1) Spawn lots of tokens
2) Play big Eldrazis
3) Kill your opponent
...I would try to skip either step #1 or step #2
Right now, your opponent can disrupt step #1 with minor damage spells like Pyroclasm or Arc Lightning and distrupt step #2 with targeted removal like Swords to Plowshares.
Also, the process before you end up killing your opponent is fairly long.
If you skip step 1 and go with a 12-post deck (Cloudpost and friends), an urza tron deck (Urza's Tower and friends) or you use some artifacts (Thran Dynamo, Basalt Monolith and similar) to have the mana to spawn the big Eldrazis, the ressources you need to spawn Eldrazis will be harder to deal with and wont die when the Eldrazis get spawned.
Otherwise, if you really want to stick to your current deck strategy, here are a couple of suggestions:
Steely Resolve: Make your big Eldrazis shroud...that way you won't have to worry about single target removal (Infernal Reckoning and friends) when you manage to play your Eldrazi. Druids' Repository: I assume this deck is made to play multiplayer games. In multiplayer games, there is always someone who has nearly no defense...you can attack that person with your tokens and bank up mana that you will later use to play your Eldrazis.
Choose Eldrazis that give a good benefit even if they die...It that Betrays, Bane of Bala Ged and Ulamog's Crusher look nice but if they die to single target removal, you have nothing to show for your efforts. The bigger Eldrazis (Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger and Kozilek, the Great Distortion) will give you a nice benefit even if they get countered or killed before you get to attack with them.
Hi, I have a 5-colors deck in which I am trying to bring out the best of Bring to Light. This deck is only played in multiplayer games...I have 2 to 4 opponents in these games. 3 or 4 opponents is typical...2 opponents is more rare.
I ordered a playset of Banshee of the Dread Choir, Herald of the Host and Warchief Giant to combo the Myriad ability with Temur Ascendancy and to use Bring to Light to search for the creature. That way, I can trigger Temur Ascendancy several times in the turn that they come into play and I can deal a lot of damage if things go well. Yes, that is a bit of wishful thinking but the deck also has a lot of cards to help if the game doesn't go well. I plan to remove several creatures and play 2 of each of the 3 Myriad creatures listed above.
Another card that I like with Temur Ascendancy is Saproling Burst...with which I can put three 4/4 creatures that will allow me to draw 3 cards and attack for 12 on the turn it comes into play. Sadly I cannot search for enchantments with Bring to Light.
You dont want to be stuck with 2 Elbrus, the Binding Blade in your starting hand...they will be useless until the late game. I centered the deck around Open the Armory because it gives options. If you have the money to get them, you can also add 4 Steelshaper's Gift and focus more on the equipments.
You have many scenarios open to you...based on the cards you have in your starting hand.
Other paths could also be interesting. I would have added Eldrazi Conscription if it wasn't so expensive. There were other nice equipment choices like Bonehoard and Sword of the Animist but I eventually had to make choices.
Extraplanar Lens is risky...I used to play 3 playsets of that thing...but I learned that most of the time, in my playgroup at least, I will lose the artifact before I can benefit from it...leaving me 1 mana behind everyone else and often mana-short if I pulled that trick early-game. Also, early in the game, everyone has 7 cards or close to 7 cards in their hand so there are more chances that they have artifact-control cards then later in the game when they have less cards.
I mentioned Skullclamp because it would add protection against board wipes. When your opponent cast Wrath of God while you are empty-handed or almost empty-handed, if you have one or two clamped creature, you will draw cards to help you replace them. Also, through the game, you can clamp your creatures and draw cards when they die (you draw few cards at the moment). Then, it's final utility, is that if you are in a mid game or end game scenario and the table just got wiped of creatures, you can clamp any Llanowar Elves that you draw to help bringing you back in the game. Also, if you have a clamped creature to block, your opponents will not want to attack you...because they know you will draw cards.
Even if your creature doesn't die as you clamp it...you get to draw later when that creature will die and it makes an awesome blocker.
With 6 Llanowar Elves in your deck...you will often have one in your hand on turn 1...even by running 8, you won't always have one in your hand on turn 1. Also, by reducing that number, you also reduce the odds of drawing this at the end of the game when you would rather draw something else. By reducing their number to 6, you have a fairly good chance of drawing one and you get benefits from running Skullclamp.
If you feel you have too many 3 drop creatures, you can reduce their number and add some 2-drop creatures...Priest of Titania would be a good candidate for your deck.
Sylvan Primordial is so strong that we restricted it in my playgroup...Assuming that you only have 2 opponents, for 7 mana, you get a decent threat, that can block flyers (nothing else can block flyers in your deck), that destroys 2 noncreature threats on your opponent's boards (especially good to get rid of any abusive lands (Maze of Ith, Tolarian Academy, Simic Growth Chamber, Lotus Vale)), it gives you 2 more mana for the rest of the game (2 forests) and it removes 2 lands from your deck...reducing the odds of you drawing lands for the rest of the game....the number of benefits related to this single card is just amazing...and you also have to consider that with your elves, you will most likely play this card very early in the game...turn 4 ? ...turn 5 ? ...it will push you at 9 mana already and might bring your opponents back to 3 or 4 mana (assuming you destroy their lands or Sol Ring) giving you a solid advantage in the game.
I reduced the number of stampedes because I dont want you to be stuck with 2 stampedes in your hand when you would rather draw something else. You want to have a good number of creatures on the board before you play stampede...so you can afford to wait a little bit for it. Also, stampede doesnt help you if you are fighting a losing battle with very few creatures in play. In that situation, drawing a stampede might be the end of the game for you....drawing a skullclamp offers more possibilities.
Then, if they are legal in your format, stick a playset of Skullclamp and 2 more Sylvan Primordial in the deck and remove 2 Hydra, 2 Mystic, 1 Perfect and 1 Stampede. It won't cost you much and it will make your 300$ experience much more enjoyable.
First, your deck is only strong when it has a lot of creatures on the table...your creatures are either too weak by themselves or they get exponentially stronger when more creatures are in play (Sylvan Primordial being the only exception)...which will lead you to empty your hand on the table in an attempt to win the game. Your deck will then have a huge weakness against board wipes...Wrath of God, Blasphemous Act, All is Dust, Mutilate or similar cards will wipe your board and leave you empty-handed with no or very few possibilities for card drawing. You will be out of the game and you wont come back. It will be especially painful if you are setting yourself for a long game with the remaining alive players.
I probably mentioned it above...but Managorger Hydra is a card that screams "kill me please"...and once it's dead...you are left without any benefit. Any kind of Lightning Bolt can kill it before it gets big, any kind of Unsummon can have you start over and many removal cards can easily deal with the threat (it's missing shroud or hexproof). It will work sometimes...depending on the amount of removal played by your playgroup, you will have a number of games where the hydra will get big and might win you the game. But I believe that, unless your opponents are truly devoid of any kind of control card, it will get killed quickly most of the time. You are better off with big guys that will give you something out of the deal even if they die (Thragtusk, Pelakka Wurm) or that are hard to deal with (Multani, Maro-Sorcerer, Dungrove Elder)
Also, about your deck being focused on the 2-headed giant kind of game...you can untap lands for mana...which would allow you to untap your partner's lands and Griselbrand on turn 4 or something like that =)
You can also look here for more suggestion ideas for mono-green...another player was recently asking for help for a mono-green deck.
Since you've added some money cards, use that budget to get some Skyshroud Claim over Hunting Wilds...the lands come into play untapped...id even play it over Vernal Bloom...you risk helping your opponent with Bloom...you should run more Primeval Titan instead if you want more mana....you'll reach the 6 mana easily anyway.
3 Dense Foliage and 2 Asceticism is too much...just run 3 of one of the two cards...you dont need that many. As you said, Asceticism costs too much so Foliage would be better.
Raise your number of lands to at least 22...the deck will run more smoothly.
I dont like Defense of the Hearth in your deck...you should focus on cards that interact well with your deck, instead of protecting from a potential threat that might never come. This card could be almost useless against decks with few creatures. You should play more cards that bring lands into play...a playset of Sakura-Tribe Elder for example...they protect against early-game attacks (you block and then sacrifice to get your land before damage is dealt) and it triggers Rampaging Baloths in the end game which will also trigger Elemental Bond...so you could get a land, a 4/4 and a card draw (or more !) out of this if all goes well.
Blastoderm over Vernal Bloom...you dont have that many strong creatures...I count only 10...and you dont need tons of mana anyway, you wouldnt know what to do with it.
I'd run Steely Resolve over Asceticism if you have money to get one or the other...since 3GG is a lot to pay for protection while 1G if very affordable (It's exactly for that reason that I have a playset of Privileged Position rotting in my trade binder. The card is strong but it costs way too much to play). Of course, that also means you will have to focus your deck on the beast theme.
Where are the Sylvan Primordial ? ...that card is a perfect fit in your deck...you have nothing to deal with non-creature permanents (what are you gonna do if I play Ensnaring Bridge, Meekstone, etc...), it triggers your landfall (get 4 lands if you have 4 opponents) and it adds a decent threat in your deck (you have only 10 of these right now)
To give you some additionnal ideas, here is my mono-green deck:
1
1) Spawn lots of tokens
2) Play big Eldrazis
3) Kill your opponent
...I would try to skip either step #1 or step #2
Right now, your opponent can disrupt step #1 with minor damage spells like Pyroclasm or Arc Lightning and distrupt step #2 with targeted removal like Swords to Plowshares.
Also, the process before you end up killing your opponent is fairly long.
If you skip step 1 and go with a 12-post deck (Cloudpost and friends), an urza tron deck (Urza's Tower and friends) or you use some artifacts (Thran Dynamo, Basalt Monolith and similar) to have the mana to spawn the big Eldrazis, the ressources you need to spawn Eldrazis will be harder to deal with and wont die when the Eldrazis get spawned.
If you skip step #2, there are quite a bit of cards that can make your tokens a real pain for your opponents (Beastmaster Ascension, Eldrazi Monument, Glare of Subdual, Aura Shards,Overrun, Windbrisk Heights, etc...) and you can end up killing your opponent with these tokens.
Otherwise, if you really want to stick to your current deck strategy, here are a couple of suggestions:
Steely Resolve: Make your big Eldrazis shroud...that way you won't have to worry about single target removal (Infernal Reckoning and friends) when you manage to play your Eldrazi.
Druids' Repository: I assume this deck is made to play multiplayer games. In multiplayer games, there is always someone who has nearly no defense...you can attack that person with your tokens and bank up mana that you will later use to play your Eldrazis.
Choose Eldrazis that give a good benefit even if they die...It that Betrays, Bane of Bala Ged and Ulamog's Crusher look nice but if they die to single target removal, you have nothing to show for your efforts. The bigger Eldrazis (Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger and Kozilek, the Great Distortion) will give you a nice benefit even if they get countered or killed before you get to attack with them.
1
Here is the current state of the deck:
4 Sakura-Tribe Elder
2 Yidris, Maelstrom Wielder
1 Siege Rhino
2 Dack's Duplicate
1 Obzedat, Ghost Council
1 Puppeteer Clique
1 Consuming Aberration
1 Wasitora, Nekoru Queen
1 Maelstrom Wanderer
Enchantments (5)
4 Temur Ascendancy
1 Saproling Burst
1 Sol Ring
Spells (19)
4 Crackling Doom
1 Wheel of Fortune
1 Supreme Verdict
1 Decimate
3 Pir's Whim
3 Windgrace's Judgment
4 Bring to Light
1 Aether Gale
1 Time Warp
Lands (21)
4 Exotic Orchard
2 Bountiful Promenade
2 Luxury Suite
2 Sea of Clouds
3 Spire Garden
2 Morphic Pool
1 Pillar of the Paruns
1 Swamp
1 Forest
1 Island
1 Mountain
1 Plains
I want to find more cards that interact well with Bring to Light and Temur Ascendancy.
I ordered a playset of Banshee of the Dread Choir, Herald of the Host and Warchief Giant to combo the Myriad ability with Temur Ascendancy and to use Bring to Light to search for the creature. That way, I can trigger Temur Ascendancy several times in the turn that they come into play and I can deal a lot of damage if things go well. Yes, that is a bit of wishful thinking but the deck also has a lot of cards to help if the game doesn't go well. I plan to remove several creatures and play 2 of each of the 3 Myriad creatures listed above.
Another card that I like with Temur Ascendancy is Saproling Burst...with which I can put three 4/4 creatures that will allow me to draw 3 cards and attack for 12 on the turn it comes into play. Sadly I cannot search for enchantments with Bring to Light.
Thanks for any help/advice you can offer.
Kain
1
You have many scenarios open to you...based on the cards you have in your starting hand.
You can go:
1. Unblockable creature, Open the Armory, Empyrial Armor, Battle Mastery, Skullclamp
2. Unblockable creature, Open the Armory, Dowsing Dagger, Elbrus, the Binding Blade
Other paths could also be interesting. I would have added Eldrazi Conscription if it wasn't so expensive. There were other nice equipment choices like Bonehoard and Sword of the Animist but I eventually had to make choices.
1
4 Knight of the White Orchid
3 Hearthfire Hobgoblin
4 Divinity of Pride
4 Sun Titan
2 Emeria Shepherd
Artifact (7)
1 Sol Ring
2 Skullclamp
2 Lightning Greaves
2 Mind's Eye
2 Grasp of Fate
4 Light from Within
2 Parallax Wave
Spells (6)
1 Path to Exile
2 Swords to Plowshares
1 Balance
1 Return to Dust
1 Austere Command
1 Kor Haven
2 Emeria, the Sky Ruin
2 Nykthos, Shrine to Nyx
17 Plains
Extraplanar Lens is risky...I used to play 3 playsets of that thing...but I learned that most of the time, in my playgroup at least, I will lose the artifact before I can benefit from it...leaving me 1 mana behind everyone else and often mana-short if I pulled that trick early-game. Also, early in the game, everyone has 7 cards or close to 7 cards in their hand so there are more chances that they have artifact-control cards then later in the game when they have less cards.
1
1
Even if your creature doesn't die as you clamp it...you get to draw later when that creature will die and it makes an awesome blocker.
With 6 Llanowar Elves in your deck...you will often have one in your hand on turn 1...even by running 8, you won't always have one in your hand on turn 1. Also, by reducing that number, you also reduce the odds of drawing this at the end of the game when you would rather draw something else. By reducing their number to 6, you have a fairly good chance of drawing one and you get benefits from running Skullclamp.
If you feel you have too many 3 drop creatures, you can reduce their number and add some 2-drop creatures...Priest of Titania would be a good candidate for your deck.
Sylvan Primordial is so strong that we restricted it in my playgroup...Assuming that you only have 2 opponents, for 7 mana, you get a decent threat, that can block flyers (nothing else can block flyers in your deck), that destroys 2 noncreature threats on your opponent's boards (especially good to get rid of any abusive lands (Maze of Ith, Tolarian Academy, Simic Growth Chamber, Lotus Vale)), it gives you 2 more mana for the rest of the game (2 forests) and it removes 2 lands from your deck...reducing the odds of you drawing lands for the rest of the game....the number of benefits related to this single card is just amazing...and you also have to consider that with your elves, you will most likely play this card very early in the game...turn 4 ? ...turn 5 ? ...it will push you at 9 mana already and might bring your opponents back to 3 or 4 mana (assuming you destroy their lands or Sol Ring) giving you a solid advantage in the game.
I reduced the number of stampedes because I dont want you to be stuck with 2 stampedes in your hand when you would rather draw something else. You want to have a good number of creatures on the board before you play stampede...so you can afford to wait a little bit for it. Also, stampede doesnt help you if you are fighting a losing battle with very few creatures in play. In that situation, drawing a stampede might be the end of the game for you....drawing a skullclamp offers more possibilities.
1
1
I probably mentioned it above...but Managorger Hydra is a card that screams "kill me please"...and once it's dead...you are left without any benefit. Any kind of Lightning Bolt can kill it before it gets big, any kind of Unsummon can have you start over and many removal cards can easily deal with the threat (it's missing shroud or hexproof). It will work sometimes...depending on the amount of removal played by your playgroup, you will have a number of games where the hydra will get big and might win you the game. But I believe that, unless your opponents are truly devoid of any kind of control card, it will get killed quickly most of the time. You are better off with big guys that will give you something out of the deal even if they die (Thragtusk, Pelakka Wurm) or that are hard to deal with (Multani, Maro-Sorcerer, Dungrove Elder)
Also, about your deck being focused on the 2-headed giant kind of game...you can untap lands for mana...which would allow you to untap your partner's lands and Griselbrand on turn 4 or something like that =)
You can also look here for more suggestion ideas for mono-green...another player was recently asking for help for a mono-green deck.
1
3 Dense Foliage and 2 Asceticism is too much...just run 3 of one of the two cards...you dont need that many. As you said, Asceticism costs too much so Foliage would be better.
Raise your number of lands to at least 22...the deck will run more smoothly.
I dont like Defense of the Hearth in your deck...you should focus on cards that interact well with your deck, instead of protecting from a potential threat that might never come. This card could be almost useless against decks with few creatures. You should play more cards that bring lands into play...a playset of Sakura-Tribe Elder for example...they protect against early-game attacks (you block and then sacrifice to get your land before damage is dealt) and it triggers Rampaging Baloths in the end game which will also trigger Elemental Bond...so you could get a land, a 4/4 and a card draw (or more !) out of this if all goes well.
1
Nature's Lore or Dawntreader Elk over Scute Mob (dies easily to removal) and Scryb Ranger (You have nothing worth untapping)
I'd run Steely Resolve over Asceticism if you have money to get one or the other...since 3GG is a lot to pay for protection while 1G if very affordable (It's exactly for that reason that I have a playset of Privileged Position rotting in my trade binder. The card is strong but it costs way too much to play). Of course, that also means you will have to focus your deck on the beast theme.
Elemental Bond over Harmonize: Put more big creatures and abuse of them
Where are the Sylvan Primordial ? ...that card is a perfect fit in your deck...you have nothing to deal with non-creature permanents (what are you gonna do if I play Ensnaring Bridge, Meekstone, etc...), it triggers your landfall (get 4 lands if you have 4 opponents) and it adds a decent threat in your deck (you have only 10 of these right now)
To give you some additionnal ideas, here is my mono-green deck:
4 Joraga Treespeaker
3 Elvish Visionary
4 Rofellos, Llanowar Emissary
2 Eternal Witness
4 Blastoderm
1 Kodama of the North Tree
2 Primeval Titan
1 Gaea's Revenge
1 Sylvan Primordial
1 Ulamog, the Ceaseless Hunger
1 Ulamog, the Infinite Gyre
1 Sol Ring
4 Skullclamp
2 Lightning Greaves
1 Mindslaver
Enchantment (1)
1 Zendikar Resurgent
Spells (6)
2 Green Sun's Zenith
2 Beast Within
1 Tooth and Nail
1 All is Dust
1 Nissa, Worldwaker
Lands (20)
2 Maze of Ith
18 Forest
I only play 1 Sylvan Primordial because we restricted it in my playgroup...we consider it too strong to run more than 1 per deck.