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Current Deck List

CREATURES:

TOTAL: 20


SPELLS:

TOTAL: 20


LAND:

TOTAL: 20


Greener


Rushwood Elemental and Titania's Chosen cards

Two critters that keep growing!

There's not much to say about this deck. It produces big bad green critters.

Initially I built a deck like this one back in the day, but green used to be a weak color by itself. The deck relied on Craw Wurms, and Scaled Wurms for the big critters, and multiple Giant Growths and a Berserk to add punch. However, the deck had limited ways of dealing with enchantments and artifacts...or rather it had Desert Twister and Tranqulity, but each of those spells had problems of their own. Desert Twister cost too much and Tranquility wasn't picky about whose enchantments it wiped out. Circles of Protection and Reverse Damage kept the older version of this deck from being a huge threat back then.

There were several versions of this deck back then, but most folks who tried one very quickly added in a second color. Red was popular as was White. Red provided quick damage sorceries and instants to supliment the creatures and also added Blood Lust which went well with Berserk. White added Disenchant as well as flying defense in the form of Serra Angels.

Thorn Elemental and Forgotten Ancient cards

Moving counters to other critters is fun! Especially when those critters are Thorn Elementals!!

Of course Green has had problems with flyers, with it's one saving grace being the Cockatrice. Every solid green deck I've made usually includes these critters. Old school green decks were often seen with Killer Bees as well. When I rebuilt this deck I went with just the Cockatrice and added the Spidersilk Armor as an extra.

The main punch this deck packs now comes in the from Rushwood Elemental, Forgotten Ancient, and Titania's Chosen; three creatures that get bigger quickly, one of which can transfer +1/+1 counters to others. Thorn Elemental (my all-time favorite green creature!) lets damage through no matter what blocks it. It is by no means hard to counter this deck, but if it can't be countered it takes down opponents with style!

Berserk is another ace in this deck. It is capable of changing a blocked threat into a ragin terror. Along with Might of Oaks, even a wimpy little Fyndhorn Elder hurts. Of course, with no way of countering it sure does hurt when your opponent plays a Reverse Damage...

Berserk and Might Of Oaks cards

These two cards are a combo even on a 1/1 creature...in this deck they can dish out a beating!

With the advantage of several different (cheaply costed) ways of disenchanting that Green has now it is easier to make this deck a force to deal with. I've included a couple different types due to the differing abilities they have. Naturalize, of course, is still one of the better options due to it's low casting cost. Krosan Grip and Sundering Vitae are also useful ways of getting rid of enchantments and artifacts.

DECK STRATEGY TIPS: Move counters onto the Cockatrices, but I find that keeping them under control keeps them from having too big of a bullseye painted on them. Often, they will be the only thing keeping opponents flyers from pounding on you. Move counters on to the Thorn Elementals too. These guys can deal damage even when they are blocked so it is good to give them a boost. Save the Berserk for when the opponent is tapped out so it is less likely to be countered. Use the Gaea's Blessings to move things back into the deck for recycling, but be sure that the Gaea's Blessing cards themselves are priority. They keep mill decks at bay.

I haven't kept up on Magic the last few sets. I bought a bit of Timespiral block, but that is about it. If anyone has suggestions of good cards I might want to include in this deck from any of the sets after the Time Spiral block please feel free to email me with ideas.