prey, and gets creamed. The other main use
for Irresistible Prey is a sort of
small-scale Lure. If your opponent left a
single Wall of Omens to hold off your Hydra,
play Irresistible Prey on an Elf and swing
with the Elf alongside your powerhouses. At
least one blocker will have to tango with
the Elf, which may be a problem if your
opponent only though he'd need one blocker
that turn. Irresistible Prey is a niche
card, I admit, but if you have trouble
getting the combat phase to go your way, it
can really throw a spanner into your
opponent's battle tactics, putting them
off-balance and leaving you an avenue to
victory.
Good luck!
~BMoor