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PostPosted: Tue Oct 06, 2015 6:25 am 
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right I forgot this is mono-green need to get my timmy hat out ;)

yeah whatever I'm pretty sure -4 wolf +2 troll +2 valeron wardens is the way I'd go but wolves are probably fine


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PostPosted: Tue Oct 06, 2015 8:26 am 
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right I forgot this is mono-green need to get my timmy hat out ;)

yeah whatever I'm pretty sure -4 wolf +2 troll +2 valeron wardens is the way I'd go but wolves are probably fine


Here...I have an extra one...

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I can see Troll but why Warden? It's a decent body (especially if it's renowned), usually fills a good spot on the curve and has a decent upside in a deck that supports it, but there aren't really that many triggers in the deck. Is it just that? Decent body/staller on curve? Or is there another reason?


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PostPosted: Tue Oct 06, 2015 9:21 am 
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yup decent body with small upside that fits in a curve and can do something the turn it comes in even later on


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PostPosted: Tue Oct 06, 2015 11:38 am 
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elk wrote:
Haha! It's funny cause I was thinking about this yesterday (posting up my green stompy).

I decided not to go the normal Primal Bellow route which may be wrong but I wanted something a bit different. I went down the road of draw/thinning to get to the fat and have a few other ways to sneak through damage. I could easily exchange Wildsize for Bellows and readjust the land count if it comes to that.

4 x Elvish Visionary
4 x Timberpack Wolf
4 x Gatecreeper Vine
1 x Evolutionary Leap

4 x Nissa's Pilgrimage
4 x Wildsize
1 x Reclamation Sage
1 x Nissa, Vastwood Seer

4 x Wild Instincts

4 x Rhox Maulers
2 x Outland Colossus

1 x Woodland Bellower

2 x Gaea's Revenge

16 x Forest
4 x Evolving Wilds
3 x Foundry of the Consuls
1 x Rogue's Passage


So there ya go. My typical green deck contribution!

elk

I'm gonna try this out, but I REALLY want primal bellows here

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PostPosted: Fri Nov 13, 2015 12:29 am 
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So as much as I wanted the first version to be viable, it was just under performing (as much as I wanted to make a snowflake, you just can't skip Bellow). In my attempts to keep Barney occupied <Squirrel!> I've been rehashing the green stompy. It's fallen back into a similar mold as the 2015 version.

Mono-Green[1]
3 x Primal Bellow
4 x Elvish Visionary
4 x Gatecreeper Vine
1 x Evolutionary Leap
1 x Reclamation Sage
1 x Nissa, Vastwood Seer
3 x Wildsize
4 x Nissa's Pilgrimage
3 x Wild Instincts
3 x Llanowar Empath
2 x Rhox Mauler
2 x Outland Colossus
2 x Zendikar's Roil
1 x Woodland Bellower
2 x Gaea's Revenge

16 x Forest
4 x Evolving Wilds
3 x Foundry of the Consuls
1 x Rogue's Passage


I've got a handful of runs in now and it feels similar to what it was before. Ramping/stalling into trample and/or Bellow. I'm going to keep spinning/testing but this seems like it's headed down the right path.

I'm assuming there will be a question/concern regarding the mana. So in an attempt to address it up front.... Wilds has synergy with Roil, can shuffle when needed, helps thin out the deck and can protect Nissa. The deck ends up with an excess of mana in mid/late games so Foundry becomes useful (and can put extra meat on the table w/ Roil). Passage is just Passage for moving the fat through. Access to "20" lands is more than enough to cover color/cost requirements on curve and the deck has enough mana fetch to consistently make Bellows a game winner.


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PostPosted: Fri Nov 13, 2015 5:38 am 
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SQUIRREL? WHERE?


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PostPosted: Sat Nov 14, 2015 3:13 pm 
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elk wrote:
So as much as I wanted the first version to be viable, it was just under performing (as much as I wanted to make a snowflake, you just can't skip Bellow). In my attempts to keep Barney occupied <Squirrel!> I've been rehashing the green stompy. It's fallen back into a similar mold as the 2015 version.

Mono-Green[1]
3 x Primal Bellow
4 x Elvish Visionary
4 x Gatecreeper Vine
1 x Evolutionary Leap
1 x Reclamation Sage
1 x Nissa, Vastwood Seer
3 x Wildsize
4 x Nissa's Pilgrimage
3 x Wild Instincts
3 x Llanowar Empath
2 x Rhox Mauler
2 x Outland Colossus
2 x Zendikar's Roil
1 x Woodland Bellower
2 x Gaea's Revenge

16 x Forest
4 x Evolving Wilds
3 x Foundry of the Consuls
1 x Rogue's Passage


I've got a handful of runs in now and it feels similar to what it was before. Ramping/stalling into trample and/or Bellow. I'm going to keep spinning/testing but this seems like it's headed down the right path.

I'm assuming there will be a question/concern regarding the mana. So in an attempt to address it up front.... Wilds has synergy with Roil, can shuffle when needed, helps thin out the deck and can protect Nissa. The deck ends up with an excess of mana in mid/late games so Foundry becomes useful (and can put extra meat on the table w/ Roil). Passage is just Passage for moving the fat through. Access to "20" lands is more than enough to cover color/cost requirements on curve and the deck has enough mana fetch to consistently make Bellows a game winner.


elk


I struggle with this against thopters. Not enough stalling/removal ?

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PostPosted: Sat Nov 14, 2015 10:46 pm 
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Hence the downside to making a green mono colored deck. The only removal option in the color is Wild Instincts. Outside of that, it's combat tricks with Bellow/Wildsize.

This isn't meant to be a top tier deck but a fun deck that can pull off wins. It's loosely based off a deck from DotP 2015 that had the same issues/concerns. It ramped, played fat and satisfied the Timmy player in me but did succumb to top tier decks/nut draws.

Still, I do think this deck has the right ingredients to be that sort of Timmy deck again (+/- some card quantities) but you've got to keep things in perspective when thopters can be 7 cards wide by the 4th turn (that and with so little interaction with flying in this card pool, thopters are a tough match up for most decks).


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PostPosted: Sun Nov 15, 2015 3:45 pm 
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Dwynen could give some Reach to the deck. Add Jagged-Scar Archers and you've somewhat covered up the weakness to flyers. To make room, I would maybe cut the Gatecreepers.


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PostPosted: Thu Nov 19, 2015 11:41 pm 
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PostPosted: Tue Nov 24, 2015 1:12 pm 
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PostPosted: Tue Nov 24, 2015 1:42 pm 
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Mono Green without Plated Crusher + Primal Bellow makes Timmy a sad panda.

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PostPosted: Tue Nov 24, 2015 2:52 pm 
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Mono Green without Plated Crusher + Primal Bellow makes Timmy a sad panda.


Get over it Timmy, life is hard, cute animals die, Santa is ...not...skinny.

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PostPosted: Tue Nov 24, 2015 2:59 pm 
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wait you mean mr. fluffs is dead? ;-;


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PostPosted: Tue Nov 24, 2015 2:59 pm 
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Mono Green without Plated Crusher + Primal Bellow makes Timmy a sad panda.


Get over it Timmy, life is hard, cute animals die, Santa is ...not...skinny.


You know what's even harder? Watching your big, cute bombs die to Reprisal, or the new 2cmc counter.. or your delightful 10/10 token get bounced.. or watching Ulamog get exiled. Crusher prevents blowouts.. and wins WAY faster. I figured you'd be all about winning fast Spike.. or is it Johnny? :D

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PostPosted: Sun Nov 29, 2015 10:21 pm 
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heres a green landfall deck i wiped up the other night, ive ran it a few times and it works really well in two headed giant games. Two headed also you to take the time you need to build up your army.

2x Primal Bellows
2x Fog
2x Animist's Awakening
4x Gatecreeper Vines
3x Elvish Visionary
2x Guardians of Meletis
1x Nissa, Vastwood Seer
1x Wildsize
4x Nissa Pilgrimage
1x Dwynen, Gilt-Leaf Daen
1x Chorus of Might
4x Mwonvuli Acid-Moss
2x Outland Colossus
2x Conclave Naturalists
3x Zendikar's Roil
2x Gaea's Revenge
20x land and 4x Evolving Wilds

The goal of this deck is to get roil on the battlefield asap. Gatecreepers and Nissa's Pilgrimage help get the lands that are in the way out of it. I tend to get enough land out of the field to drop Gaea and than stop dropping it unless I'm fetching for it. The Evolving Wilds should only be played with roil because you get two tokens for the price of one card. Now the two issue with it though are flying creatures and creature destroy but thats why i have one of the Gilt-Leaf Daen in this deck.

Let me know what you all think of this deck and how it treats you and feel free to change stuff and let me know. I'm really want feedback on tis deck im kinda at a stand still on how to make it better.

I'm on the Xbox one version so i dont have BOZ yet.


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PostPosted: Tue Dec 01, 2015 8:48 am 
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Last edited by InFaMoUsGeMiNi on Fri Dec 04, 2015 11:05 am, edited 4 times in total.

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PostPosted: Wed Dec 02, 2015 8:06 am 
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What's your prefered get-back with Greenwarden? It's bugged for me btw (I can exile it upon death but it never brings back a card), so I've got no use for it.


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PostPosted: Wed Dec 02, 2015 11:05 am 
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N.I.B. wrote:
What's your prefered get-back with Greenwarden? It's bugged for me btw (I can exile it upon death but it never brings back a card), so I've got no use for it.

Yeah it's bugged for everyone. Thing is, several folks have commented the same way (no use or won't use it until it's fixed etc.) and I don't get it. Granted it's missing one trigger but so what? The card is just pure value. It's a 5/4 body for a reasonable cost and has a good ETB effect (grab ANY card you want from your grave). Realistically, the first trigger is the one you're interested in too since you can plan for it and are probably casting it specifically with that in mind. The 2nd trigger; although a nice upside (if and when it's fixed), is a lot more conditional and possibly out of your control to activate. I mean Eternal Witness has always been revered as a good card, why not one with a better body in a card pool that has centered around ramp?


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PostPosted: Wed Dec 02, 2015 4:58 pm 
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Gemini how has fertile thicket been for you? I've only noticed it being super terrible

it can basically only be played on turn 1 otherwise you are knowingly screwing up your next draw. would rather just have evolving wilds


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