Mono G Control has never really been possible. But with all the good green cards in Standard, I decided to take on the challenge.
Now, along the way, with all the good midrange control cards and green creatures, it became creature based. But there is still good removal for green. There's Beast Within, one of the best green cards ever. There is Ambush Viper, which has tested amazing. Also, Garruk Relentless is not only green removal but changes the whole aspect of the game wether he is flipped or not. Many good cards can change the course of the game, such as that last Garruk, Mayor of Avabruck, and Thrun. These guys are amazing.
Sure, this plays nothing like typical control, but you have the same objectives.
The second is guaranteed as a T1 deck that is really good, plus its' mana is better. I would choose #2. However, Eminem is correct, comes down to preference. Eminem was not correct, however, for tying Rihanna to the bed and setting the house on fire.
Seems interesting, I played Mono Green for a long while, and I have to come out and say it: Mirran Crusader. A single Mirran Crusader will completely blow you out. Mono green is basically not viable as an archetype because of that one card. You need to splash another color, even if it is just 1 or 2 lands due to access to Rampant Growth, Viridian Emissary, etc. Red is viable as you get Kessig Wolf Run as well. Put in some red burn spells (Red Sun's Zenith was my personal choice) and a couple sweepers sideboard for aggro matchups (Blasphemous Act works good here and is splashable). Also, mono green needs to run Dungrove Elder, period. He is (IMO) the best creature in standard when running mono green, and he should be an auto 4 of in any deck with 20+ forests.
If you really want to stick with absolutely mono green, I'd suggest:
Dungrove Elder
Acidic Slime (probably the best green control card)
Dismember (you NEED actual removal here)
Dungrove Elder
Garruk, Primal Hunter (So much better than Relentless in mono green IMO)
Green Sun's Zenith (No reason not to run this, an almost free tutor that comes back later)
Ratchet Bomb (odd I know, since you are running Mayors, but you need a sweep of some kind)
Perilous Myr (Defeats Mirran Crusader, will slow aggro down quite a bit)
Dungrove Elder
CodyMCP is right -- you're absolutely going to need something to take care of Mirran Crusader. It's just too too good against you. Turn three Mirran, turn four Angelic Destiny and it's over, for your deck.
Perilious Myr and Dismember are easily your best bets: you'll probably want a combination of both in your sideboard, as they are both good against a wide variety of different deck strategies.
I had Dungrove Elder in, no idea why I took it out. Can't believe I forgot Dismember. I MIGHT add a few Copperline Gorge and Rootbound Crag so I can have something like Arc Trail or Incinerate in the SB, also opens up Ancient Grudge in the SB. But still, there will be no non-green or arty cards in the MB. It IS mono-green.
But I'm not sure Crusader is TOO hard to deal with because:
EDIT: Mirran Crusader isn't THAT hard to deal with here. You have Wurmcoil Engine, Manor Gargoyle, and Batterskull, not to mention Tree of Redemption. That is a good bit of cards to deal with Crusader MB.
Obviously, a Crusader is still bad, but you do have MB options.
The second is guaranteed as a T1 deck that is really good, plus its' mana is better. I would choose #2. However, Eminem is correct, comes down to preference. Eminem was not correct, however, for tying Rihanna to the bed and setting the house on fire.
I had Dungrove Elder in, no idea why I took it out. Can't believe I forgot Dismember. I MIGHT add a few Copperline Gorge and Rootbound Crag so I can have something like Arc Trail or Incinerate in the SB, also opens up Ancient Grudge in the SB. But still, there will be no non-green or arty cards in the MB. It IS mono-green.
But I'm not sure Crusader is TOO hard to deal with because:
EDIT: Mirran Crusader isn't THAT hard to deal with here. You have Wurmcoil Engine, Manor Gargoyle, and Batterskull, not to mention Tree of Redemption. That is a good bit of cards to deal with Crusader MB.
Obviously, a Crusader is still bad, but you do have MB options.
If you have played this deck vs a deck that runs 4 of Mirran Crusader you'd be saying otherwise. I have played hundreds of matches with mono green and I promise you that running only 3 answers (both MD and SB) is not nearly enough, especially if those answers are not absolute. (Creatures can be killed/O-Ringed). Batterskull does not answer Crusader at all (it's black) and Tree of Redemption doesn't either? Crusaders are usually also accompanied by swords/destinies/hotp, and the 6 or so life you'd gain from tree is mostly irrelevant if they kill you next turn anyhow.
If you are going to splash red or another color at all, it would probably be best to run just a basic land or two to fetch with Viridian Emissary/Rampant Growth, and not clog up the deck with unfetchable duals.
Also, just wanted to add that you are running 6 mana dorks but no 3 drops to utilize them. If you do add in Dungrove, that's only 4 3 drops. I'd recommend dropping the dorks for some reliable ramp like Rampant Growth, or if you want it to be on a creature, Viridian Emissary is good too.
If you have played this deck vs a deck that runs 4 of Mirran Crusader you'd be saying otherwise. I have played hundreds of matches with mono green and I promise you that running only 3 answers (both MD and SB) is not nearly enough, especially if those answers are not absolute. (Creatures can be killed/O-Ringed). Batterskull does not answer Crusader at all (it's black) and Tree of Redemption doesn't either? Crusaders are usually also accompanied by swords/destinies/hotp, and the 6 or so life you'd gain from tree is mostly irrelevant if they kill you next turn anyhow.
If you are going to splash red or another color at all, it would probably be best to run just a basic land or two to fetch with Viridian Emissary/Rampant Growth, and not clog up the deck with unfetchable duals.
Also, just wanted to add that you are running 6 mana dorks but no 3 drops to utilize them. If you do add in Dungrove, that's only 4 3 drops. I'd recommend dropping the dorks for some reliable ramp like Rampant Growth, or if you want it to be on a creature, Viridian Emissary is good too.
Hmm. Forgot about germs being black. Anyways, you don't have to block with Tree of Redemption, when you're past 13 life they can't really deal damage to you unless they kill that tree.
About manadorks: I realize this, but soon the deck will be completely revamped utilizing a GSZ toolbox, and then all of my two-drops will become good. That means it'll be a lot easier to get cards on turn two, even WITH the GSZ toolbox, making the toolbox immensely useful. So once I update, the mana dorks will make sense.
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The second is guaranteed as a T1 deck that is really good, plus its' mana is better. I would choose #2. However, Eminem is correct, comes down to preference. Eminem was not correct, however, for tying Rihanna to the bed and setting the house on fire.
Tree doesn't do as much as you might hope - if you use it on 1 life, it will become a 0/1 and you'll have 13 life.
Next time you go to use it, it will set your life total to 1.
You can't use it again to go up to 13 again, that's just not how it rolls.
And I do agree that Crusader is going to make your day sad - a few basics to ramp into and some non-green removal might just be a necessary evil, as hard as you want to go mono.
Yeah, it makes me sad, but I like using tree when I have around 7-8 life. Anyways, I thought it just made your life total that, not exchange. But when you have 7-8 life it can still block titans and stuff, but yeah, it works differently than I thought.
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The second is guaranteed as a T1 deck that is really good, plus its' mana is better. I would choose #2. However, Eminem is correct, comes down to preference. Eminem was not correct, however, for tying Rihanna to the bed and setting the house on fire.
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Mono G Control has never really been possible. But with all the good green cards in Standard, I decided to take on the challenge.
Now, along the way, with all the good midrange control cards and green creatures, it became creature based. But there is still good removal for green. There's Beast Within, one of the best green cards ever. There is Ambush Viper, which has tested amazing. Also, Garruk Relentless is not only green removal but changes the whole aspect of the game wether he is flipped or not. Many good cards can change the course of the game, such as that last Garruk, Mayor of Avabruck, and Thrun. These guys are amazing.
Sure, this plays nothing like typical control, but you have the same objectives.
Also:
Lifegain through Tier 1 cards such as Wurmcoil Engine and Batterskull.
Amazing blocking through Tree of Redemption, Skinshifter, and Manor Gargoyle.
So, without further ado, the decklist:
2 Llanowar Elves
3 Ambush Viper
4 Mayor of Avrabruck
3 Skinshifter
2 Thrun, the Last Troll
2 Wurmcoil Engine
1 Manor Gargoyle
2 Batterskull
2 Tree of Redemption
3 Bramblecrush
2 Garruk Relentless
1 Garruk, Primal Hunter
2 Sword of War and Peace
20 Forest
4 Inkmoth Nexus
4 Dungrove Elder
1 Garruk, Primal Hunter
3 Naturalize
1 Sword of Feast and Famine
3 Spellskite
3 Viridian Corrupters
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Stanard:
WR Grenadier
WW White Grenadier WW
Legacy:
BG 1EverythingGB
Casual:
R AllOutAggro R (49-3)
If you really want to stick with absolutely mono green, I'd suggest:
Dungrove Elder
Acidic Slime (probably the best green control card)
Dismember (you NEED actual removal here)
Dungrove Elder
Garruk, Primal Hunter (So much better than Relentless in mono green IMO)
Green Sun's Zenith (No reason not to run this, an almost free tutor that comes back later)
Ratchet Bomb (odd I know, since you are running Mayors, but you need a sweep of some kind)
Perilous Myr (Defeats Mirran Crusader, will slow aggro down quite a bit)
Dungrove Elder
GUB The Mimeoplasm GUB
RGW Mayael the Anima RGW
GGG Seton, Krosan Protector GGG
Perilious Myr and Dismember are easily your best bets: you'll probably want a combination of both in your sideboard, as they are both good against a wide variety of different deck strategies.
But I'm not sure Crusader is TOO hard to deal with because:
EDIT: Mirran Crusader isn't THAT hard to deal with here. You have Wurmcoil Engine, Manor Gargoyle, and Batterskull, not to mention Tree of Redemption. That is a good bit of cards to deal with Crusader MB.
Obviously, a Crusader is still bad, but you do have MB options.
Sig by Miraculous Recovery Signatures, avvie by Hakai Studios. Thanks!
Stanard:
WR Grenadier
WW White Grenadier WW
Legacy:
BG 1EverythingGB
Casual:
R AllOutAggro R (49-3)
If you have played this deck vs a deck that runs 4 of Mirran Crusader you'd be saying otherwise. I have played hundreds of matches with mono green and I promise you that running only 3 answers (both MD and SB) is not nearly enough, especially if those answers are not absolute. (Creatures can be killed/O-Ringed). Batterskull does not answer Crusader at all (it's black) and Tree of Redemption doesn't either? Crusaders are usually also accompanied by swords/destinies/hotp, and the 6 or so life you'd gain from tree is mostly irrelevant if they kill you next turn anyhow.
If you are going to splash red or another color at all, it would probably be best to run just a basic land or two to fetch with Viridian Emissary/Rampant Growth, and not clog up the deck with unfetchable duals.
Also, just wanted to add that you are running 6 mana dorks but no 3 drops to utilize them. If you do add in Dungrove, that's only 4 3 drops. I'd recommend dropping the dorks for some reliable ramp like Rampant Growth, or if you want it to be on a creature, Viridian Emissary is good too.
GUB The Mimeoplasm GUB
RGW Mayael the Anima RGW
GGG Seton, Krosan Protector GGG
Hmm. Forgot about germs being black. Anyways, you don't have to block with Tree of Redemption, when you're past 13 life they can't really deal damage to you unless they kill that tree.
About manadorks: I realize this, but soon the deck will be completely revamped utilizing a GSZ toolbox, and then all of my two-drops will become good. That means it'll be a lot easier to get cards on turn two, even WITH the GSZ toolbox, making the toolbox immensely useful. So once I update, the mana dorks will make sense.
Sig by Miraculous Recovery Signatures, avvie by Hakai Studios. Thanks!
Stanard:
WR Grenadier
WW White Grenadier WW
Legacy:
BG 1EverythingGB
Casual:
R AllOutAggro R (49-3)
Yeah, it makes me sad, but I like using tree when I have around 7-8 life. Anyways, I thought it just made your life total that, not exchange. But when you have 7-8 life it can still block titans and stuff, but yeah, it works differently than I thought.
Sig by Miraculous Recovery Signatures, avvie by Hakai Studios. Thanks!
Stanard:
WR Grenadier
WW White Grenadier WW
Legacy:
BG 1EverythingGB
Casual:
R AllOutAggro R (49-3)