This is my Rofellos list that I have been playing for a while now and is pretty solid. If you like playing big stuff real fast this is definitely a good general. A lot of people think he's kinda broken but I think his powerful ability is generally balanced by how easily he can be killed and I like playing powerful stuff anyway so that's about how I see it. The deck has a few cards in transition right now because of the release of Rise of the Eldrazi but its still a pretty tight list.
The 2 new Eldrazi creatures though are just about auto includes. Emrakul is so good that I beat my friend who played and flipped a turn 2 Erayo when I let my turn 2 Rofellos be counterd and then used summoning trap to put Emrakul into play giving me an immediate concession from him and Kozilek's card drawing is always welcome in a green deck that is usually a bit limited in that area. I may edit this post later with some more commentary on other cards when I have more time.
The clamp is a good card, for example, but I don't see a lot of one toughness targets to use it on. Concordant Crossroads seems like it accelerates the game-- do you find that to be a positive or a negative?
Thawing Glaciers in particular seems way too slow. At least it was when I tried it. Gaea's Cradle is only better than a forest if you have 3 creatures in play, and it works against things like Umbral Mantle and Staff of Domination. Same with Yavimaya Hollows.
Last, how many players do you play against normally? This is posted in the Multiplayer forum, but the game you described sounded like 1v1. How much trouble do you have with control magic style effects? Getting an Eldrazi stolen with Treachery or Gilded Drake is a great way to lose the game, for example. Not that I'm suggesting you cut them.
Is Helix Pinnacle good for anything other than automatically winning the game once you draw Staff of Domination?
The problem with defining [EDH] by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
Your deck doesn't look resilient at all, and besides your panic button infinite combos, doesn't have a lot of game beyond dumping your hand and hoping to draw Kahmal or an Eldrazi.
Well I disagree about most cards on that "must play" list. For example, I found that Quirion Ranger was a card that looked good on paper but ended up hurting more than it would help in most situations. Or take Wirewood Lodge. It doesn't beat Forest for mana production until you have four forests AND the lodge out, and it actively works against Staff of Domination. It's just not a good card.
I agree that this deck is pretty rough around the edges. It tries to dump a bunch of big dudes and hopes no one wraths.
There's a bunch of Rofellos decks on this forum. Search for them and check them out. They all have "Rofellos" in the name, unless the original poster can't spell correctly, in which case you should immediately question their card choices.
To summarize my intuition about this deck, you should play more 2-for-1s and fewer big, dumb guys that die to wrath.
The problem with defining [EDH] by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
2. Elf Tribal. Builds itself. You use all the elfs in magic. This version can be fun, but isn't as competitive.
3. Tokens. You essentially run all of green's token creation and overrun effects. It's decent again, but you get wrecked by counterspells.
4. Superpower. This is the most competitive version of the deck for multiplayer. It's basically a "good stuff" version of the deck, with a lot of card draw, mana ramp and and disruption. You run a decent number of fatties, all of which can win the game on their own...I won't just give you a decklist, but when the deck is built right the deck does ridiculous things starting turn 3, and every attempt to wrath you or set you back just does nothing as you draw enough cards to completely recover next turn. My deck, with the right hand, can cast Kozilek on turn 2 and Emrakul on turn 3 (Or even turn 2 rarely). I've suggested a number of cards in this thread so that there's a good starting point, but I prefer that you find your own way.
Skullclamp has worked well just cause like it always has been it replaces your dead creatures with extra cards so you never run out of gas, plus if u have infinite mana and a token generator like Ant Queen but r worried about not winning immediately you can draw cards until u find the Concordant Crossroads and then attack anyone immediately with infinite tokens.
Thawing Glaciers has been a bit slow when I've drawn it but it hasn't hurt me yet and does do the job of filtering some lands out when u have extra mana to use.
Gaea's Cradle is not as good most of the time as a basic Forest when Rofellos is out early but when he's not and it does usually give you some extra mana.
Quote from tedv »
Last, how many players do you play against normally? This is posted in the Multiplayer forum, but the game you described sounded like 1v1. How much trouble do you have with control magic style effects? Getting an Eldrazi stolen with Treachery or Gilded Drake is a great way to lose the game, for example. Not that I'm suggesting you cut them.
I play against however many players I can find a game with, the example I mentioned about Emrakul was a 1v1 game but it was just pointing out how good it can be at times. I have a 1vs1 list of this deck that adds a lot of disruption in the form of land destruction and its pretty annoying and sick but that stuff isn't good when your playin 3 other people cause you can't kill everyone's lands and such like u can in 1v1. Theres also always the chance you're gonna have stuff stolen with blue spells but theres not much green can do about it anyway so worrying about it isn't gonna help and if its an enchantment style stealer like Treachery you can use cards like Creeping Mold, Mold Shambler, Acidic Slime, etc to get rid of them.
Quote from The_Grey_King »
Cards it needs to be competitive:
Wirewood Lodge
Quirion Ranger
Sakura-Tribe Elder
Chameleon Colossus
Wolfbriar Elemental
Spike Weaver
Deadwood Treefolk
Patron of the Orochi
Revive
Beacon of Creation
DEFENSE OF THE HEART
Garruk Wildspeaker
GREATER GOOD
RUDE AWAKENING
PRIMAL COMMAND
Centaur Glade
tedv already went over the first 2 cards so I'll skip those.
Sakura-Tribe Elder is not optimal because turn 2 your always gonna cast Rofellos and its 1/1 body doesn't mean anything. Nature's Lore is better because it costs the same and gets you the Forest untapped and thats the only 2 cost land searcher I run. The other land searchers in the deck gets you either 2 lands for 1 card or does something else as a bonus like Reap and Sow or Mwonvuli Acid-Moss
Chameleon Colossus - Other than his pro black, he's just gonna end up being another fatty but one that you have to sink mana into every turn and even if you have infinite mana he doesn't have trample. I had him in awhile ago and eventually took him out.
Wolfbriar Elemental - Was in the deck before Eldrazi came out but left to make room for the new cards. Best to make infinte tokens with but if I only make 4 to 6 since they're only 2/2's they're not really gonna win the game for me unless its played directly after a board sweeper.
Spike Weaver - Already on the short list of cards I might want to have in the deck but as of yet hasn't quite made it into the deck but it could still if I take something out. I like the ability to fog if I get attacked.
Deadwood Treefolk - I like Regrowth, Revive, Recollect and Restock more than him cause he's more expensive than the rest and the only bonus your getting for the extra mana is the possibility of doing 6 damage before he vanishes if he's not blocked.
Patron of the Orochi - Seedborn Muse is a lot better and a lot cheaper and Patron could help an opponent out too that's got green stuff. Patron's a huge target cause of his ability and for 8 mana I'm not even sure he overcomes the Risk/Reward.
Revive is just a worse reprint of Regrowth which along with Restock r the 2 best green recursion spells printed and I play both of those and a lot of games don't even need to cast them.
Beacon of Creation just gets up a small horde of chump blockers since you can't go infinite with it and unless u have Kamahl or another Overrun effect they're just not gonna do anything to win for u.
DEFENSE OF THE HEART - On the very short list for the deck and will probably make its way in when I end up trimming something else from the deck. Very good card.
Garruk Wildspeaker - Had him in the deck for a long time but just kept being disappointed with it compared to the power level of the stuff around him and eventually was taken out.
GREATER GOOD - On the short list for stuff that might go in but I think I have good enough card drawing in the deck right now but could always still make it.
RUDE AWAKENING - Played with this in the past and can be good to kill someone with sometimes but so far its just been a lot easier to kill with the other stuff I already have in the deck.
PRIMAL COMMAND - Was in the deck till Eldrazi but is also a lot better in 1vs1 as disruption than multi since its basically a lot more expensive tutor than the stuff already in the deck. Its ability to stop recursion seems good on paper but its never actually worked out right in actual play.
Centaur Glade - A good mana dump but is best used when u have inifinte mana but for making tokens so far I have like Ant Queen the most and probably Nemata, Grove Gaurdian second and probably this third.
Wirewood Lodge - Absolutely true that it doesn't "beat" Forest until you have 4 forests. But at 3 forests it's THE SAME, not worse. 3+3-1+3=8=4+4. When you are at 4 forests it makes 2 extra. 5 Forests, 4 extra. It gets ridiculous pretty quickly. I wouldn't call that bad by any stretch of the imagination. As for working "against" Staff of Domination, that's completely nonsensical, unless you are talking about it lowering your forest count...But you only need 5 forests to go off anyway. I doubt that will be a problem.
STE - While Reap and Sow is better thanks to it getting utility lands, Elder is better then acid moss because it blocks, and it can be recurred with Genesis.
Chameleon Collosus - Besides just killing mono black players outright, he's also cool to draw 16-32 cards off of Greater Good. Just saying.
Wolfbriar - I like how he forces a wrath, all on his lonesome. Getting out a 4/4 and 8 2/2s nearly always forces a wrath.
Deadwood - Besides being a 2 for 1 recursion spell that doesn't remove itself from the game like Restock does, he blocks very well and is a creature, meaning you can get him out with Tooth and Nail or DotH, to reuse Eternal Witness to reuse DotH or Tooth AGAIN.
Patron - Seedborn Muse is better, but Patron works a bit differently. First, it's a 7/7, so it can block. Second, it doubles your mana on your turn. You should run both, as they are among the most powerful effects you can put in a deck. The "drawback" of untapping other green and forests shouldn't be an issue unless you are facing another Rofellos deck, which shouldn't happen. Otherwise, your doing much more powerful things than he is.
Greater Good - You can NEVER have enough card draw in green, and card draw that turns mass removal into an advantage is always a good thing. You'll thank me the next time you draw 32 cards off of greater good sacrificing your Chameleon Collosus.
Rude Awakening - It's good because people don't see it coming. Also, if you have a Beastmaster's Ascension or a Kahmahl out, it's VERY scary.
Primal Command - Maybe you just aren't drawing enough cards so that the shuffling graveyards isn't relevant. I dunno. I'm surprised you don't think this card is awesome also. It's been an all star for me, especially late game.
Centaur Glade - The difference between Centaur Glade and the 2 cards you mentioned is that Glade can't be Wrath of God'd. A resolved Glade is nearly unbeatable for some decks, no infinite mana needed.
4. Superpower. This is the most competitive version of the deck for multiplayer. It's basically a "good stuff" version of the deck, with a lot of card draw, mana ramp and and disruption. You run a decent number of fatties, all of which can win the game on their own...I won't just give you a decklist, but when the deck is built right the deck does ridiculous things starting turn 3, and every attempt to wrath you or set you back just does nothing as you draw enough cards to completely recover next turn. My deck, with the right hand, can cast Kozilek on turn 2 and Emrakul on turn 3 (Or even turn 2 rarely). I've suggested a number of cards in this thread so that there's a good starting point, but I prefer that you find your own way.
It's mostly card advantage/recursion, but green has a lot of POWERFUL draw spells.
Greater Good, turns your fatties into tons of cards and makes you laugh at board wipes. It's ridiculous.
Regal Force is pretty nuts. You can also run Collective Unconscious, but it's not as good as the force. Also, thanks to Regal Force (And Avenger of Zendikar), both Defense of the Heart and Tooth and Nail turn into draw spells.
Ohran Viper, Hystrodon are also decent.
Harmonize is decent, but only just. As is Soul's Majesty.
Skullclamp, Mind's Eye, Urza's Blueprints - Easy for Rofellos to get out and abuse.
SDT in a deck full of shuffles.
That's what I run. Considering green's tutoring and recursion, just getting one of these is good. It's the Regal Force+Avenger of Zendikar synergy that really causes a deck to go nuts.
I've been testing out some changes to the deck to see how well some things r gonna work. Some of the new things I've had in the deck before and am goin back to again or tryin out again with some of the newer card synergies, so here's what I've modified
Silvos & Terra Stomper are very good for the deck because you are usually gonna have 6 mana on turn 3 if Rofellos is not killed and if you are not gonna be going infite yet you need to have good 6 drops to lay and those r 2 of the best. There r already 2 eldrazi in the deck and adding more would just really slow you down and god forbid rofellos is killed and your stuck sitting there with 3 or 4 cards in hand that all cost 8+ mana. Terra Stomper & Silvos have already killed quite a few opponents for me and they fill the purpose you want them for just about as best as anything can. So in summation 6 drops r pretty important.
The final table was a 5-man game of all the winners and this time I was up against Dralnu, Lich Lord, Reaper King, Cromat(5 color combo) & Rhys the Redeemed. This time I was able to Tooth n Nail on turn 5 for Emrakul & Seedborn Muse and this time took out the Cromat player cause he was a bit mana-screwed and fell behind everyone else. I actually never even attacked with Emrakul after that cause everyone else had pretty good defenses with Dralnu having an Evacuation in hand to stop anyone from attacking him, Rhys having a ton of tokens and Repear King said he wouldn't kill my Emrakul if I didn't attack him. The game stalled for quite a long time and in the meantime I just put up some large defenders including an Omnath, Locus of Mana and an Oblivion Stone. The game eventually turned when the Dralnu player played Time Spiral and my Mind's Eye allowed me to draw about half my deck which finally drew me into Dosan the Falling Leaf, Kamahl, Fist of Krosa, Umbral Mantle & Staff of Domination among other stuff. Luckily I was able to make it to my next turn with Rofellos still alive and I was able to get Dosan into play after fighting through Pact of Negation & Force of Will with Regrowth and Eternal Witness and that finally opened the door for me to draw the rest of my deck and play the artifacts and Kamahl and attack each player with infinitely large trampling lands winning the tournament. It all happened just in time too since apparently the next turn the Dralnu player woulda been able to take infinite turns with the stuff he drew.
The combos in this deck are for the most part pretty simple and usually involve generating infinite mana with Rofellos. With Rofellos on the board on turn 2 you can play Umbral Mantle on turn 3 equip him and be able to make Rofellos infinitely big by tapping himself for the 3 mana and kill someone that doesn't have any blockers and the next turn you'll have infinite mana with a fourth forest. Sword of the Paruns can be played on turn 3 and then equipped and activated infinitely on turn 4 when u have 4 Forests in play to give you infinite mana or you can just play it and equip it and activate it all at once to gain infinite mana as long as you have active Rofellos and 5 Forests in play. The best of all that if you get into play and is usually game over for anyone else involved is the Staff of Domination. This is best to play on turn 4 or 5 as long as you have 5 Forests in play because then you can use its untap target creature ability to untap Rofellos and 1 mana to untap itself to leave you with 1 extra mana each time you do both giving you infinte mana and then use the Staff's other abilities to gain infinite life, tap all your opponents creatures and draw your whole deck and then with your whole deck in hand you can play all your creatures including Kamahl and use his Overrun ability to make them all infinitely huge and then play concordant Crossroads to give them all haste and attack. If for some reason Concordant Crossroads has been exiled and you can't attack for some other reason you can also then play Unyaro Bees and sacrifice it to do 2 damage then use Regrowth to bring it back and play it and sacrifice it again then use Primal Command to put Regrowth and Bees back in your deck and draw them again play the Bees, sac it, Regrow the Command and repeat the process until everyone else is dead.
Hope these explanations help a bit.
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1x Rofellos, Llanowar Emissary
Creatures
1x Solemn Simulacrum
1x Duplicant
1x Sundering Titan
1x Kozilek, Butcher of Truth
1x Emrakul, the Aeons Torn
1x Sakura-Tribe Elder
1x Viridian Zealot
1x Omnath, Locus of Mana
1x Dosan the Falling Leaf
1x Eternal Witness
1x Yavimaya Elder
1x Unyaro Bees
1x Mold Shambler
1x Genesis
1x Acidic Slime
1x Ant Queen
1x Seedborn Muse
1x Kamahl, Fist of Krosa
1x Silvos, Rogue Elemental
1x Terra Stomper
1x Vigor
1x Cloudthresher
1x Krosan Tusker
1x Panglacial Wurm
1x Regal Force
1x Terastodon
1x Woodfall Primus
1x All is Dust
1x Summoner's Pact
1x Worldly Tutor
1x Nature's Lore
1x Regrowth
1x Kodama's Reach
1x Krosan Grip
1x Reap and Sow
1x Skyshroud Claim
1x Creeping Mold
1x Harmonize
1x Momentous Fall
1x Natural Order
1x Primal Command
1x Chord of Calling
1x Summoning Trap
1x Tooth and Nail
Enchantments
1x Concordant Crossroads
1x Exploration
1x Mirri's Guile
1x Survival of the Fittest
1x Sylvan Library
1x City of Solitude
1x Defense of the Heart
1x Greater Good
1x Centaur Glade
1x Sensei's Divining Top
1x Skullclamp
1x Sol Ring
1x Lightning Greaves
1x Oblivion Stone
1x Staff of Domination
1x Umbral Mantle
1x Sword of the Paruns
1x Mind's Eye
Lands
1x Gaea's Cradle
1x Maze of Ith
1x Misty Rainforest
1x Reliquary Tower
1x Thawing Glaciers
1x Verdant Catacombs
1x Windswept Heath
1x Wooded Foothills
1x Wirewood Lodge
28x Snow-Covered Forest
The 2 new Eldrazi creatures though are just about auto includes. Emrakul is so good that I beat my friend who played and flipped a turn 2 Erayo when I let my turn 2 Rofellos be counterd and then used summoning trap to put Emrakul into play giving me an immediate concession from him and Kozilek's card drawing is always welcome in a green deck that is usually a bit limited in that area. I may edit this post later with some more commentary on other cards when I have more time.
Skullclamp
Concordant Crossroads
Thawing Glaciers
Gaea's Cradle
The clamp is a good card, for example, but I don't see a lot of one toughness targets to use it on. Concordant Crossroads seems like it accelerates the game-- do you find that to be a positive or a negative?
Thawing Glaciers in particular seems way too slow. At least it was when I tried it. Gaea's Cradle is only better than a forest if you have 3 creatures in play, and it works against things like Umbral Mantle and Staff of Domination. Same with Yavimaya Hollows.
Last, how many players do you play against normally? This is posted in the Multiplayer forum, but the game you described sounded like 1v1. How much trouble do you have with control magic style effects? Getting an Eldrazi stolen with Treachery or Gilded Drake is a great way to lose the game, for example. Not that I'm suggesting you cut them.
Is Helix Pinnacle good for anything other than automatically winning the game once you draw Staff of Domination?
Cards it needs to be competitive:
Wirewood Lodge
Quirion Ranger
Sakura-Tribe Elder
Chameleon Colossus
Wolfbriar Elemental
Spike Weaver
Deadwood Treefolk
Patron of the Orochi
Revive
Beacon of Creation
DEFENSE OF THE HEART
Garruk Wildspeaker
GREATER GOOD
RUDE AWAKENING
PRIMAL COMMAND
Centaur Glade
Cards that would also help:
Oracle of Mul Daya
Avenger of Zendikar
Glissa Sunseeker
Gigapede
Masticore
Constant Mists
Ursapine
Thousand-Year Elixir
Your deck doesn't look resilient at all, and besides your panic button infinite combos, doesn't have a lot of game beyond dumping your hand and hoping to draw Kahmal or an Eldrazi.
Currently 62/265 cards.
I agree that this deck is pretty rough around the edges. It tries to dump a bunch of big dudes and hopes no one wraths.
There's a bunch of Rofellos decks on this forum. Search for them and check them out. They all have "Rofellos" in the name, unless the original poster can't spell correctly, in which case you should immediately question their card choices.
To summarize my intuition about this deck, you should play more 2-for-1s and fewer big, dumb guys that die to wrath.
Kinda. Depends on how you build it.
1. 1v1 Rofellos. Surging Chaos's list (http://forums.mtgsalvation.com/showthread.php?t=201138) is a great starting point, but that version of the deck is old. It needs Ritual of Subdual and Terrastodon, for one. Tedv's list (http://forums.mtgsalvation.com/showthread.php?t=235231) also has some gems. Basically, run lots of mana denial and cripple them, and then drop a fattie and ride it to victory.
2. Elf Tribal. Builds itself. You use all the elfs in magic. This version can be fun, but isn't as competitive.
3. Tokens. You essentially run all of green's token creation and overrun effects. It's decent again, but you get wrecked by counterspells.
4. Superpower. This is the most competitive version of the deck for multiplayer. It's basically a "good stuff" version of the deck, with a lot of card draw, mana ramp and and disruption. You run a decent number of fatties, all of which can win the game on their own...I won't just give you a decklist, but when the deck is built right the deck does ridiculous things starting turn 3, and every attempt to wrath you or set you back just does nothing as you draw enough cards to completely recover next turn. My deck, with the right hand, can cast Kozilek on turn 2 and Emrakul on turn 3 (Or even turn 2 rarely). I've suggested a number of cards in this thread so that there's a good starting point, but I prefer that you find your own way.
Currently 62/265 cards.
Skullclamp has worked well just cause like it always has been it replaces your dead creatures with extra cards so you never run out of gas, plus if u have infinite mana and a token generator like Ant Queen but r worried about not winning immediately you can draw cards until u find the Concordant Crossroads and then attack anyone immediately with infinite tokens.
Thawing Glaciers has been a bit slow when I've drawn it but it hasn't hurt me yet and does do the job of filtering some lands out when u have extra mana to use.
Gaea's Cradle is not as good most of the time as a basic Forest when Rofellos is out early but when he's not and it does usually give you some extra mana.
I play against however many players I can find a game with, the example I mentioned about Emrakul was a 1v1 game but it was just pointing out how good it can be at times. I have a 1vs1 list of this deck that adds a lot of disruption in the form of land destruction and its pretty annoying and sick but that stuff isn't good when your playin 3 other people cause you can't kill everyone's lands and such like u can in 1v1. Theres also always the chance you're gonna have stuff stolen with blue spells but theres not much green can do about it anyway so worrying about it isn't gonna help and if its an enchantment style stealer like Treachery you can use cards like Creeping Mold, Mold Shambler, Acidic Slime, etc to get rid of them.
tedv already went over the first 2 cards so I'll skip those.
Sakura-Tribe Elder is not optimal because turn 2 your always gonna cast Rofellos and its 1/1 body doesn't mean anything. Nature's Lore is better because it costs the same and gets you the Forest untapped and thats the only 2 cost land searcher I run. The other land searchers in the deck gets you either 2 lands for 1 card or does something else as a bonus like Reap and Sow or Mwonvuli Acid-Moss
Chameleon Colossus - Other than his pro black, he's just gonna end up being another fatty but one that you have to sink mana into every turn and even if you have infinite mana he doesn't have trample. I had him in awhile ago and eventually took him out.
Wolfbriar Elemental - Was in the deck before Eldrazi came out but left to make room for the new cards. Best to make infinte tokens with but if I only make 4 to 6 since they're only 2/2's they're not really gonna win the game for me unless its played directly after a board sweeper.
Spike Weaver - Already on the short list of cards I might want to have in the deck but as of yet hasn't quite made it into the deck but it could still if I take something out. I like the ability to fog if I get attacked.
Deadwood Treefolk - I like Regrowth, Revive, Recollect and Restock more than him cause he's more expensive than the rest and the only bonus your getting for the extra mana is the possibility of doing 6 damage before he vanishes if he's not blocked.
Patron of the Orochi - Seedborn Muse is a lot better and a lot cheaper and Patron could help an opponent out too that's got green stuff. Patron's a huge target cause of his ability and for 8 mana I'm not even sure he overcomes the Risk/Reward.
Revive is just a worse reprint of Regrowth which along with Restock r the 2 best green recursion spells printed and I play both of those and a lot of games don't even need to cast them.
Beacon of Creation just gets up a small horde of chump blockers since you can't go infinite with it and unless u have Kamahl or another Overrun effect they're just not gonna do anything to win for u.
DEFENSE OF THE HEART - On the very short list for the deck and will probably make its way in when I end up trimming something else from the deck. Very good card.
Garruk Wildspeaker - Had him in the deck for a long time but just kept being disappointed with it compared to the power level of the stuff around him and eventually was taken out.
GREATER GOOD - On the short list for stuff that might go in but I think I have good enough card drawing in the deck right now but could always still make it.
RUDE AWAKENING - Played with this in the past and can be good to kill someone with sometimes but so far its just been a lot easier to kill with the other stuff I already have in the deck.
PRIMAL COMMAND - Was in the deck till Eldrazi but is also a lot better in 1vs1 as disruption than multi since its basically a lot more expensive tutor than the stuff already in the deck. Its ability to stop recursion seems good on paper but its never actually worked out right in actual play.
Centaur Glade - A good mana dump but is best used when u have inifinte mana but for making tokens so far I have like Ant Queen the most and probably Nemata, Grove Gaurdian second and probably this third.
Wirewood Lodge - Absolutely true that it doesn't "beat" Forest until you have 4 forests. But at 3 forests it's THE SAME, not worse. 3+3-1+3=8=4+4. When you are at 4 forests it makes 2 extra. 5 Forests, 4 extra. It gets ridiculous pretty quickly. I wouldn't call that bad by any stretch of the imagination. As for working "against" Staff of Domination, that's completely nonsensical, unless you are talking about it lowering your forest count...But you only need 5 forests to go off anyway. I doubt that will be a problem.
STE - While Reap and Sow is better thanks to it getting utility lands, Elder is better then acid moss because it blocks, and it can be recurred with Genesis.
Chameleon Collosus - Besides just killing mono black players outright, he's also cool to draw 16-32 cards off of Greater Good. Just saying.
Wolfbriar - I like how he forces a wrath, all on his lonesome. Getting out a 4/4 and 8 2/2s nearly always forces a wrath.
Deadwood - Besides being a 2 for 1 recursion spell that doesn't remove itself from the game like Restock does, he blocks very well and is a creature, meaning you can get him out with Tooth and Nail or DotH, to reuse Eternal Witness to reuse DotH or Tooth AGAIN.
Patron - Seedborn Muse is better, but Patron works a bit differently. First, it's a 7/7, so it can block. Second, it doubles your mana on your turn. You should run both, as they are among the most powerful effects you can put in a deck. The "drawback" of untapping other green and forests shouldn't be an issue unless you are facing another Rofellos deck, which shouldn't happen. Otherwise, your doing much more powerful things than he is.
Greater Good - You can NEVER have enough card draw in green, and card draw that turns mass removal into an advantage is always a good thing. You'll thank me the next time you draw 32 cards off of greater good sacrificing your Chameleon Collosus.
Rude Awakening - It's good because people don't see it coming. Also, if you have a Beastmaster's Ascension or a Kahmahl out, it's VERY scary.
Primal Command - Maybe you just aren't drawing enough cards so that the shuffling graveyards isn't relevant. I dunno. I'm surprised you don't think this card is awesome also. It's been an all star for me, especially late game.
Centaur Glade - The difference between Centaur Glade and the 2 cards you mentioned is that Glade can't be Wrath of God'd. A resolved Glade is nearly unbeatable for some decks, no infinite mana needed.
Currently 62/265 cards.
36x Snow-Covered Forest
1x Scrying Sheets
1x Oran- Rief
Walker's: 1
1x Garruk Wildspeaker
Spells: 31
1x All is Dust
1x Chord of Calling
1x Crush of Wurms
1x Desert Twister
1x Exploration
1x Greater Good
1x Harmonize
1x Hurricane
1x Kodama's Reach
1x Krosan Grip
1x Mana Reflection
1x Momentous Fall
1x Natural Order
1x Nostalgic Dreams
1x Overrun
1x Plow Under
1x Primal Command
1x Reap and Sow
1x Reclaim
1x Regrowth
1x Revive
1x Skyshroud Claim
1x Soul's Majesty
1x Summoner's Pact
1x Survival of the Fittest
1x Sylvan Library
1x Tooth and Nail
1x Weird Harvest
1x Wild Pair
1x Wordly Tutor
1x Wurmcalling
1x Extraplanar Lens
1x Gauntlet of Power
1x Sensei's Divining Top
1x Staff of Domination
1x Umbral Mantle
Creatures: 24
1x Acidic Slime
1x Ant Queen
1x Avenger of Zendikar
1x Chameleon Colossus
1x Cloudthresher
1x Deadwood Treefolk
1x Eternal Witness
1x Fierce Empath
1x Genesis
1x Indrik Stomphowler
1x Kamahl, Fist of Krosa
1x Kodama of the North Tree
1x Krosan Tusker
1x Multani, Maro-Sorcerer
1x Oracle of Mul Daya
1x Pelakka Wurm
1x Plated Slagwurm
1x Rampaging Baloths
1x Regal Force
1x Seedborn Muse
1x Silvos, Rogue Elemental
1x Terastodon
1x Verdant Force
1x Woodfall Primus
This is my hundred stack, its been working great.
Where exactly is all this mono green card draw?
It's mostly card advantage/recursion, but green has a lot of POWERFUL draw spells.
Greater Good, turns your fatties into tons of cards and makes you laugh at board wipes. It's ridiculous.
Regal Force is pretty nuts. You can also run Collective Unconscious, but it's not as good as the force. Also, thanks to Regal Force (And Avenger of Zendikar), both Defense of the Heart and Tooth and Nail turn into draw spells.
Ohran Viper, Hystrodon are also decent.
Harmonize is decent, but only just. As is Soul's Majesty.
Skullclamp, Mind's Eye, Urza's Blueprints - Easy for Rofellos to get out and abuse.
SDT in a deck full of shuffles.
That's what I run. Considering green's tutoring and recursion, just getting one of these is good. It's the Regal Force+Avenger of Zendikar synergy that really causes a deck to go nuts.
Currently 62/265 cards.
+
Sakura-Tribe Elder (over Mwonvuli Acid-Moss)
Unyaro Bees (combos with Primal Command & Infinite Mana)
Oracle of Mul Daya
Nemata, Grove Gaurdian (was in earlier build, now back)
All is Dust
Defense of the Heart
Greater Good
Centaur Glade
Primal Command (was in ealier build, also back)
Wirewood Lodge
-
Firece Empath
Seedborn Muse (one of the best green cards but unfortunately I don't have a lot do to during my opponent's turn and so far hasn't been as great as could be in other green/x decks)
Not of the World
Mwonvuli Acid-Moss
Restock (still want to find a way to put this back in)
Desrt Twister (would also like to have back in)
Thousand-Year Elixer
Predator Flagship
Eternity Vessel
Yavimaya Hollow
I also think Wolfbriar Elemental would be house for this deck.
http://forums.mtgsalvation.com/showthread.php?p=6236256#post6236256
The final table was a 5-man game of all the winners and this time I was up against Dralnu, Lich Lord, Reaper King, Cromat(5 color combo) & Rhys the Redeemed. This time I was able to Tooth n Nail on turn 5 for Emrakul & Seedborn Muse and this time took out the Cromat player cause he was a bit mana-screwed and fell behind everyone else. I actually never even attacked with Emrakul after that cause everyone else had pretty good defenses with Dralnu having an Evacuation in hand to stop anyone from attacking him, Rhys having a ton of tokens and Repear King said he wouldn't kill my Emrakul if I didn't attack him. The game stalled for quite a long time and in the meantime I just put up some large defenders including an Omnath, Locus of Mana and an Oblivion Stone. The game eventually turned when the Dralnu player played Time Spiral and my Mind's Eye allowed me to draw about half my deck which finally drew me into Dosan the Falling Leaf, Kamahl, Fist of Krosa, Umbral Mantle & Staff of Domination among other stuff. Luckily I was able to make it to my next turn with Rofellos still alive and I was able to get Dosan into play after fighting through Pact of Negation & Force of Will with Regrowth and Eternal Witness and that finally opened the door for me to draw the rest of my deck and play the artifacts and Kamahl and attack each player with infinitely large trampling lands winning the tournament. It all happened just in time too since apparently the next turn the Dralnu player woulda been able to take infinite turns with the stuff he drew.
http://forums.mtgsalvation.com/showthread.php?t=380755
http://forums.mtgsalvation.com/showthread.php?t=380755
The combos in this deck are for the most part pretty simple and usually involve generating infinite mana with Rofellos. With Rofellos on the board on turn 2 you can play Umbral Mantle on turn 3 equip him and be able to make Rofellos infinitely big by tapping himself for the 3 mana and kill someone that doesn't have any blockers and the next turn you'll have infinite mana with a fourth forest. Sword of the Paruns can be played on turn 3 and then equipped and activated infinitely on turn 4 when u have 4 Forests in play to give you infinite mana or you can just play it and equip it and activate it all at once to gain infinite mana as long as you have active Rofellos and 5 Forests in play. The best of all that if you get into play and is usually game over for anyone else involved is the Staff of Domination. This is best to play on turn 4 or 5 as long as you have 5 Forests in play because then you can use its untap target creature ability to untap Rofellos and 1 mana to untap itself to leave you with 1 extra mana each time you do both giving you infinte mana and then use the Staff's other abilities to gain infinite life, tap all your opponents creatures and draw your whole deck and then with your whole deck in hand you can play all your creatures including Kamahl and use his Overrun ability to make them all infinitely huge and then play concordant Crossroads to give them all haste and attack. If for some reason Concordant Crossroads has been exiled and you can't attack for some other reason you can also then play Unyaro Bees and sacrifice it to do 2 damage then use Regrowth to bring it back and play it and sacrifice it again then use Primal Command to put Regrowth and Bees back in your deck and draw them again play the Bees, sac it, Regrow the Command and repeat the process until everyone else is dead.
Hope these explanations help a bit.