WotC hates green. They always have, and always will.
An above the curve creature played a turn earlier just does not compare to removal that's 2 turns cheaper. Green is fundamentally flawed in design. And its the easiest color to be at the wrong end of a 2 for 1. Green should have bomb ass enchantments like it used to... It doesn't. Love those Gx artifact decks Green finally came close to a control aspect with a gearhulk and it was still a combo deck! Before Solemnity came along almost immediately.
They made Overcome instead of Overrun because dual color decks tend to be popular... AND the last successful mono-green deck was pretty much elves 20 years ago to today.
WotC loves White. And Green is on the opposite side of the spectrum.
Oh look, my 3 mana Excavator just got blown up by a 2 mana abrade. At least I get to replay a fetchland OF ANY COLOR.
is pretty good card that can make lands matter in a big way.
A.Ghost Quarter / Tectonic Edge
-Anything that locks down opponent searching their library makes it lockdown (I know some options in both blue and white)
B.Dunes of the Dead
- Cycling an Edge of Autumn is incredible value, and Ramunapping it every turn, greenly for 3 mana, isn't a bad trade-off for +3/+3 and another 2/2 (Hashep Oasis)
- Harrow
C. Fetchlands
- It's pretty good value to pull a land out of your deck every turn regardless. It's probably best in landfall which is a strictly limited mechanic.
It's also tutorable, unlike Crucible.
Hour of Promise It's not overpowering, but its good fodder that can find ANY land.
I came across Binding Mummy and it seems like a pretty decent card here. Probably better in a black deck though :\
Beast Within was already good as an any permanent destroyer. But it just added an extra use: 5 damage to the face next turn if you board wipe creatures... WITH all open mana. (Dunes)
Merciless Eternal could be good? It's a zombie cleric after all. What does Lure do to Merciless Eternal? Do multiple creatures blocking it affect afflict?
I've mentioned a few cards here. Do you have any ideas on how to advance the deck further? Or possibly know of a thread that isn't cluttered with Gitrog?
Cowboys and Indians would be pretty cool. Get a tissue, pansy.
Vikings and Cowboys however, is dumb. Just like Pirates and Dinosaurs is dumb. They should do 1 type at a time(so tribes aren't always worthless). Oh you mean I want to make a Temur Pirate deck? Too Bad. Or at least have some sort of common ground between 2 types. IE: Pirates and Mariners, Cowboys and Indians, Dinosaurs and... Cats/Gods/Birds? They could just call Vikings Savages, with nordic-themed art.
Ninjas and Pirates. Oh wait...
Egyptian set was a perfect opportunity to get Snakes and Cats. Nope.
They could easily do a Royalty type
Prince of
Queen of
King of
etc.
... Spades(black)... Hearts(White) Clubs(Green).... Diamonds(Blue or they could be Blood Diamonds)
PS: I wish they'd make a presidential one. Running Slick Willy as my commander. You cast Trump? "Nope""Not my President"
PPS: Still waiting on this card:
2G Nature of the Beast
Enchantment
At the beginning of your upkeep, create a 3/3 beast token creature.
Ixalan leaked a Deeproot Champion: 1G, 1/1, gets a +1/+1 counter when you cast a non-creature spell. Kind of weird in green, sure. But it seems like a pretty good card in a general sense. Example: Slap down a giant growth and its a 5/5 for a turn. I kind of like the idea of a mutagenic growth laughing at a bolt.
On a side note, I believe you can cast Natural Affinity after Thing flips, while the return ability is on the stack. I could be mistaken, but I used to do something extremely nasty with grave pact and NA
I already have some birds of paradise, and I'm not sure theres a better start for the deck than TitI and an open blue mana on turn 2.
What do you think of Baral, Chief of Compliance?
-Lots of 1 drop spells
-Lots of counterspells
-Could use some 2 mana spells, or even 3 mana counterspells.
-It doesn't really add card advantage, but sifting lands is nice for a deck that really doesn't need more than 4 or 5 at any point in a game.
There were some other cards I was looking at I just forgot what they were.
Natural Affinity is a crucial card that resets the game to a more aggro-favored state. Pulling it off early mid or late is great for what this deck wants to do.
PS: I built a Guttersnipe Chandra's Spitefirecinder pyromancer. As you can imagine it was slow. The guy told me to scoop on turn 6 because he said aggro deck couldn't touch his 60 or whatever life. Wasnt a great deck, but it was sooooo much fun... To ping him down to zero in one go.
eww, probe is banned. ouch. That card is important, if only because it draws a card and information freely, what about peek? I mean the free is super valuable, but there's nothing wrong with mutagenic growth, gut shot
There's always Monastery Swiftspear, and Ixalan Leak is going to send a 1G, 1/1, whenever you cast an non-creature spell, put a +1/+1 on this creature. I do like that for consistency
There's still some decent free costed spells, they just don't draw cards.
Why do you need creature removal if you storm out into natural affinity?
Why would you try to protect TitI for 2-3 turns when Bolt doesn't draw you cards. This card is practically worthless until you flip it. Forget Grixis.
are flat out best. They are free and draw a card. You can even check for creature removal, or mana fix for a counterspell.
And yes, you still run Noxious Revival... its the ham in your storm sandwich. (consistency/redundancy)
It's combo or bust. That's what you get when you slap cyclonic rift and Armageddon on a Goyf. You don't even need spellskite.
Turn 1 Dork
Turn 2 Ice/Spell Pierce
Turn 3 Some storm combo with natural affinity. Ball game.
Turn 4 More 1 mana counterspells or delve into something. Ball game.
Forget Grixis, you want FREE storm.... to leave mana for counterspells followed by natural affinity(coincidentally you can spell pierce and natural affinity on turn 3 with a dork)... followed by counterspells.
God forbid green comes with creature search, and blue comes with instant search. If you need to do it on turn 4 or maybe even 5.
or any other cheap blue counters that will now extend. I realize that Thing in the Ice isn't necessarily the best to sit on with counterspells. But you probably don't need too many turns to win if it clears the board of everything in its way, along with lands.
Additionally, Guttersnipe could be an alt win-con. Or use Spellskite : Horror
or any other horror creatures in black(+discard) or green overkill: Emrakul's Evangel
Forgotten Creation to sift? There's some interesting horror creatures out there
If only green had reliable ways of finding creatures or blue had good ways to find instants.
You could even toss in some delve stuff for icing on the cake.
Will you help me build this deck, or at least tell me why it won't work.
A few points:
1. They came out with Solemnity
So there's one way to do it.
2. Storm: Manamorphose
There are many other cards that have similar effects, but this is probably the coup-de-grace of flexibility. Green? Red? Draw? I can't believe no one has mentioned this card! Green mana dorks + blue counterspells on turn 2... Deconstruct
3. I want to make a point on Natural Affinity
-This card is useless in most situations mostly because it takes a a long game for this to be relevant. With that said, if they tap out, and you have mana dorks(hello green), its an easy way to swing for good damage. But, this is an auto-win if you can storm out on turn 3.
-Grave Pact turns Natural affinity into a --- if you board wipe my creatures, you, and only you, lose your lands. Hard to pull off, but oh is it fun.
An above the curve creature played a turn earlier just does not compare to removal that's 2 turns cheaper. Green is fundamentally flawed in design. And its the easiest color to be at the wrong end of a 2 for 1. Green should have bomb ass enchantments like it used to... It doesn't. Love those Gx artifact decks Green finally came close to a control aspect with a gearhulk and it was still a combo deck! Before Solemnity came along almost immediately.
They made Overcome instead of Overrun because dual color decks tend to be popular... AND the last successful mono-green deck was pretty much elves 20 years ago to today.
WotC loves White. And Green is on the opposite side of the spectrum.
Oh look, my 3 mana Excavator just got blown up by a 2 mana abrade. At least I get to replay a fetchland OF ANY COLOR.
is pretty good card that can make lands matter in a big way.
A.Ghost Quarter / Tectonic Edge
-Anything that locks down opponent searching their library makes it lockdown (I know some options in both blue and white)
B.Dunes of the Dead
- Cycling an Edge of Autumn is incredible value, and Ramunapping it every turn, greenly for 3 mana, isn't a bad trade-off for +3/+3 and another 2/2 (Hashep Oasis)
- Harrow
C. Fetchlands
- It's pretty good value to pull a land out of your deck every turn regardless. It's probably best in landfall which is a strictly limited mechanic.
It's also tutorable, unlike Crucible.
Hour of Promise It's not overpowering, but its good fodder that can find ANY land.
I came across Binding Mummy and it seems like a pretty decent card here. Probably better in a black deck though :\
Beast Within was already good as an any permanent destroyer. But it just added an extra use: 5 damage to the face next turn if you board wipe creatures... WITH all open mana. (Dunes)
Merciless Eternal could be good? It's a zombie cleric after all. What does Lure do to Merciless Eternal? Do multiple creatures blocking it affect afflict?
I've mentioned a few cards here. Do you have any ideas on how to advance the deck further? Or possibly know of a thread that isn't cluttered with Gitrog?
Pretty much this with the mentioned lands ^^
Druid's Deliverance
turns a loss into a win.
also,
Horizon Canopy
is a pretty good draw engine and green literally has tons of ways, in its own color, to play multiple lands a turn.
You don't need to go into red for Mina/Hour
You don't need Gitrog
You should probably focus on landfall. Vinelasher Kudzu is going to get huge really quick with a Summer Bloom
Other ridiculousness includes Inventors' Fair
or venturing into cards that sacrifice lands for effect, like sacrificing a Llanowar Reborn to replay it over and over with Finks.
2G Enchantment
Call of the Beast
At the beginning of your upkeep, create a 3/3 green beast token creature.
Vikings and Cowboys however, is dumb. Just like Pirates and Dinosaurs is dumb. They should do 1 type at a time(so tribes aren't always worthless). Oh you mean I want to make a Temur Pirate deck? Too Bad. Or at least have some sort of common ground between 2 types. IE: Pirates and Mariners, Cowboys and Indians, Dinosaurs and... Cats/Gods/Birds? They could just call Vikings Savages, with nordic-themed art.
Ninjas and Pirates. Oh wait...
Egyptian set was a perfect opportunity to get Snakes and Cats. Nope.
They could easily do a Royalty type
Prince of
Queen of
King of
etc.
... Spades(black)... Hearts(White) Clubs(Green).... Diamonds(Blue or they could be Blood Diamonds)
PS: I wish they'd make a presidential one. Running Slick Willy as my commander. You cast Trump? "Nope""Not my President"
PPS: Still waiting on this card:
2G Nature of the Beast
Enchantment
At the beginning of your upkeep, create a 3/3 beast token creature.
Flame warning
1G
Land Voyage
Enchantment
Landfall- Draw a card
Monastery Swiftspear
Firebrand Archer
Guttersnipe
Ixalan leaked a Deeproot Champion: 1G, 1/1, gets a +1/+1 counter when you cast a non-creature spell. Kind of weird in green, sure. But it seems like a pretty good card in a general sense. Example: Slap down a giant growth and its a 5/5 for a turn. I kind of like the idea of a mutagenic growth laughing at a bolt.
On a side note, I believe you can cast Natural Affinity after Thing flips, while the return ability is on the stack. I could be mistaken, but I used to do something extremely nasty with grave pact and NA
I already have some birds of paradise, and I'm not sure theres a better start for the deck than TitI and an open blue mana on turn 2.
4 Thing in the Ice
4 Manamorphose
4 Serum Visions
4 Spell Pierce
These are definitely in for me.
What do you think of Baral, Chief of Compliance?
-Lots of 1 drop spells
-Lots of counterspells
-Could use some 2 mana spells, or even 3 mana counterspells.
-It doesn't really add card advantage, but sifting lands is nice for a deck that really doesn't need more than 4 or 5 at any point in a game.
There were some other cards I was looking at I just forgot what they were.
Natural Affinity is a crucial card that resets the game to a more aggro-favored state. Pulling it off early mid or late is great for what this deck wants to do.
PS: I built a Guttersnipe Chandra's Spitefire cinder pyromancer. As you can imagine it was slow. The guy told me to scoop on turn 6 because he said aggro deck couldn't touch his 60 or whatever life. Wasnt a great deck, but it was sooooo much fun... To ping him down to zero in one go.
There's always Monastery Swiftspear, and Ixalan Leak is going to send a 1G, 1/1, whenever you cast an non-creature spell, put a +1/+1 on this creature. I do like that for consistency
There's still some decent free costed spells, they just don't draw cards.
Why would you try to protect TitI for 2-3 turns when Bolt doesn't draw you cards. This card is practically worthless until you flip it. Forget Grixis.
Manamorphose
Gitaxian Probe
are flat out best. They are free and draw a card. You can even check for creature removal, or mana fix for a counterspell.
And yes, you still run Noxious Revival... its the ham in your storm sandwich. (consistency/redundancy)
It's combo or bust. That's what you get when you slap cyclonic rift and Armageddon on a Goyf. You don't even need spellskite.
Turn 1 Dork
Turn 2 Ice/Spell Pierce
Turn 3 Some storm combo with natural affinity. Ball game.
Turn 4 More 1 mana counterspells or delve into something. Ball game.
Forget Grixis, you want FREE storm.... to leave mana for counterspells followed by natural affinity(coincidentally you can spell pierce and natural affinity on turn 3 with a dork)... followed by counterspells.
God forbid green comes with creature search, and blue comes with instant search. If you need to do it on turn 4 or maybe even 5.
It's been tried, blah blah blah.
But wait:
Gitaxian Probe
Noxious Revival
Twiddle
Manamorphose
Basically: storm into this Natural Affinity
But wait there's more:
Wild Cantor
Lotus Cobra
Of course those don't really help Thing in the Ice, but you could easily have turn 2 Thing in the Ice flipped. And most reliably on turn 3.
Moreover, you could load up some
censor
cursecatcher
mana leak
remand
rune snag
spell pierce
spell snare
etc.
or any other cheap blue counters that will now extend. I realize that Thing in the Ice isn't necessarily the best to sit on with counterspells. But you probably don't need too many turns to win if it clears the board of everything in its way, along with lands.
Additionally, Guttersnipe could be an alt win-con. Or use Spellskite : Horror
or any other horror creatures in black(+discard) or green overkill: Emrakul's Evangel
Forgotten Creation to sift? There's some interesting horror creatures out there
If only green had reliable ways of finding creatures or blue had good ways to find instants.
You could even toss in some delve stuff for icing on the cake.
Will you help me build this deck, or at least tell me why it won't work.
1. They came out with Solemnity
So there's one way to do it.
2. Storm: Manamorphose
There are many other cards that have similar effects, but this is probably the coup-de-grace of flexibility. Green? Red? Draw? I can't believe no one has mentioned this card! Green mana dorks + blue counterspells on turn 2...
Deconstruct
3. I want to make a point on Natural Affinity
-This card is useless in most situations mostly because it takes a a long game for this to be relevant. With that said, if they tap out, and you have mana dorks(hello green), its an easy way to swing for good damage. But, this is an auto-win if you can storm out on turn 3.
-Grave Pact turns Natural affinity into a --- if you board wipe my creatures, you, and only you, lose your lands. Hard to pull off, but oh is it fun.
I'm thinking storm/control shell in simic. Dorks---> counter, counter, counter----> Ice----> Storm/Natural Affinity.
Natural Connection in a simic deck: so much win.
Turn 2: Ruin Ghost and Crop Rotation
- Ith: Skyline Cascade
- Mom: Sejiri Steppe
- Bojuka Bog
- Sylvan Library: Halimar Depths
- or whatever land schinanigans
Turn 3: KotR & Ruin ghost activation
Turn 1: Mother of Runes
Turn 2: ...
Maybe not as efficient, but a similar net effect, and much more versatile. Are you saying its unplayable because Mom costs 1 less mana to activate?
@Rabbit: You didn't mention modern maverick. RIP
And could let Ruin Ghost replace Mother of Runes in maverick.