The point of the deck is simple-ramp, ramp, ramp. This deck thrives on using lands to make the best of its cards, and can repeatedly create dangerous board states doing so. Let's take a look at it:
The basic game plan is to search for lands as much as you can, allowing you a greater advantage over other players in terms of card economy and resources. Victory is achieved in one of several ways:
Token army kills with either Kamahl or Craterhoof leading the way.
1 Kamahl, Fist of Krosa
Creatures
1 Acidic Slime
1 Avenger of Zendikar
1 Craterhoof Behemoth
1 Dawntreader Elk
1 Eternal Witness
1 Farhaven Elf
1 Fertilid
1 Fierce Empath
1 Hornet Queen
1 Ondu Giant
1 Regal Force
1 Sakura-Tribe Elder
1 Silverglade Elemental
1 Solemn Simulacrum
1 Stingerfling Spider
1 Sylvan Primordial
1 Terastodon
1 Ulamog, the Infinite Gyre
1 Wood Elves
1 Woodfall Primus
1 Worldspine Wurm
1 Yavimaya Dryad
1 All is Dust
1 Beacon of Creation
1 Boundless Realms
1 Cultivate
1 Desert Twister
1 Explore
1 Explosive Vegetation
1 Far Wanderings
1 Green Sun's Zenith
1 Harmonize
1 Hunting Wilds
1 Kodama's Reach
1 Mwonvuli Acid-Moss
1 Natural Order
1 Nature's Lore
1 Praetor's Council
1 Primal Command
1 Rampant Growth
1 Ranger's Path
1 Reap and Sow
1 Regrowth
1 Restock
1 Skyshroud Claim
1 Tooth and Nail
1 Beast Within
1 Chord of Calling
1 Crop Rotation
1 Krosan Grip
1 Worldly Tutor
Enchantment
1 Khalni Heart Expedition
Artifacts
1 Akroma's Memorial
1 Skullclamp
1 Sol Ring
1 Planar Portal
Planeswalkers
1 Garruk, Primal Hunter
1 Garruk Wildspeaker
1 Karn Liberated
Lands
1 Deserted Temple
1 Gaea's Cradle
1 High Market
1 Homeward Path
1 Oran-Rief, the Vastwood
1 Petrified Field
1 Reliquary Tower
1 Temple of the False God
32 Forest
The basic game plan is to search for lands as much as you can, allowing you a greater advantage over other players in terms of card economy and resources. Victory is achieved in one of several ways:
Token army kills with either Kamahl or Craterhoof leading the way.
Lands are animated and pumped with Kamal.
Big creature beats.