I've only played a couple games with this so far (it used to be Omnath) but I've been very impressed by how much Azusa actually ramps you, it can be ridiculous.
Anyways, the deck's got someflyinghate, as well as some anti-theft devices to help shore up Green's weaknesses in those respects.
Card Draw is also an integral part of any EDH deck, but Mono-Green in particular needs a bit of a boost in this department. For this task, we have things such as:
Anyways, on to the deck:
1 Azusa, Lost but Seeking
Creatures
1 Acidic Slime
1 Ant Queen
1 Artisan of Kozilek
1 Avenger of Zendikar
1 Brooding Saurian
1 Deadwood Treefolk
1 Genesis
1 Indrik Stomphowler
1 Kozilek, Butcher of Truth
1 Omnath, Locus of Mana
1 Oracle of Mul Daya
1 Rampaging Baloths
1 Regal Force
1 Silklash Spider
1 Steel Hellkite
1 Terastodon
1 Tornado Elemental
1 Wolfbriar Elemental
1 Woodfall Primus
Planeswalkers
1 Garruk Wildspeaker
Instants/Sorceries
1 Gelatinous Genesis
1 Genesis Wave
1 Harmonize
1 Krosan Grip
1 Momentous Fall
1 Praetor's Counsel
1 Primal Command
1 Rude Awakening
1 Search for Tomorrow
1 Seek the Horizon
1 Skyshroud Claim
1 Soul's Majesty
1 Squall Line
1 Tooth and Nail
1 Worldly Tutor
1 Asceticism
1 Concordant Crossroads
1 Mana Reflection
1 Sylvan Library
1 Vernal Bloom
Artifacts
1 Akroma's Memorial
1 Claws of Gix
1 Doubling Cube
1 Feldon's Cane
1 Gauntlet of Power
1 Lightning Greaves
1 Loxodon Warhammer
1 Mind's Eye
1 Nevinyrral's Disk
1 Nim Deathmantle
1 Skullclamp
1 Spine of Ish Sah
1 Strata Scythe
1 Tormod's Crypt
1 Whispersilk Cloak
Land
30 Forest
1 Boseiju, Who Shelters All
1 High Market
1 Mikokoro, Center of the Sea
1 Mosswort Bridge
1 Mystifying Maze
1 Oran-Rief, the Vastwood
1 Petrified Field
1 Slippery Karst
1 Strip Mine
1 Tectonic Edge
1 Tranquil Thicket
1 Treetop Village
1 Winding Canyons
1 Yavimaya Hollow
Simple Plan - Get Azusa out, ramp, beat face.
An opening hand with 5+ land is ideal.
I've only played a couple games with this so far (it used to be Omnath) but I've been very impressed by how much Azusa actually ramps you, it can be ridiculous.
Anyways, the deck's got some flying hate, as well as some anti-theft devices to help shore up Green's weaknesses in those respects.
There's also plenty of ways to blow things up, Nev's Disk, Spine of Ish Sah, and Steel Hellkite take care of anything, and you've got Indrik Stomphowler, Acidic Slime, Woodfall Primus, Terastodon, and Krosan Grip to help keep things in check.
Card Draw is also an integral part of any EDH deck, but Mono-Green in particular needs a bit of a boost in this department. For this task, we have things such as:
Kozilek, Butcher of Truth
Regal Force
Harmonize
Momentous Fall
Soul's Majesty
Sylvan Library
Mind's Eye
Skullclamp
Trust me, having crazy amounts of mana isn't going to do you any good unless you've got something to play with it right?
Once you've got tons of lands in play ,there are quite a few cards that are essentially Army-In-A-Can type cards, that can just make your field ridiculous in an instant. Ant Queen, Avenger of Zendikar, Rampaging Baloths, Wolfbriar Elemental, Gelatinous Genesis, Genesis Wave, and Tooth and Nail all can make your field pretty nutty. Avenger gets especially nasty when you ca pump all your plants 3 times a turn.
Now obviously we can't always rely on having Azusa out, so I've got plenty of extra ramp to cover me if needed. Omnath, Locus Of Mana, Oracle of Mul Daya, Rude Awakening, Search For Tomorrow, Skyshroud Claim, Mana Reflection, Vernal Bloom, Doubling Cube, and Gauntlet of Power all keep you swimming in mana.
But really, a lot of these inclusions should be pretty self-explanatory, if any explanation is needed, just ask :).
Well, that's the deck. Feel free to draw any inspirations from it that you will, or provide any criticism.
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card=Xira Arien]Xira Mass Discard[/card]
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