I've seen Selesnya and Gruul deck guides on CFB Pro - why do you think the mono Green version is better than having another color in there?
The mana.....
With the new set I have not looked at any new brews so maybe something is out there but even with Pathways I had games where I would get tripped on color requirements with Gruul Adventures.
4/8/21: Taking Preservers out for Swarm Shamblers. Better gemrazer targets, cost less, more cards to turn on lovestruck Beast. Never really got to abuse a Preserver, all instances were extreme situations of 'win more'.
The mana base is suspect but I'll test it out. Obviously this deck is a standard Temur adventures but instead of Genesis Ultimatum or taking more turns we have terror of the peaks and Body of research to try and win. I plan to play the deck as winning when you play body of research so that means only casting the spell if Terror is in play or with 7 mana and a footfall crater or at 8 mana and Kazuul's fury. Of course the deck can still win without the spell and the threat of the spell is so great you can sideboard it out for a different style to next level the opponent with other cards.
-1 Vorinclex, -1 Wildborn Preserver for +2 Exponential Growth. I'm going to try it on Arena. 13 trample creatures to ensure the damage gets through. Snow lands to make faceless Haven hitting for 8 or 16 a possibility.
I am seriously considering replacing Ilysian Caryatid with Tangled Florahedron as it will allow me to keep more hands. Too often I keep hands with like 2 lands and a caryatid hoping the caryatid can carry my hand until I draw more lands then it gets killed. If it is a Hedron then that would guarantee my 3rd land.
Another thing that occurred to me is having 4 Hedrons over Caryatids is that I would have 30 lands; maybe I could get rid of a forest and Turntimber Symbiosis for 2 more spells. 28 total lands then +1Primal might and +1Ram through or Snakeskin Veil??? That would make more room in the sideboard, for whatever, +2 Questing Beast??
It would look like this:
I fear keeping 1 turntimber symbiosis will affect my forest count for troll and castle so I will keep track how many times I miss it.
3/15/21: I jammed a lot of games on area this weekend with this configuration of removing Caryatids for Florahedrons and my theory played out. It was a little difficult determining whether or not Cary would have been better then Flora because some of those situations played out where I play Flora as a land Turn1 then draw lands. For example I have a hand with 2 lands and 1 Flora then play it turn 1 then turn 2 draw another land THEN it remains to be unknown whether or not the opponent had T2 removal. Despite that I counted many times where having the card in hand enabled me to keep my hand as Flora was my 3rd guaranteed land or it enabled me to curve into other spells.
The question is now what takes the 2 spots as I removed 1 forest and the Turntimber Symbiosis. Right now I got +1 Primal Might and +1 Wildborn preserver or Fiend Artisan ~ trying it out.
Fiend artisan seems good against rogues and untapping with it could be good if I had 7 mana and a chump then I could search out Vorinclex. Otherwise against rogues artisan could be huge and mutating Gemrazer on it would make it bigger and give it trample. With 4 ram through already being brought in against rogues it might be big enough to kill the opponent out right.
3/23/21:
fiend artisan was never good, interestingly enough I never played it against Rogues but main decking a card that is only hypothetically good against 1 deck isn't worth it. Online I am playing 2 Wildborn Preservers and they are ok.
Since adding Vorinclex to the main I am 112-51, 69%(3/23/21)win rate, playing the "Traditional Standard Event" on Arena. I am interested in building my collection then I am climbing the ladder as I get more coin and cards playing that event.
In paper I have removed Battle Mammoths back for Swarm Shamblers until I get Vorinclex in paper, Mammoths just dont fit the curve.
Creatures - 31 4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge 4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge 4 Scavenging Ooze - auto include due to rogues and Kroxa 4 Ilysian Caryatid - replaces Cobra makes 2 mana regardless of landfall and enables Lovestruck 3 Garruk's Harbinger - 3 mana for 4 power to enable Caryatid, good against Rogues and Dimir 4 Lovestruck Beast - enables T4 Henge 4 Kazandu Mammoth - T4 land drop enable T4 Henge 4 Gemrazer - mutate on Shambler or Coil for 6 power on T3
The new cards I am going to be adding are: +3 Old-growth troll, -3 Garruk's Harbinger, +3 Battle Mammoth, +1 Vivien, Monster's Advocate, -4 Swarm Shambler. I sacrificed the possibility of playing T4 Henge by mutating on T1/2 Swarm Shambler for a better card in other stages of the game with Battle Mammoth. Being able to cast Mammoth on T4 then Henge on 5 is still good.
We'll see about Old-Growth Troll over harbinger as harbinger had a leg up on Rogues and Dimir and I have to worry less about not hitting GGG on T3 by play one of my 3 colorless lands.
So T4 henge with:
T4 land drop and Beast or Mammoth in play - 2 ways
Caryatid with 4 power creature; Razer(mutated requires 4th land drop), troll or Snake (land drop not required) - 1 required creature with 1 of 12 others
A 5/5 or 6/6 Gemrazer mutated onto a snake - 1 required creature with 1 of 4 others
2/3/21
I took out 2 Turntimber Symbiosis for 2 forest as when the Troll dies I need a forest in play and there have been times I didnt have a forest or not enough! Also it isnt too often that I would actually play the spell, more often then not I was dealing with the cons of the land side. ALSO I learned if you mutate onto Troll and it gets killed both the Troll and the mutate card can go onto a forest for DOUBLE ramp and double 4/4s.
Also I added 1 Primal Might main and moved a Ram through to the sideboard. I cut the forth Henge for a Vivien, I was drawing too many henges and my opening hand had too many in them. Vivien plays well with Henge, great fun.
Over time I am sure that those 2 sorcerous spyglass and 1 Questing beasts will turn into 3 Vorinclex, Monsterous Raider as that card is just insane!
2/5/21
Testing vorinclex over Battle Mammoth to see if I like it better, I am sure I will. Main deck answers for sagas and Ugin/planeswalkers, double counters for stonecoil and creatures from the henge, 6/6 haste(clear some spots in the sideboard). Poor Mammoth and poor wallet if this turns out better. I will be also adding 2 castles and removing 2 forests to ensure I can cast Vorinclex at 5 mana.
+3 vorinclex, -3 Battle Mammoth. Only 1 turntimber symbiosis, 4 castles for vorinclex, more forests, only 1 crawling barrens now. 2/2 split of ram through and primal might.
2/16/21
I am currently shopping for good deals on Vorinclex as it is the better card over Battle Mammoth. I know that is a completely obvious statement but my testing has 100% solidified it. To date I am 40-18 in 12 "Traditional Standard Event"s on MtgA, the event that costs 1000 gold and is best of three. Due to the power of Vorinclex's haste, it makes me think of a more aggro version of mono green that plays 4 questing beast, 4 Garruk's Harbinger and 6-8 removal spells main.
I've had a Radha, heir to Keld while and I love it, really fun and decently strong. As the new versions of Radha have come out Ive tried converting my deck while some of the lists are cool, Heart of Keld in particular, they weren't really what I was trying to build. But as I spent more time with Radha again I realized shes in need of some tweaking. So I looking for some advice on restructuring and tuning. Here's my list as it is now. I am curious for feedback or card suggestions. Specifically I am considering changing up some of the creatures, maybe adding another one or two in. Sometimes I feel like a get ramped up but then dont have enough creatures to cast.
The premise is of course ramp into good stuff. What Heir to Keld adds that the other versions don't is a huge amount of consistency. Because you can always cast her on T2 you always can hit 4 mana of T3, ideal to drop a spell that can ramp you into a 6-7cc card T4. This is good because it allows you get out and swinging pretty quick but it also means while building you dont include any 2cc ramp spells like signets or stuff like Natures Lore which, while good cards are 1 for 1s. You instead get to fill up on cards like Skyshroud Claim which are 2 for 1s. This means both that you will draw less lands later in the game cause youre pulling more out of your deck but it also means arent drawing a signet later when you need a more powerful card.
Cards I've picked are all about immediate board presence, haste of some kinda of ETB or resilience against removal to lessen the impact of having people just zap your creature youve just spent 6-7 mana casting. You also should be able to go pretty tall, sometimes wide, to help guard against being blanked by a wrath or something.
Combos are of course Kikijiki+Zealous Conscripts, also Sword of Feast and Famine/Bear Umbra/Savagevent maw + Hellkite charger/Aggravated assault is looped combat. I also have Dark Depths + Vesuvan/Thespian state, which is a little vestigial from the last Heart of Keld variant but Hasnt felt too greedy yet? Might be though.
I should probably have the Eldrazi Titans, Blightsteel stuff like that but no one in my group really has them and I kinda dislike them so I havent yet. It also would take a little restructuring curve wise. The way its built now is really more hit the ground running at T4 and then never look back some of the bigger boys you'd need another ramp spell or a mana doubler to be reliably getting them out.
Right now I am really considering these cards but I am not sure what to cut :/
I am leaning towards cutting Scapeshift, its obviously great and can be a huge swing if you have enough lands to Valakut,Dark depths or Field of the Dead off but I've drawn it a couple times now and had it sit in my hand. Maybe Kamahl too? I dunno. I think I need 1-2 more big baddies and maybe try to fit in Helm of the host too? If anyone has other suggestions of card choice either for the creatures or anything else lemme know!
I too created a Radha Deck, my first and only. Dont sleep on Regal Behemmoth. I think helm of the host is too slow and anyone can destroy it. Nyxbloom ancient is great. Not a fan of Bloodbraid elf as it can run into cards you dont want. not high on Ruric Thar, hitting yourself. I read you were thinking about rishkar's Expertise, I am running it now and do not like it as all too often I do not have a big creature in play to justify the cost of the spell nad or already have a bunch of cards in my hand from the other cards that enable me to draw every time a creature is cast or comes into play. How often do you use Valakut to good use? Do you get wins with scapeshift? I kind of think Valakut is something that you would shape your deck around, a different archetype.
I choose Radha as my first commander because I think that in a slow format to come out fast is a huge advantage despite the possibility of upsetting someone early. It is my opinion that playing a commander that full fills the role of mana acceleration on turn 2 allows you to leave out traditional T2 "mana rocks" and use those slots for other cards. Radha can cheat something massive into play with her ability of producing 2 red at the beginning of combat. Those options have been narrowed down to:
Embercleave - Can play on T3, nice surprise later in the game
I want this deck to be a creature based deck with creatures that have ETB triggers and I want to draw cards for them coming into play.
So here is the deck list
My next move is to include vorinclex, voice of hunger and Winding Canyons although I think vorinclex is bit harsh for any play group.
I am new to commander. Does anyone have any other suggestions?
First take with mono Green. SB changes with meta game. After seeing Rumti play Swarm Shambler I came up with the second version.
I watch Rumti and RintMS that I watch for updates to the archetype.
Another build I just thought up to increase the number of routes to a Turn 4 Henge is to remove 2 Yorvo for 2 Garruk and -4 Beetle adding 4 Lotus Cobra. T2 cobra, T3 untapped land makes 4 mana to cast Garruk, most likely make a token then on T4 +1 garruk to give +3/3 to either lotus cobra or the beast token and cast henge. It would look like this:
I do agree with "...some kind of alternate finisher". But then its like what do I take out. Thus far the deck is fairly terrible, sucks not drawing the incinerator. I play the spitter and fiend to get 5 damage with heartfire on T3. I do like Fireblade Artist in that it can eat a creature for 2 damage to help get incinerator out but then again I do not know if it would be better than the cards it would take out.
This is simple, cast token creating cards, attack for as much damage as you can then on T4 and 5 cast the retrospective card to sac a token to get Raze Boar into play for the win.
The mana.....
With the new set I have not looked at any new brews so maybe something is out there but even with Pathways I had games where I would get tripped on color requirements with Gruul Adventures.
Current deck list is:
2 Swarm Shambler - more creatures to mutate on, earlier aggression
4 Stonecoil Serpent - ignores Binding of the gods
4 Scavenging Ooze - main deck for rogues and cycling
4 Tangled Florahedron - accelerate from 2 to 4, 4 to 6 for vorinclex with castle, enables lovestruck beast
3 Old-Growth Troll - not a bad mutate target for gemrazer
4 Lovestruck Beast
4 Kazandu Mammoth
4 Gemrazer
3 Vorinclex, Monstrous Raider
2 Ram Through - non-fight removal
2 Primal Might - green Fireball
1 Vivien, Monsters' Advocate - instead of 4th Henge
3 The Great Henge
Lands - 20
14 forest
4 Castle Garenbrig
1 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
4 Garruk's Harbinger - use against decks with heavy black removal
3 Chainweb Aracnir - does work against Rogues
2 Questing Beast - for Sultai, before they go off, other control
2 Thrashing Brontodon - cleave and henge
2 Ram Through - creature matchups
2 Primal Might - creature matchups
4 Edgewall Innkeeper - temur adventure package to draw cards and stay alive
4 Lovestruck Beast
4 Bonecrusher Giant
4 Brazen Borrower
4 Terror of the Peaks - Play Body and win
Spells - 17
4 Footfall Crater - Haste AND Trample to body at 7 mana
2 Kazuul's Fury - fling for Body
4 Fire Prophecy - help stay alive and find pieces
4 Cultivate - fix and ramp
3 Body of Research
4 Ketria Triome
2 Cragcrown Pathway
2 Riverglide Pathway
2 Barkchannel Pathway
2 Temple of Epiphany
1 Temple of Mystery
1 Temple of Abandon
3 Forest
2 Island
2 Mountain
2 The World Tree - very useful untapping at 7 mana
The mana base is suspect but I'll test it out. Obviously this deck is a standard Temur adventures but instead of Genesis Ultimatum or taking more turns we have terror of the peaks and Body of research to try and win. I plan to play the deck as winning when you play body of research so that means only casting the spell if Terror is in play or with 7 mana and a footfall crater or at 8 mana and Kazuul's fury. Of course the deck can still win without the spell and the threat of the spell is so great you can sideboard it out for a different style to next level the opponent with other cards.
Some other cards in the 'Maybe board": the Royal Scions giving haste to Body same turn at 6 mana, Garruk's Uprising giving trample to Body and drawing a card, Crashing Drawbridge enables haste, tuktuk rubblefortanother haste enabler, Garruk, Unleashed trample enabler.
I think 6 mana targeting a trample creature is the goal, any additional mana is a bonus
1 Swarm Shambler - 30th creature, good gemrazer target
4 Stonecoil Serpent - ignores Binding of the gods
4 Scavenging Ooze - main deck for rogues and cycling
4 Tangled Florahedron - accelerate from 2 to 4, 4 to 6 for vorinclex with castle, enables lovestruck beast, lowers total land count
3 Old-Growth Troll - not a bad mutate target for gemrazer
4 Lovestruck Beast
4 Kazandu Mammoth
4 Gemrazer
2 Vorinclex, Monstrous Raider
2 Ram Through - non-fight removal
2 Primal Might - green Fireball
2 Exponential Growth
1 Vivien, Monsters' Advocate - instead of 4th Henge
3 The Great Henge
Lands - 20
14 Snow forest
4 Castle Garenbrig
2 Faceless Haven
4 Garruk's Harbinger - use against decks with heavy black removal
3 Chainweb Aracnir - does work against Rogues
2 Questing Beast - for Sultai, before they go off, other control
2 Thrashing Brontodon - cleave and henge
2 Ram Through - creature matchups
2 Primal Might - creature matchups
-1 Vorinclex, -1 Wildborn Preserver for +2 Exponential Growth. I'm going to try it on Arena. 13 trample creatures to ensure the damage gets through. Snow lands to make faceless Haven hitting for 8 or 16 a possibility.
Another thing that occurred to me is having 4 Hedrons over Caryatids is that I would have 30 lands; maybe I could get rid of a forest and Turntimber Symbiosis for 2 more spells. 28 total lands then +1Primal might and +1Ram through or Snakeskin Veil??? That would make more room in the sideboard, for whatever, +2 Questing Beast??
It would look like this:
4 Stonecoil Serpent - ignores Binding of the gods
4 Scavenging Ooze - main deck for rogues and cycling
4 Tangled Florahedron - accelerate from 2 to 4, 4 to 6 for vorinclex with castle, enables lovestruck beast
2 Wildborn Preserver - this is creature # 31, trying it out. Maybe fiend Artisan?
3 Old-Growth Troll - not a bad mutate target for gemrazer
4 Lovestruck Beast
4 Kazandu Mammoth
4 Gemrazer
3 Vorinclex, Monstrous Raider
2 Ram Through - non-fight removal
2 Primal Might - green Fireball
1 Vivien, Monsters' Advocate - instead of 4th Henge
3 The Great Henge
Lands - 20
14 forest
4 Castle Garenbrig
1 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
4 Garruk's Harbinger - use against decks with heavy black removal
3 Chainweb Aracnir - does work against Rogues
2 Questing Beast - for Sultai, before they go off, other control
2 Thrashing Brontodon - cleave and henge
2 Ram Through - creature matchups
2 Primal Might - creature matchups
I fear keeping 1 turntimber symbiosis will affect my forest count for troll and castle so I will keep track how many times I miss it.
3/15/21: I jammed a lot of games on area this weekend with this configuration of removing Caryatids for Florahedrons and my theory played out. It was a little difficult determining whether or not Cary would have been better then Flora because some of those situations played out where I play Flora as a land Turn1 then draw lands. For example I have a hand with 2 lands and 1 Flora then play it turn 1 then turn 2 draw another land THEN it remains to be unknown whether or not the opponent had T2 removal. Despite that I counted many times where having the card in hand enabled me to keep my hand as Flora was my 3rd guaranteed land or it enabled me to curve into other spells.
The question is now what takes the 2 spots as I removed 1 forest and the Turntimber Symbiosis. Right now I got +1 Primal Might and +1 Wildborn preserver or Fiend Artisan ~ trying it out.
Fiend artisan seems good against rogues and untapping with it could be good if I had 7 mana and a chump then I could search out Vorinclex. Otherwise against rogues artisan could be huge and mutating Gemrazer on it would make it bigger and give it trample. With 4 ram through already being brought in against rogues it might be big enough to kill the opponent out right.
3/23/21:
fiend artisan was never good, interestingly enough I never played it against Rogues but main decking a card that is only hypothetically good against 1 deck isn't worth it. Online I am playing 2 Wildborn Preservers and they are ok.
In paper I have removed Battle Mammoths back for Swarm Shamblers until I get Vorinclex in paper, Mammoths just dont fit the curve.
4 Swarm Shambler - playing over Battle Mammoth, until I get Vorinclex
4 Stonecoil Serpent - ignores Binding of the gods now
4 Scavenging Ooze - main deck for rogues, rakdos, cycling
4 Ilysian Caryatid - accelerate from 2 to 4, 4 to 6 for vorinclex with castle, enables lovestruck beast. With power
3 Old-Growth Troll - not a bad mutate target for gemrazer
4 Lovestruck Beast
4 Kazandu Mammoth
4 Gemrazer
2 Ram Through - non-fight removal
2 Primal Might - green Fireball
2 Turntimber Symbiosis - better than a land late game
3 The Great Henge
Lands - 20
15 forest
2 Castle Garenbrig
2 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
4 Garruk's Harbinger - use against decks with heavy black removal
3 Chainweb Aracnir - does work against Dimir Rogues
2 Thrashing Brontodon - cleave and henge
2 Snakeskin Veil - trying this out
2 Primal Might - creature matchups
2 Ram Through - creature matchups
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge
4 Scavenging Ooze - auto include due to rogues and Kroxa
4 Ilysian Caryatid - replaces Cobra makes 2 mana regardless of landfall and enables Lovestruck
3 Garruk's Harbinger - 3 mana for 4 power to enable Caryatid, good against Rogues and Dimir
4 Lovestruck Beast - enables T4 Henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
4 Gemrazer - mutate on Shambler or Coil for 6 power on T3
4 Ram through - non-fight removal, instant speed, direct damage
4 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 20
13 forest
2 Castle Garenbrig
2 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
4 Primal Might - creature matchups
3 Questing Beast - control, replaces harbinger or Gemrazer
3 Chainweb Aracnir - does work against Dimir Rogues
2 Thrashing Brontodon - cleave and henge
2 Sorcerous Spyglass - Ugin
1 Garruk's Harbinger - decks with a lot of black removal
The new cards I am going to be adding are: +3 Old-growth troll, -3 Garruk's Harbinger, +3 Battle Mammoth, +1 Vivien, Monster's Advocate, -4 Swarm Shambler. I sacrificed the possibility of playing T4 Henge by mutating on T1/2 Swarm Shambler for a better card in other stages of the game with Battle Mammoth. Being able to cast Mammoth on T4 then Henge on 5 is still good.
We'll see about Old-Growth Troll over harbinger as harbinger had a leg up on Rogues and Dimir and I have to worry less about not hitting GGG on T3 by play one of my 3 colorless lands.
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Scavenging Ooze
4 Ilysian Caryatid - replaces Cobra makes 2 mana regardless of landfall and enables Lovestruck
3 Old-Growth Troll - replacing Garruk's Harbinger
4 Lovestruck Beast - enables T4 Henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
4 Gemrazer - mutate on Shambler or Coil for 6 power on T3
3 Battle Mammoth - replacing Swarm Shambler
3 Ram Through - non-fight removal
1 Primal Might - green Fireball
1 Vivien, Monsters' Advocate - in stead of 4th Henge
2 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 20
15 forest
2 Castle Garenbrig
2 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
3 Garruk's Harbinger - decks heavy with black removal
3 Chainweb Aracnir - does work against Dimir Rogues
2 Questing beast
2 Thrashing Brontodon - cleave and henge
2 Sorcerous Spyglass - Ugin
2 Primal Might - creature matchups
1 Ram Through - creature matchups
T4 land drop and Beast or Mammoth in play - 2 ways
Caryatid with 4 power creature; Razer(mutated requires 4th land drop), troll or Snake (land drop not required) - 1 required creature with 1 of 12 others
A 5/5 or 6/6 Gemrazer mutated onto a snake - 1 required creature with 1 of 4 others
2/3/21
I took out 2 Turntimber Symbiosis for 2 forest as when the Troll dies I need a forest in play and there have been times I didnt have a forest or not enough! Also it isnt too often that I would actually play the spell, more often then not I was dealing with the cons of the land side. ALSO I learned if you mutate onto Troll and it gets killed both the Troll and the mutate card can go onto a forest for DOUBLE ramp and double 4/4s.
Also I added 1 Primal Might main and moved a Ram through to the sideboard. I cut the forth Henge for a Vivien, I was drawing too many henges and my opening hand had too many in them. Vivien plays well with Henge, great fun.
Over time I am sure that those 2 sorcerous spyglass and 1 Questing beasts will turn into 3 Vorinclex, Monsterous Raider as that card is just insane!
2/5/21
Testing vorinclex over Battle Mammoth to see if I like it better, I am sure I will. Main deck answers for sagas and Ugin/planeswalkers, double counters for stonecoil and creatures from the henge, 6/6 haste(clear some spots in the sideboard). Poor Mammoth and poor wallet if this turns out better. I will be also adding 2 castles and removing 2 forests to ensure I can cast Vorinclex at 5 mana.
2/8/21
Here is Crokeyz's version of Mono green he tried out using The Ozolith https://app.cardboard.live/s/crokeyz.
Here is an 8-1 list from Rumti: https://www.mtggoldfish.com/deck/3742336#online
2/9/21
Here is the list I am running on Arena
4 Stonecoil Serpent - ignores Binding of the gods
4 Scavenging Ooze - main deck for rogues and rakdos
4 Ilysian Caryatid - accelerate from 2 to 4, 4 to 6 for vorinclex with castle, enables lovestruck beast
3 Old-Growth Troll - no a bad mutate target for gemrazer
4 Lovestruck Beast
4 Kazandu Mammoth
4 Gemrazer
3 Vorinclex Monsterous Raider
2 Ram Through - non-fight removal
2 Primal Might - green Fireball
1 Vivien, Monsters' Advocate - instead of 4th Henge
1 Turntimber Symbiosis - better than a land late game
3 The Great Henge
Lands - 21
15 forest
4 Castle Garenbrig
1 Crawling Barrens - good card against Ugin and control, mana sink
1 Bonder's Enclave
4 Garruk's Harbinger - use against decks with heavy black removal
3 Chainweb Aracnir - does work against Dimir Rogues
2 Thrashing Brontodon - cleave and henge
2 Snakeskin Veil - trying this out
2 Primal Might - creature matchups
2 Ram Through - creature matchups
+3 vorinclex, -3 Battle Mammoth. Only 1 turntimber symbiosis, 4 castles for vorinclex, more forests, only 1 crawling barrens now. 2/2 split of ram through and primal might.
2/16/21
I am currently shopping for good deals on Vorinclex as it is the better card over Battle Mammoth. I know that is a completely obvious statement but my testing has 100% solidified it. To date I am 40-18 in 12 "Traditional Standard Event"s on MtgA, the event that costs 1000 gold and is best of three. Due to the power of Vorinclex's haste, it makes me think of a more aggro version of mono green that plays 4 questing beast, 4 Garruk's Harbinger and 6-8 removal spells main.
have you updated your list since this?
Here is mine for comparison.
I choose Radha as my first commander because I think that in a slow format to come out fast is a huge advantage despite the possibility of upsetting someone early. It is my opinion that playing a commander that full fills the role of mana acceleration on turn 2 allows you to leave out traditional T2 "mana rocks" and use those slots for other cards. Radha can cheat something massive into play with her ability of producing 2 red at the beginning of combat. Those options have been narrowed down to:
I want this deck to be a creature based deck with creatures that have ETB triggers and I want to draw cards for them coming into play.
So here is the deck list
mana accelerants
1x Birds of Paradise
1x Radha, Heir to Keld
1x Thunderscape Familiar
1x Llanowar Tribe
1x Goreclaw, Terror of Qal Sisma
1x Regal Behemoth
1x Ulvenwald Hydra
1x Nyxbloom Ancient
1x Grand Warlord Radha
1x Hellkite Charger - with savage Ventmaw and additional mana you have an opportunity to kill everyone in one combat step
1x Savage Ventmaw
1x Yeva, Nature's Herald
1x Great Oak Guardian
1x Temur Sabertooth
1x Seedborn Muse
1x Ilharg, the Raze-Boar
1x Thunderfoot Baloth
1x Greenwarden of Murasa
1x Vigor
1x Panglacial Wurm - multiple ways to get it into play if you have the mana
1x End-Raze Forerunners
1x Archetype of Endurance
1x Thorn Mammoth
1x Dragonlord Atarka
1x Apex Altisaur - Closet thing to board wipe Green has
1x Kogla, the Titan Ape - return eternal witness/bogbonder for indestr. and reuse!
1x Eternal Witness
1x Slippery Bogbonder
1x Beast Whisperer
1x Garruk's Packleader
1x Reclamation Sage
1x Acidic Slime
1x Woodfall Primus
1x Terastodon
Spells - 31
instants
1x Summoner's Pact
1x Worldly Tutor
1x Heroic Intervention
1x Choas Warp
1x Beast Within
1x Chord of Calling
1x Lure of Prey
1x Awakening of Vitu-Ghazi
1x Fissure
1x Shared Summons
1x Volcanic Offering
1x Dramatic Entrance
1x Summoning Trap
1x Rhythm of the Wild
1x Elemental Bond
1x Garruk's Uprising
1x Guardian Project
1x Sol Ring
1x Lifecrafter's Bestiary
1x Vedalken Orrery
1x Embercleave
1x The Great Henge
1x Vivien, Champion of the Wilds - flash enabler
1x Domri, Anarch of Bolas - source of removal & mana
1x Vivien, Arkbow Ranger - source of removal
1x Vivien Reid - source of removal, for flying creatures & card advatange
1x Green Sun's Zenith
1x Shatterskull Smashing // Shatterskull, the Hammer Pass
1x Decimate
1x Natural Order
1x Turntimber Symbiosis // Turntimber, Serpentine Wood
5x Forest
1x Mountain
1x Castle Garenbrig
1x Mosswort Bridge - fetchable with Ulvenwald Hydra
1x Sheltered Thicket
1x Karplusan Forest
1x Copperline Gorge
1x Fire-Lit Thicket
1x Grove of the Burnwillows
1x Rootbound Crag
1x Mossfire Valley
1x Cinder Glade
1x Spire Garden
1x Raging Ravine - great with kessig wolf run or Awakening of Vitu-Ghazi
1x Stomping Ground
1x Cragcrown Pathway
1x Unclaimed Territory
1x Reflecting Pool
1x City of Brass
1x Command Tower
1x Mana Confluence
1x Exotic Orchard
1x Kessig Wolf Run
1x Inkmoth Nexus - great with kessig wolf run or Awakening of Vitu-Ghazi
1x Ancient Ziggurat
1x Bloodstain Mire - enables Panglacial wurm
1x Windswept Heath - enables Panglacial wurm
1x Wooded Foothills - enables Panglacial Wurm
1x Prismatic Vista - enables Panglacial Wurm
1x Ash Barrens - enables Panglacial Wurm for 1 mana
Mana Accelerants are:
My next move is to include vorinclex, voice of hunger and Winding Canyons although I think vorinclex is bit harsh for any play group.
I am new to commander. Does anyone have any other suggestions?
4 Stonecoil Serpent
4 Scavenging ooze
4 Nessian Hornbeetle
4 Lovestruck Beast
2 Garruk's Harbinger
2 Yorvo, Lord of Garenbrig
4 Questing Beast
2 Gemrazer
4 Primal Might
1 Ram Through
2 Garruk, Unleashed
3 The Great Henge
Lands - 24
20 forest
2 Castle Garenbrig
2 Bonder's Enclave
4 Oakhame Adversary - Mirror
3 Destiny Spinner - counter heavy decks
2 Gemrazer - decks with man Arts. and or Enchants
2 Ranger's Guile - removal heavy decks/ control
2 Garruk's Harbinger - decks with a lot of black removal
1 Heroic Intervention - decks with sweepers
1 Ram Through - creature matchups
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge
4 Scavenging Ooze
4 Nessian Hornbeetle
4 Lovestruck Beast - enables T4 henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
2 Yorvo, Lord of Garenbrig
4 Gemrazer
4 Ram through - kills cobra better
1 Garruk, unleashed - instead of QB, more trample for ram through finishes
4 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 18
13 forest
2 Castle Garenbrig
2 Fabled passage - trying this for mammoths
1 Bonder's Enclave
4 Oakhame Adversary - Mirror
4 Garruk's Harbinger - decks with a lot of black removal
4 Primal Might - creature matchups
2 Chainweb Aracnir - does work against Dimir Rogues
1 Heroic intervention - removal heavy decks/control
I watch Rumti and RintMS that I watch for updates to the archetype.
Another build I just thought up to increase the number of routes to a Turn 4 Henge is to remove 2 Yorvo for 2 Garruk and -4 Beetle adding 4 Lotus Cobra. T2 cobra, T3 untapped land makes 4 mana to cast Garruk, most likely make a token then on T4 +1 garruk to give +3/3 to either lotus cobra or the beast token and cast henge. It would look like this:
4 Stonecoil Serpent - T1/2 with T3 Razer enbles T4 Henge
4 Swarm Shambler - T1/2 with T3 Razer enables T4 Henge
4 Scavenging Ooze
4 Lotus Cobra - this T2, T3 land to Garruk, T4 henge with +1
4 Lovestruck Beast - enables T4 henge
4 Kazandu Mammoth - T4 land drop enable T4 Henge
4 Gemrazer
4 Ram through - non-fight removal
3 Garruk, unleashed - instead of Questing Beast, more trample for ram through finishes, pumps creatures to cast henge
4 Turntimber Symbiosis - good in flood, bury OP after henge
3 The Great Henge
Lands - 18
12 forest
2 Castle Garenbrig
3 Fabled passage - trying this for mammoths and Cobras
1 Bonder's Enclave
4 Oakhame Adversary - Mirror
4 Garruk's Harbinger - decks with a lot of black removal
4 Primal Might - creature matchups
3 Chainweb Aracnir - does work against Dimir Rogues
I do agree with "...some kind of alternate finisher". But then its like what do I take out. Thus far the deck is fairly terrible, sucks not drawing the incinerator. I play the spitter and fiend to get 5 damage with heartfire on T3. I do like Fireblade Artist in that it can eat a creature for 2 damage to help get incinerator out but then again I do not know if it would be better than the cards it would take out.
This is simple, cast token creating cards, attack for as much damage as you can then on T4 and 5 cast the retrospective card to sac a token to get Raze Boar into play for the win.
4 Satyr's Cunning - can escape later for continued fuel
4 Forbidden Friendship - 2 tokens for 2 mana
3 Mask of Immolation - gives some direct damage in those close games
3 Chandra, Acolyte of Flame - 2 tokens on the key turn or can recast Forbidden friendship
4 Goblin Gathering - 3 dudes or more in one card
4 Sprouting Renewal - a way to deal with Art. or Enchants or get a 2/2
2 Tibalt, Rakish Instigator - more tokens and prevents life gain
4 Transmogrify - the reason for the deck
4 Lukka, Coppercoat Outcast - more way to get big pigs in play.
3 End-Raze Forerunners - best finisher in these colors
Lands 25
15 Mountain - enough land to ensure 5 lands on T5.
4 Stomping Ground - green for SB cards and incase we have to hardcast the Pig
4 Temple of Abandon
2 Castle Embereth - great if going wide
4 Heroic Intervention - for wraths
3 Torbran, Thane of Red Fell - another way to win? If you suspect counters for your spells that bring in the boars, -2 boar, -1 trans
3 Burn Bright - this can go in with torbran as a way to win without Lukka and Trans, -1 trans, -2 Lukka
3 Soul-Guide Lantern - against cycling decks
2 Tibalt, Rakish Instigator - against life gain decks.
Whatcha think?