Magic Duels

Magic Duels

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BubblezCJ Mar 4, 2017 @ 7:13pm
Mono-Green Decks
Has anyone had success with a mono-green deck? There just seems to be a crippling lack of control elements in the color. I'm not saying it can't win, just that there are too many answers to what green alone provides.
I'm also not looking for G-X decks. Green is a strong color, when there's something else that can control your opponent.
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Showing 1-11 of 11 comments
seriaon Mar 4, 2017 @ 7:16pm 
Mono green aggro Werewolves is just a few cards short of beeing really good. As it stands now its quite okay.
Gallows Jon Mar 4, 2017 @ 9:03pm 
I've had success with playing Elves, playing the Charge cards, and playing Green with Artifacts in there (with and without vehicles). The trick is to throw in a bunch of creatures that do things other than just attack like destroy artifacts and enchanments or make your other creatures better. Green can end the game in a round or two when you have a creature go from 1/1 to 15/15 in an instant.
seriaon Mar 4, 2017 @ 10:05pm 
Green elves works, but I don't see a reason not to pair it with black or white or both. Its midrangy enough to not be damaged to much by a little slower mana base and white has nice teambuffs and black a few good elves and removal you could play with it.
GeneralVeers Mar 4, 2017 @ 11:44pm 
Originally posted by BubblezCJ:
Has anyone had success with a mono-green deck?
Great success. I've got a mono-green Vehicle deck that does some serious stompy stomp.

Key elements: Narnam Renegade (deathtouch), Nature's Way, vehicles, and PRIMAL BELLOW.

That last one is pretty much a must-have in a mono green deck, because most or all of your lands will be Forests, resulting in much pain. Nature's Way is great when you've got a deathtoucher on the board; Nature's Way becomes a tactical nuke that can kill anything.

The best vehicles to use with this setup are Renegade Freighter and Ovalchase Dragster. The trample effect becomes positively criminal when you slap Primal Bellow on.

Another great card for mono-green is Blossoming Defense. Damage-wise it's not quite a Giant Growth, but the Hexproof is a lifesaver.
Nature's Way is your friend. 2cmc, eats another creature and gives your big stomper trample and vigi for the turn. Goes really well with Outland Colossus since the trample often lets him get through and the vigi lets you have a 12/12 defender for the other guy's turn.

I also find the 1cmc instants to be able to quickly turn the tide. Primal Bellow for an unsuspecting massive hit or surprise super-blocker and Blossoming Defense for a quick pump and immunity to spot removal.

My green deck has had quite a bit of sucess and is a ton of fun to play :)
Vindicator Mar 8, 2017 @ 6:46am 
I remember the good old days of Acid-Ooze spamming. Mono-green was good then. It's pretty bad now. That's probably a good thing though.
GeneralVeers Mar 8, 2017 @ 12:58pm 
Acid-Ooze was one of the few solid counters to SuperFriends, by way of attacking SF's biggest weakness--its color base. Golfclap.
Red-_-Monkey Mar 8, 2017 @ 4:18pm 
Green deck has hex-proof..... use it!
damianvc31 Mar 10, 2017 @ 4:26am 
Actually it's green the only color I have had success with in monocolor. Primal Bellow, Natural's Way, Wild Instincts , all can act as removal and Reclamation Sage is golden against all the annoying vehicles or enchantments.
It does have weakness to flyers and swarms since it lacks sweepers but otherwise its pretty competent.
Marci Mar 12, 2017 @ 7:14am 
I made a green ramp because of this thread, but went a very different route from what is suggested in the previous posts. I call it the peaceful ramp, because it has no sorceries / instants that target opponent's creatures (and even among my creatures, only 4 has a when cast / ETB removal effect).
I went from 28 to 40 with this deck (I did not disconnect, and above 35 I did not meet any of the disconnecting type of opponents) - hovered a bit around in the 33-36 range, and then arrived at 40 today.

Creature(26)
1x Gnarlwood Dryad
3x Narnam Renegade
3x Duskwatch Recruiter
2x Deathcap Cultivator
3x Druid of the Cowl
3x Reclamation Sage
2x Tireless Tracker
1x Nissa, Vastwood Seer
2x Bristling Hydra
1x Woodland Bellower
1x Greenwarden of Murasa
2x Plated Crusher
1x Decimator of the Provinces
1x Ulamog, the Ceaseless Hunger

Instant(3)
3x Blossoming Defense

Sorcery(6)
2x Nissa's Pilgrimage
2x Explosive Vegetation
2x Nissa's Renewal

Planeswalker(1)
1x Nissa, Vital Force

Land(24)
21x Forest
3x Rogue's Passage

The only real weakness I found is against flying heavy decks (that are also fast enough), but those seem to be very very rare in 30+. Very good against Tutelage, SF, and almost anything that starts slow.. Surprisingly it's also good against aggro: the four 1 mana deathtouch creatures, and then the 1/3 Druid of the Cowl helps a lot in stopping the early onslaught.
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Date Posted: Mar 4, 2017 @ 7:13pm
Posts: 11