Good call. Yeah, Collector Ouphe is really good. I'm sorry the reviews for Modern Horizons and M20 have been a bit delayed. I got hit with some ennui when it was announced the site was closing, and I haven't been quite able to shake it off yet.
Without going too much into specifics, as I haven't really evaluated all the cards yet, other things I'm thinking about for Yeva include Force of Vigor, Llanowar Tribe, Springbloom Druid (for budget versions), Elvish Reclaimer (!), Leafkin Druid, and Shared Summons. I also love Wakeroot Elemental's ability to go infinite with Cradle or Nykthos, but it's a bit too clunky and non-synergistic to be included in a fair version of the deck.
I've always found ramp to be highly individual to the particular deck and what it's trying to accomplish. Fast combo decks want to lean on dorks and cheap rocks whereas midrange grind decks will be happier with slower but more reliable land acceleration. Some decks want quick bursts of mana in a single turn, being willing to sacrifice long-term viability for a quick hit, whereas others want measured, non-risky growth. Some decks will want a large creature density for various synergies; others might want a higher instant/sorcery or artifact density.
One general rule of thumb is to make sure you have a curve out plan and an end goal for your ramp. For example, if you're playing a Voltron-y three mana commander, dorks would be a great plan to maximize its potential to plop down second turn. Things like Kodama's Reach, on the other hand, would compete with your commander for his mana slot.
As for curving out, I've found most ramp strategies are best to operate on either a 1->3->5+ curve or a 2->4->7+ line. Llanowar Elves T1 to Wood Elves T2 to five available mana T3 or something like Rampant Growth T2 to Explosive Vegetation T3 to seven available mana on T4. These obviously assume you're hitting all land drops and are not guaranteed with the high variation in EDH, but it's a good target to keep in mind.
In other words, I don't think there is any "one best ramp strategy" for commander, but I do believe there is a "one best ramp strategy" for an individual deck.
I agree with Shermanido. In my experience, the biggest thing Raff brings to U/W is the ability to build your board presence of mana rocks in turns where nothing needs to be countered or removed. This makes instant speed X-draw spells like Sphinx's Revelation and Blue Sun's Zenith much more effective than they would be in a typical U/W deck.
That having been said, I always love a draw engine that's also a 7/7 freakin' dinosaur rawr, and Azami is an interesting piece of tech. I don't think either inclusion is necessarily wrong, I'm just not sure they're as effective as BSZ, Stroke of Genius, or Pull From Tomorrow would be.
I agree that Lavinia of the Tenth (in U/W, you could just remove the troublesome permanents), Heliod, God of the Sun (there doesn't seem to be much reliance on vigilance or token synergy), Darien, King of Keljedor (again, no token synergy), Ephara, God of the Polis (encourages you to commit mana before you must), Cloud Cover (seems actively bad for the deck, turning harmless spells into removal; also can't be flashed in), and In Bolas's Clutches (waaaay too much mana for the effect, reliant on Raff being on the field), and Crystal Shard (very few ETB abilities in the deck, ineffective as removal) are less than ideal. I don't think I would run Meteor Golem (Unexpectedly Absent and Oblation can do the same job for much less mana, or any of the more specific U/W removal) either.
Shermindo has a great list of suggestions, so I don't have many adds to suggest, other than I might look to up the number of counterspells. By my count, you have four and one of them (Unwind) is conditional. With a draw-go deck, you really want people to think you have a counter at all times and try to play around it, making inefficient moves. If you play against the same group and bombs are consistently resolved because you only have four counters in the whole deck, they're going to stop taking your rattlesnake threats as seriously. Removal like Path to Exile is nice, but counters have a greater psychological warfare component. I'm not suggesting you make this a pure counterspell deck, but I might up your count to at least six, and maybe more.
My full thoughts on War to the Spork is up. I loved this set. The TL;DR Version: Finale of Devastation replaced Tooth and Nail in the main deck. Nissa, Who Shakes the World is my favorite new card, although it won't be perfect in my deck. There's tons of new and interesting design space being explored. Return to Nature is my second favorite card, because why not just staple cool effects onto an already good card? I have too many decks, but I'm building more. I somehow didn't screw up the formatting in the OP even once. First time for everything! [/tl;dr]
Emergence Zone I like, though not for Yeva. I don't value it too much as a backup plan, especially as it's a one-shot, and would prefer Winding Canyons for that role. Still, there are going to be so many decks where it's insane it's not even funny.
Bond of Flourishing is aaaaalmost there. It's not really card advantage, after all, since it just replaces itself, but the filtering is a nice effect. I think there are probably decks that will want it. If it was an instant, I'd be more interested.
Hey Inkmoth, glad things are working out well for your deck. Best of luck with it going forward!
I'm just posting to let everyone know that Finale of Devastation is a bananas card and will be windmill slammed into this deck the exact moment I can get my hands on one. I've plenty of thoughts on the rest of the set, too, but I'll wait for the full spoiler before I start on the set review.
But, yeah...man. Green Sun's Zenith that's also a reanimation spell and can randomly kill the table? I'm in.
I don't want to sound rude but I looked through your lists and I think they are pretty boring. Your lists are basically just edhrec copypastas. Even your sphinx storm list is just a normal high tide list but instead of draw spells you have sphinxes. I just don't see much point in commenting on lists that are already well known on how they work and what are the best cards.
LOL: "It's just like a normal high tide list, except for the 21 sphinxes (literally a third of the non-lands) that aren't in other high tide lists."
Yep, just like a normal High Tide list.
(also, is it possible to have a "normal" high tide list without Palinchron or Cyclonic Rift? Did you even look at the deck list?)
Eternal Witness can rebuy the 'walkers that hit the bin. Being in green, I feel like you don't have as many ways to protect them as other Superfriends lists do, so they'll probably die often. Greenwarden of Murasa fills a similar role.
40 lands feels like a couple too many, I could see trimming a couple for additional ramp spells like Explosive Vegetation. I'd also like to see some utility lands, like Karn's Bastion.
Karn, the Great Creator does shut off opposing mana rocks and artifact shenanigans, but would require some maneuvering to have his other abilities to be worthwhile
Thanks for the reply! Some great suggestions here.
Eternal Witness is a good call. I think Greenwarden of Murasa is a bit more mana than I'd be willing to spend on that effect, but I will keep it in mind. Being able to recur the planeswalkers is a really useful idea, especially as you mention mono-green won't be able to protect them as well as other colors.
As for the lands, I do tend to run a little bit land heavier than I think a lot of other people are comfortable with. In my testing with this deck so far, 40 seems to be about the right number for how hungry it is and how much it needs to make its early land drops. As for the basic/utility lineup, I'm very excited about Nissa, Who Shakes the World and am trending a bit more conservative with my land choices in this deck than I might otherwise. Being able to proliferate on a land seems useful, but I'm not sure how often I'd end up activating it versus how many times I'd rather have a basic forest. It might be in live testing that I find myself with five free mana more often than I do in goldfishing, but I'll play out the deck a few times before that. I'm also just realizing I should probably play Gaea's Touch. Basic forests love that, plus there's not usually much going on T2 with this deck.
As for protection, I keep thinking I should probably switch from a creature-protection for the PW to a fog-based protection scheme. Spore Flower and Spike Weaker make obvious additions with the proliferation. I might look to get Moment's Peace and Constant Mists in there too. Another good reason to add Eternal Witness though!
You're definitely right about the ramp package. In playtesting, I usually want to run out Pir as quickly as possible, so 3cc ramp spells are pretty worthless to me. 2cc doesn't accelerate my commander, but with how expensive green and colorless planeswalkers are, I think 4cc is where I should be aiming. Like you said, I'm going to look at Circuitous Route, Explosive Vegetation, and Skyshroud Claim.
With Karn, the Great Creator, I don't see him being a part of the deck. I'm really not set up to make use of his loyalty counters, and his static ability is done better and more reliably by Titania's Song. Newgin, on the other hand, I think I want to include. Being able to zap creatures in a green deck is no small thing, and I like that his plus ability both protects him with a token and provides (delayed) card advantage. If he's preordering under ten bucks, I think I'll pick him up.
Rishkar is here because it gives counters to Mowu and is ramp. I am not suggesting is does either truly efficiently but being able to do both is something I liked about it.
Rishkar is the 3cc ramp card in your package that I like best. I use him as a commander in another deck and love him. He's a bit more vulnerable than the land ramp, but I think his payoff is worth the risk.
I picked up an Expertise and I like Garruk. This seems like the perfect deck for him. I am not sold on Majesty since it targets so it is easier to get blown out.
I like Animus too. It should almost always be able to kill an opposing creature without Mowu dying and being an Instant means that, in this deck, it is likely always a Murder.
I am hoping to play this deck tonight so I will likely make some changes tomorrow based on these suggestions.
Yeah, I agree. Majesty is certainly the third best option on that effect, and it's not especially close. I hope they print some more options along that line in the near future; drawing cards based off creature size is something green's always excelled at.
Also, with Kalonian Hydra, I need to read the damn card. Sorry about that. I had it in my mind that it only doubled itself, not all creatures with +1/+1 counters. Makes a lot more sense now. Maybe a bit overkill, but I'm an avowed Timmy so I won't fight you on that!
Best of luck with the deck. I'm eager to hear how it performs.
The abundance of green proliferate effects in War of the Spark made me start to wonder about the possibilities of a mono-green Superfriends deck. Sure, it would be mostly Nissas and Garruks, but I've always liked trying to stretch the green portion of the color pie.
I settled on Pir, Imaginative Rascal as the commander. No, Toothy, Imaginary Friend will not be in this deck. No, I do not have any plans to include him. I'm trying to make a mono-green superfriends deck; I'm sure a blue-green deck would be much better, but that's not the point. Also, I already own the majority of the expensive green spells I'd need for this deck, while I'd have to buy the blue staples. Plus, the lands are cheaper in a mono-colored deck, and Nissa, Who Shakes the World plays nicely with all Forests.
There are a couple obvious missing pieces -- most notably Ugin, the Spirit Dragon and Karn Liberated. That's just budget. If I end up loving this deck, I'll probably pick up copies and slot them in. I am open to expensive-ish card suggestions if you have any beyond the colorless planeswalkers, as it's better to know where the ideal version of the deck would be, even if I don't want to spend the cash to implement it right now.
In goldfishing, the deck seems to perform pretty well. It has a strong creature token creation and +1/+1 counter subtheme, which along with the overrun effects stapled to most green planeswalkers provides the win condition. Even with just Pir and no doubling season, it's pretty easy to dump tons of counters on the walkers. I do worry about combat damage. Many of the walkers make tokens to defend themselves and most of them have tons of loyalty counters, especially with Pir. I'm hoping it will be fine in practice, but I'm thinking of Fog effects to protect them if it doesn't work out. I'm only hedging away from that for right now because I feel there's a few too many other things going on already.
Anyway, I'm open to any and all suggestions. I'm also hoping that War of the Spark might have one more mono-green 'walker in store, but I doubt it. Here's the list:
Fun concept! I was hoping someone would build Mowu. It looks like you're off to a pretty solid start conceptually, so I really only have a few rather nitpicky suggestions.
The biggest one relates to your ramp package, as I don't think it is currently set up to help you get where you're trying to go most efficiently. You're playing a Voltron game, not midrange, right? So you would want your boss to come down as early as possible. Mowu, Loyal Companion is a 4cc spell, so we can assume he comes down on T4 most games. Right now, there are only two spells in your deck that enable a Mowu before T4: Diligent Farmhand and Sakura-Tribe Elder. All of your other ramp spells (Cultivate, Kodama's Reach, Dawntreader Elk, Fertilid, Rishkar, Peema Renegade, Wood Elves, and Yavimaya Dryad) come down on T3 or later, so Mowu is still coming into play T4.
I think you might be better served by changing some of those 3cc spells over to 2cc ramp. Rampant Growth, Nature's Lore, Three Visits (if you can afford it...), Into the North (if you're willing to go snow), Explore, Broken Bond. Maybe even some of the 2cc dorks or mana rocks. Also, I noticed there was no Sol Ring for the T2 Mowu, but I assume this is a purposeful omission?
I also wonder about Kalonian Hydra. It doesn't really seem to serve any purpose other than making itself big. Yeah, it can smash face, but I worry that it is more detracting from the main goal of the deck than adding a meaningful alternative win condition. I'm also not a fan of Animation Module. It's been in a couple of my +1/+1 counter-themed decks and I've never found it to be useful. It sucks up too much mana that I could be using instead for bigger effects.
I'll second Rishkar's Expertise, by the way. That card is a beating, especially in a Go-Tall voltron deck. If you end up using and liking that effect, green has a couple other Go-Tall card draw spells I love, like Garruk, Primal Hunter and Soul's Majesty.
Finally, I love Ancient Animus in this deck. It's just so perfect for what you're doing. Nice include!
Because you're looking for a 2->4 land-based ramp package, the two biggest missing cards I see are Sakura-Tribe Elder and Nature's Lore. They're both a couple bucks, so I understand if they've been excluded for budget reasons. Nature's Lore does have the upside of being able to fetch Breeding Pool or Tropical Island, though. I might look at them over Kodama's Reach and Cultivate if you can't find non-ramp room to fit them in. I know it's heresy to suggest cutting those two, but they're not very useful if you're streamlining your ramp package to land a T3 Arixmethes, Slumbering Isle and you're not playing the 1-mana dorks.
Speaking of dorks, there's plenty of two mana dorks with upside if you want more 2cc acceleration and you're willing to take a few more risks with the ramp. Priest of Titania, Incubation Druid, and Gyre Sage all pop to mind immediately, but I'm sure there's more.
I'm not sure if I'm a fan of Toothy, Imaginary Friend. He doesn't seem to be reliable card draw for his investment, which I assume is what he's in the deck for? With the mana you'll be throwing around, and assuming you don't want to play him on curve (since that's the same turn you'd play Arix), it might be better to look for another x-mana instant draw spell. You already have Blue Sun's Zenith, so maybe Pull from Tomorrow or Stroke of Genius?
Finally, since you're running so light on artifacts and enchantments, perhaps some more of green's global enchantment/artifact destruction would be in order? Bane of Progress, certainly, with all the bounce spells. Creeping Corrosion, Seeds of Innocence, and Rampage of the Clans are other favorites of mine. I also agree with an above poster that Manglehorn over Reclamation Sage seems unusual. I love Manglehorn and I agree with your analysis of its effects on artifact ramp, but Rec Sage's ability to hit enchantments shouldn't be discounted. Given the deck structure, I might try to fit in both.
You should check out aslidsiksoraksi's Nissa deck. It's a mono-green enchantress control shell with a couple non-combat finishes.
The biggest problem with non-combat wins in mono green is that they almost all involve an artifact, an enchantment, a sorcery/instant, or all of the above. Green has a hard time tutoring those out, making it rely instead on obscene card draw. I don't know of a purely creature and/or land-based alternate win in mono-green.
Staff of Domination goes infinite with Marwyn, the Nurturer at the drop of a hat. Adding Elder Druid then makes Magistrate's Scepter infinite. Of course, the Staff isn't a creature, so tutoring it can be difficult. And, once you're infinite with Staff, you can draw your entire deck anyway, so infinite turns are somewhat redundant.
A little too balanced for me. Only untaps once (at your end step), only untaps lands, not creatures. Plus, it's an enchantment, so it doesn't synergize with any of the creature tutor, creature-based draw effects, and is vulnerable to my own artifact/enchantment board wipes (like Rampage of the Clans...
It could be a useful piece in some budget versions (not THAT budget...what is it, a $2 uncommon right now?) but I don't see any room for it in tuned versions of the deck. =/
Without going too much into specifics, as I haven't really evaluated all the cards yet, other things I'm thinking about for Yeva include Force of Vigor, Llanowar Tribe, Springbloom Druid (for budget versions), Elvish Reclaimer (!), Leafkin Druid, and Shared Summons. I also love Wakeroot Elemental's ability to go infinite with Cradle or Nykthos, but it's a bit too clunky and non-synergistic to be included in a fair version of the deck.
One general rule of thumb is to make sure you have a curve out plan and an end goal for your ramp. For example, if you're playing a Voltron-y three mana commander, dorks would be a great plan to maximize its potential to plop down second turn. Things like Kodama's Reach, on the other hand, would compete with your commander for his mana slot.
As for curving out, I've found most ramp strategies are best to operate on either a 1->3->5+ curve or a 2->4->7+ line. Llanowar Elves T1 to Wood Elves T2 to five available mana T3 or something like Rampant Growth T2 to Explosive Vegetation T3 to seven available mana on T4. These obviously assume you're hitting all land drops and are not guaranteed with the high variation in EDH, but it's a good target to keep in mind.
In other words, I don't think there is any "one best ramp strategy" for commander, but I do believe there is a "one best ramp strategy" for an individual deck.
That having been said, I always love a draw engine that's also a 7/7 freakin' dinosaur rawr, and Azami is an interesting piece of tech. I don't think either inclusion is necessarily wrong, I'm just not sure they're as effective as BSZ, Stroke of Genius, or Pull From Tomorrow would be.
I agree that Lavinia of the Tenth (in U/W, you could just remove the troublesome permanents), Heliod, God of the Sun (there doesn't seem to be much reliance on vigilance or token synergy), Darien, King of Keljedor (again, no token synergy), Ephara, God of the Polis (encourages you to commit mana before you must), Cloud Cover (seems actively bad for the deck, turning harmless spells into removal; also can't be flashed in), and In Bolas's Clutches (waaaay too much mana for the effect, reliant on Raff being on the field), and Crystal Shard (very few ETB abilities in the deck, ineffective as removal) are less than ideal. I don't think I would run Meteor Golem (Unexpectedly Absent and Oblation can do the same job for much less mana, or any of the more specific U/W removal) either.
Shermindo has a great list of suggestions, so I don't have many adds to suggest, other than I might look to up the number of counterspells. By my count, you have four and one of them (Unwind) is conditional. With a draw-go deck, you really want people to think you have a counter at all times and try to play around it, making inefficient moves. If you play against the same group and bombs are consistently resolved because you only have four counters in the whole deck, they're going to stop taking your rattlesnake threats as seriously. Removal like Path to Exile is nice, but counters have a greater psychological warfare component. I'm not suggesting you make this a pure counterspell deck, but I might up your count to at least six, and maybe more.
Great deck, and thanks for sharing!
My full thoughts on War to the Spork is up. I loved this set. The TL;DR Version: Finale of Devastation replaced Tooth and Nail in the main deck. Nissa, Who Shakes the World is my favorite new card, although it won't be perfect in my deck. There's tons of new and interesting design space being explored. Return to Nature is my second favorite card, because why not just staple cool effects onto an already good card? I have too many decks, but I'm building more. I somehow didn't screw up the formatting in the OP even once. First time for everything! [/tl;dr]
Emergence Zone I like, though not for Yeva. I don't value it too much as a backup plan, especially as it's a one-shot, and would prefer Winding Canyons for that role. Still, there are going to be so many decks where it's insane it's not even funny.
Bond of Flourishing is aaaaalmost there. It's not really card advantage, after all, since it just replaces itself, but the filtering is a nice effect. I think there are probably decks that will want it. If it was an instant, I'd be more interested.
Right? Same here. Strictly better Naturalize. I've got to buy, like, twenty of those.
(I'm also impressed that we've gotten this far into Magic's history without "Return to Nature" having been used already)
I'm just posting to let everyone know that Finale of Devastation is a bananas card and will be windmill slammed into this deck the exact moment I can get my hands on one. I've plenty of thoughts on the rest of the set, too, but I'll wait for the full spoiler before I start on the set review.
But, yeah...man. Green Sun's Zenith that's also a reanimation spell and can randomly kill the table? I'm in.
LOL: "It's just like a normal high tide list, except for the 21 sphinxes (literally a third of the non-lands) that aren't in other high tide lists."
Yep, just like a normal High Tide list.
(also, is it possible to have a "normal" high tide list without Palinchron or Cyclonic Rift? Did you even look at the deck list?)
Thanks for the reply! Some great suggestions here.
Eternal Witness is a good call. I think Greenwarden of Murasa is a bit more mana than I'd be willing to spend on that effect, but I will keep it in mind. Being able to recur the planeswalkers is a really useful idea, especially as you mention mono-green won't be able to protect them as well as other colors.
As for the lands, I do tend to run a little bit land heavier than I think a lot of other people are comfortable with. In my testing with this deck so far, 40 seems to be about the right number for how hungry it is and how much it needs to make its early land drops. As for the basic/utility lineup, I'm very excited about Nissa, Who Shakes the World and am trending a bit more conservative with my land choices in this deck than I might otherwise. Being able to proliferate on a land seems useful, but I'm not sure how often I'd end up activating it versus how many times I'd rather have a basic forest. It might be in live testing that I find myself with five free mana more often than I do in goldfishing, but I'll play out the deck a few times before that. I'm also just realizing I should probably play Gaea's Touch. Basic forests love that, plus there's not usually much going on T2 with this deck.
As for protection, I keep thinking I should probably switch from a creature-protection for the PW to a fog-based protection scheme. Spore Flower and Spike Weaker make obvious additions with the proliferation. I might look to get Moment's Peace and Constant Mists in there too. Another good reason to add Eternal Witness though!
You're definitely right about the ramp package. In playtesting, I usually want to run out Pir as quickly as possible, so 3cc ramp spells are pretty worthless to me. 2cc doesn't accelerate my commander, but with how expensive green and colorless planeswalkers are, I think 4cc is where I should be aiming. Like you said, I'm going to look at Circuitous Route, Explosive Vegetation, and Skyshroud Claim.
With Karn, the Great Creator, I don't see him being a part of the deck. I'm really not set up to make use of his loyalty counters, and his static ability is done better and more reliably by Titania's Song. Newgin, on the other hand, I think I want to include. Being able to zap creatures in a green deck is no small thing, and I like that his plus ability both protects him with a token and provides (delayed) card advantage. If he's preordering under ten bucks, I think I'll pick him up.
So, changes with your suggestions!
Out
In
(I know the numbers don't add up on the changelog...I screwed something up somewhere. The new decklist on the OP is all correct, though.)
Rishkar is the 3cc ramp card in your package that I like best. I use him as a commander in another deck and love him. He's a bit more vulnerable than the land ramp, but I think his payoff is worth the risk.
Yeah, I agree. Majesty is certainly the third best option on that effect, and it's not especially close. I hope they print some more options along that line in the near future; drawing cards based off creature size is something green's always excelled at.
Also, with Kalonian Hydra, I need to read the damn card. Sorry about that. I had it in my mind that it only doubled itself, not all creatures with +1/+1 counters. Makes a lot more sense now. Maybe a bit overkill, but I'm an avowed Timmy so I won't fight you on that!
Best of luck with the deck. I'm eager to hear how it performs.
I settled on Pir, Imaginative Rascal as the commander. No, Toothy, Imaginary Friend will not be in this deck. No, I do not have any plans to include him. I'm trying to make a mono-green superfriends deck; I'm sure a blue-green deck would be much better, but that's not the point. Also, I already own the majority of the expensive green spells I'd need for this deck, while I'd have to buy the blue staples. Plus, the lands are cheaper in a mono-colored deck, and Nissa, Who Shakes the World plays nicely with all Forests.
There are a couple obvious missing pieces -- most notably Ugin, the Spirit Dragon and Karn Liberated. That's just budget. If I end up loving this deck, I'll probably pick up copies and slot them in. I am open to expensive-ish card suggestions if you have any beyond the colorless planeswalkers, as it's better to know where the ideal version of the deck would be, even if I don't want to spend the cash to implement it right now.
In goldfishing, the deck seems to perform pretty well. It has a strong creature token creation and +1/+1 counter subtheme, which along with the overrun effects stapled to most green planeswalkers provides the win condition. Even with just Pir and no doubling season, it's pretty easy to dump tons of counters on the walkers. I do worry about combat damage. Many of the walkers make tokens to defend themselves and most of them have tons of loyalty counters, especially with Pir. I'm hoping it will be fine in practice, but I'm thinking of Fog effects to protect them if it doesn't work out. I'm only hedging away from that for right now because I feel there's a few too many other things going on already.
Anyway, I'm open to any and all suggestions. I'm also hoping that War of the Spark might have one more mono-green 'walker in store, but I doubt it. Here's the list:
1x Pir, Imaginative Rascal
CREATURE
1x Ant Queen
1x Armorcraft Judge
1x Avenger of Zendikar
1x Bane of Progress
1x Biogenic Ooze
1x Bloom Hulk
1x Eternal Witness
1x Evolution Sage
1x Gyre Sage
1x Incubation Druid
1x Ivy Lane Denizen
1x Jade Mage
1x Lifeblood Hydra
1x Nissa, Vastwood Seer
1x Pollenbright Druid
1x Reclamation Sage
1x Regal Force
1x Seedborn Muse
1x Spike Weaver
1x Spore Flower
1x Temur Sabertooth
1x Thunderfoot Baloth
1x Arlinn, Voice of the Pack
1x Freyalise, Llanowar's Fury
1x Garruk, Caller of Beasts
1x Garruk, Primal Hunter
1x Garruk Wildspeaker
1x Jiang Yanggu
1x Jiang Yanggu, Wildcrafter
1x Karn, Scion of Urza
1x Nissa, Genesis Mage
1x Nissa, Nature's Artisan
1x Nissa, Vital Force
1x Nissa, Voice of Zendikar
1x Nissa, Who Shakes the World
1x Nissa, Worldwaker
1x Ugin, the Ineffable
1x Vivien, Champion of the Wilds
1x Vivien of the Arkbow
1x Vivien Reid
ARTIFACT
1x Contagion Clasp
1x Contagion Engine
1x Sol Ring
1x The Chain Veil
1x Circuitous Route
1x Explosive Vegetation
1x Ezuri's Predation
1x Genesis Wave
1x Rishkar's Expertise
1x Shamanic Revelation
1x Skyshroud Claim
ENCHANTMENT
1x Doubling Season
1x Gaea's Touch
1x Greater Good
1x Parallel Lives
1x Zendikar Resurgent
INSTANT
1x Beast Within
1x Constant Mists
1x Moment's Peace
LAND
40x Forest
Out
In
The biggest one relates to your ramp package, as I don't think it is currently set up to help you get where you're trying to go most efficiently. You're playing a Voltron game, not midrange, right? So you would want your boss to come down as early as possible. Mowu, Loyal Companion is a 4cc spell, so we can assume he comes down on T4 most games. Right now, there are only two spells in your deck that enable a Mowu before T4: Diligent Farmhand and Sakura-Tribe Elder. All of your other ramp spells (Cultivate, Kodama's Reach, Dawntreader Elk, Fertilid, Rishkar, Peema Renegade, Wood Elves, and Yavimaya Dryad) come down on T3 or later, so Mowu is still coming into play T4.
I think you might be better served by changing some of those 3cc spells over to 2cc ramp. Rampant Growth, Nature's Lore, Three Visits (if you can afford it...), Into the North (if you're willing to go snow), Explore, Broken Bond. Maybe even some of the 2cc dorks or mana rocks. Also, I noticed there was no Sol Ring for the T2 Mowu, but I assume this is a purposeful omission?
I also wonder about Kalonian Hydra. It doesn't really seem to serve any purpose other than making itself big. Yeah, it can smash face, but I worry that it is more detracting from the main goal of the deck than adding a meaningful alternative win condition. I'm also not a fan of Animation Module. It's been in a couple of my +1/+1 counter-themed decks and I've never found it to be useful. It sucks up too much mana that I could be using instead for bigger effects.
I'll second Rishkar's Expertise, by the way. That card is a beating, especially in a Go-Tall voltron deck. If you end up using and liking that effect, green has a couple other Go-Tall card draw spells I love, like Garruk, Primal Hunter and Soul's Majesty.
Finally, I love Ancient Animus in this deck. It's just so perfect for what you're doing. Nice include!
Speaking of dorks, there's plenty of two mana dorks with upside if you want more 2cc acceleration and you're willing to take a few more risks with the ramp. Priest of Titania, Incubation Druid, and Gyre Sage all pop to mind immediately, but I'm sure there's more.
I'm not sure if I'm a fan of Toothy, Imaginary Friend. He doesn't seem to be reliable card draw for his investment, which I assume is what he's in the deck for? With the mana you'll be throwing around, and assuming you don't want to play him on curve (since that's the same turn you'd play Arix), it might be better to look for another x-mana instant draw spell. You already have Blue Sun's Zenith, so maybe Pull from Tomorrow or Stroke of Genius?
Finally, since you're running so light on artifacts and enchantments, perhaps some more of green's global enchantment/artifact destruction would be in order? Bane of Progress, certainly, with all the bounce spells. Creeping Corrosion, Seeds of Innocence, and Rampage of the Clans are other favorites of mine. I also agree with an above poster that Manglehorn over Reclamation Sage seems unusual. I love Manglehorn and I agree with your analysis of its effects on artifact ramp, but Rec Sage's ability to hit enchantments shouldn't be discounted. Given the deck structure, I might try to fit in both.
The biggest problem with non-combat wins in mono green is that they almost all involve an artifact, an enchantment, a sorcery/instant, or all of the above. Green has a hard time tutoring those out, making it rely instead on obscene card draw. I don't know of a purely creature and/or land-based alternate win in mono-green.
My Rishkar, Peema Renegade deck's primary win condition is Paradox Engine+Sprout Swarm to use Psychotrope Thallid or Fungal Plots to draw into Throne of the God-Pharaoh. While it's been fun the few times I've actually pulled that off, it's much more reliable as a straight token and +1/+1 beatdown deck.
It could be a useful piece in some budget versions (not THAT budget...what is it, a $2 uncommon right now?) but I don't see any room for it in tuned versions of the deck. =/