I couldn't decide between Thrun and Sigarda, Host of Herons as a Voltron general. I ended up running with Thrun, because let's face it: Mono green is pretty classy.
Plus, Thrun lets me run some janky stuff
Why did I want to make a G Voltron deck you ask? Well, the answer is simple really... Berserk.
Anyway, I haven't built Voltron before, so I probably need a lot of fixes made:
Seems kinda artifact heavy considering you are playing a color that can only tutor creatures.
Grafted Exoskeleton/Grafted Wargear + Thrun... hmmm you are taking one of the hardest to remove creatures in the game and making him easy to kill... not worth it IMHO.
I didn't really think about them killing the equipment, thanks for pointing that out. I'll replace them soon.
EDIT: I cut them and some other sub-par stuff for thinks that enable a turn 3 Thrun more frequently. And also Primal Command, because that card is boss.
The biggest suggestion I have for your deck is this: Why include fetchlands? Their utility as thinners is dubious enough in a 60 card deck. In a 99 card format they do close to nothing! You're probably better off keeping them available for decks that actually need them. (Unless of course you want them in for landfall triggers, but then they're 4 cards out of 99...)
Aside from that, I think you're making a good start!
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Plus, Thrun lets me run some janky stuff
Why did I want to make a G Voltron deck you ask? Well, the answer is simple really... Berserk.
Anyway, I haven't built Voltron before, so I probably need a lot of fixes made:
1 Thrun, the Last Troll
Creatures: 13
1 Acidic Slime
1 Birds of Paradise
1 Duplicant
1 Eternal Witness
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Junk Diver
1 Llanowar Elves
1 Myr Retriever
1 Primeval Titan
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Wickerbough Elder
Planeswalkers: 2
1 Garruk Wildspeaker
1 Garruk, Primal Hunter
Enchantments: 4
1 Eladamri's Vineyard
1 Mirri's Guile
1 Sylvan Library
1 Wild Growth
Artifacts: 5
1 Crucible of Worlds
1 Mana Crypt
1 Mana Vault
1 Sensei's Divining Top
1 Sol Ring
1 Bear Umbra
1 Blanchwood Armor
1 Canopy Cover
1 Fists of Ironwood
1 Gaea's Embrace
1 Moldervine Cloak
1 Rancor
1 Vow of Wildness
1 Wurmweaver Coil
Equipment: 20
1 Argentum Armor
1 Batterskull
1 Bonesplitter
1 Champion's Helm
1 Darksteel Plate
1 Fireshrieker
1 Helm of Kaldra
1 Lightning Greaves
1 Loxodon Warhammer
1 Shield of Kaldra
1 Skullclamp
1 Strata Scythe
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Kaldra
1 Sword of Light and Shadow
1 Sword of Vengeance
1 Sword of War and Peace
1 Umezawa's Jitte
1 Whispersilk Cloak
1 Berserk
1 Green Sun's Zenith
1 Krosan Grip
1 Nature's Lore
1 Noxious Revival
1 Primal Command
1 Rampant Growth
1 Recollect
1 Regrowth
1 Search for Tomorrow
1 Three Vists
Land: 35
25 Snow-Covered Forest
1 Buried Ruin
1 High Market
1 Maze of Ith
1 Miren, the Moaning Well
1 Misty Rainforest
1 Strip Mine
1 Verdant Catacombs
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
I know, I know, it's grotesque and not easy to look at. However, with some guidance I'm sure we've got a real winner here!
Grafted Exoskeleton/Grafted Wargear + Thrun... hmmm you are taking one of the hardest to remove creatures in the game and making him easy to kill... not worth it IMHO.
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
EDIT: I cut them and some other sub-par stuff for thinks that enable a turn 3 Thrun more frequently. And also Primal Command, because that card is boss.
Thrun, the Last Troll - Primordial Triumph
The biggest suggestion I have for your deck is this: Why include fetchlands? Their utility as thinners is dubious enough in a 60 card deck. In a 99 card format they do close to nothing! You're probably better off keeping them available for decks that actually need them. (Unless of course you want them in for landfall triggers, but then they're 4 cards out of 99...)
Aside from that, I think you're making a good start!
Any particular reason that this deck fell out of favour for you?