Since I've been at the MGA thread for a long time, we have discussed many things including lists today, and as far as competitiveness (and YES ITS COMPETITIVE) we have 3 archetypes of Mono Green Aggro and I think the old thread's first page list isn't so good anymore. So here's a new thread for it as Iceman told me.
The Three MGA Archetypes
1. Snowy Scryb and Force - which was created by me thank you
2. Mono Green Haste (MGH) - originally conceptualized by Trainswalker09 here in mtgs.
3. MGA EVO - Well after extensive playtesting, Dawiz007's build proved to be an awesome hybrid of Michael Jacob's list with a few twist.(still not updated for Lorwyn) --- --- --- --- ---
In-Depth Description
1. Snowy Scryb and Force - When I first played MGA (MGEvasion type), I've sensed something, there is a lack of engine going on, and I thought, why not add snow? It adds more draw and removal tech, and synergistic with Ohran Viper from Coldsnap, so I decided to build this archetype (pre PC) and playtested it in FNMs, tournaments, etc and it went well. It was a surprising rogue MGA back then.
2. Mono Green Haste (MGH) - After PC was released, I was thinkin' of a pure haste deck and tried to build it, but Trainswalker09 posted a very interesting build that we also used and it was proven competitive that consistently killed opponents in 6-7 turns or even less, earliest was turn 3.
3. Here is another Shrouded Variant, which is a hybrid of Jacob's list and My Hybrid. After alot of playtests, I considered this be list be in here, originally made by dawiz007, which he wanted to call "MGA Evo":
This type of hybrid offers untargetability along with haste and scryb and force tactics. Snow lands are for Ronom and other snow stuff to be in SB, interchangeable to the snowy hybrid via SB.
MGA archetypes can also have hybrid variants of the three, which I am using now:
I really like that most players have opted for the snow-build after seeing how much Mouth of Ronom can help in certain problem matchups, and just to kill those annoying creatures that this deck normally can't get rid of (Fortune Thief, Loxodon Hierarch, Teferi).
I feel that the Hasty builds are alot more unstable, but make up for it with the fact that they can goldfish turn 4-5 pretty easily.
Looks good Hunter, keep the thread updated and I don't think the mods will mind keeping it around.
peace
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kadaj it seams that you cant see what my list is meant to do...
it is not an evasion deck
its not a haste deck
its not eaven a hybryd
it is a midrange aggro deck, that disrupts oponents with the maze, whille haveing much acceleration
dont expect this list to kill in 3-5 turns... it will stop the opponent at its place and than punch trough with groundbraker scryb ranger troll ascetic spectral force giant solifuge
and call of the herd
and thanks to the maze treetop village is abused to max
it is made to kill in a control enviroment, but works great against aggro with the maze out
i
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sig by Mr.Stuff
:mad1:Apprentice of Lavamancy:mad1:
playing in standard: Mono Black Control (from hell):evil:
IMHO, Root Maze,Treetop Village and Groundbreakers doesn't belong in the same deck. Imagine a potential early Groundbreaker situation (say, Turn 2 vs. Control, and you've gone first) and you're looking for a land and you draw one of your four (!!) Treetop Villages or drew a forest but it came into play tapped because of one of your four (!!) Root Mazes. Here's a quick sharpening of your decklist:
-2 Ghost Quarters (Sideboard, yes. Maindeck? Why?)
-3 Treetop Village (An alternate uncounterable, trampling wincon)
+5 Forests (Keeping it simple is the key here)
-4 Root Maze (What's so good about a symmetrical delay card?)
+4 Might of Old Krosa (Simple. Effective.)
Squeezing in a few Timbermares and the game-winning Overrun would be really great too:
IMHO, that would make the deck a bit more streamlined and competitive. Good luck on your build!
---
Btw Hunter, seen this list yet? (Link) It's from wizards.com about a certain Nathaniel Kader (1st Place @ Orlando, Florida) and his list looks remarkably similar to your Mono Green Hybrid except that it splashed Red for Magus of the Moon and a Demonfire (Ftw!).
---
@dawiz007:
Midrange huh? Still, Overrun would kill your opponent more quickly with minimal creatures, even a few Llanowar Elves can end the game - a few 4/4 Trampling elves. Imagine a 6/5 Troll Ascetic with trample (I think that's Ascetic's main weakness, the lack of evasion) or a Giant Solifuge, Sryb Ranger, or even a Birds of Pardise pumped with it.
Anyhow, I still don't get why Root Maze should be in any MGA Deck. I mean an "Artifacts and lands come into play tapped." effect, which doesn't do anything in multiples? If it's a creature, then it's a sure 4-of. If it can stop creatures, then it doesn't have a place here - but if it stops your opponent's creatures, then that's a whole new ballgame. I know it stops a turn 4 Damnation or Wrath of God (Pushes it to turn 5), but since it's symmetrical (meaning both you and your opponent suffers its effect) it also stops a turn 2/3 Groundbreaker (Pushes it to turn 3/4). And since Control wins by waiting, I think they'll have the edge when you pop Root Maze in the table.
Anyhow, I haven't playtested it yet, so who knows? I'll try your build out, but in my opinion, Root Maze isn't a very great card.
Anyhow, I still don't get why Root Maze should be in any MGA Deck. I mean an "Artifacts and lands come into play tapped." effect, which doesn't do anything in multiples? If it's a creature, then it's a sure 4-of. If it can stop creatures, then it doesn't have a place here - but if it stops your opponent's creatures, then that's a whole new ballgame. I know it stops a turn 4 Damnation or Wrath of God (Pushes it to turn 5), but since it's symmetrical (meaning both you and your opponent suffers its effect) it also stops a turn 2/3 Groundbreaker (Pushes it to turn 3/4). And since Control wins by waiting, I think they'll have the edge when you pop Root Maze in the table.
Anyhow, I haven't playtested it yet, so who knows? I'll try your build out, but in my opinion, Root Maze isn't a very great card.
The "Artifacts and Lands come in to play tapped" workes wonders against control decks
i tested it with a friend and a start looks like this
turn 1: forest, Maze, go (opponent landt tapped)
turn 2: land(tapped, preferably Treetop villadge) , Llanowar elves\BoP, go (opponent landt tapped, 1 mana free)
turn 3: land(tapped), aggression begins... you can get a Groundbreaker out, play an ascetic or atk with the treetop Viladge
the Might of old Krosa wont be in my build for now... to see how this works and than ill make some adjustmants
toughts now?
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sig by Mr.Stuff
:mad1:Apprentice of Lavamancy:mad1:
playing in standard: Mono Black Control (from hell):evil:
Very nice write up your write up seems similiar to my write ups for legacy of the weeks in the coffeehouse good job.;) You should write a article about mga hunter and publish it on here you know the deck really well and as well as the general metagame for type 2.
I personally think troll ascetic is going to be a really nice addition to the mga pack mostly because it dodges any spot removal or bounce spell in type 2 and by you enchanting the troll acetic a bunch of times can make this creature a huge threat against angelfire and more.
I like the hybrid version of mga the best since it can be really aggressive and at the sametime you can set a good pace with alot of decks from the card draw of ohran vipers plus it seems pretty similiar to my mga list that i ran at the standard championships on here but i think your list is alot more efficient at getting the job done in my opinion. My list that i played with i piloted it to a 24th place finish out of 94 players at the standard championships.
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I see where you're going dawiz, and if all goes well (Root Maze turn 1), that would work. But what would you do to the multiples? What if you drew it on turn 3? I'm worried that it might be detrimental in the long run.
Root Maze negated Treetop Village's drawback, and offered nothing more. It's like a two card combo, and experience taught us that green 2 card combos (such as Kavu Predator + Healing Leaves) isn't really competitive (In hindsight, I'd rather play the above mentioned combo in MGA than Root Maze). If that's the only thing that Root Maze can do, then I'd rather reduce the number of "drawback cards" (Treetop Village) and cut the "solution cards" (Root Maze) altogether. I will still try it out, but my opinions remain unchanged. Btw, I suggested Overrun, not Might of Old Krosa. (I know, I'm being repetitive).
After a few rounds of testing - Scryb Ranger hates Root Maze (It's impossible to do a Turn 3-4 Scryb Ranger+Spectral Force), and the deck is subpar vs. Grull (But any MGA Deck so far is having trouble keeping up with them). So far, I haven't seen how Root Maze helps. I've only played a few rounds online, but I'll try it out again tomorrow since it's 1 in the morning here...
kadaj 13: test the deck since i havent tested it myself enove... just know this... against aggro if you are first the maze is amazeing if you are secound you dont play the maze cos it will give the oponent the edge
as for against control.. get the maze in pla as fast as posible to stop the posebility of the oponent disrupting you very much... just enove time to give you the edge and 1-2 treetop viladge on board and the game is urs, but still the maze is primary in to disrupt your opponent and with 7 mana accelerators in the deck lands coming in tapped wont slow you down
i love the idea of overrun and think that it might just work in the deck, but 1-2 copys max cos it would be an alternative winning tool
to all other:
soon i shall post the newest tweek to my MGHybrid... it wont bring something new but it will have some improvments
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sig by Mr.Stuff
:mad1:Apprentice of Lavamancy:mad1:
playing in standard: Mono Black Control (from hell):evil:
Nice dawiz. But I think Root maze is kinda not-aggro like. It also affects you. I also dont see the dryad sophie fits. Here is my speculated list. Still not good though.
I really like that most players have opted for the snow-build after seeing how much Mouth of Ronom can help in certain problem matchups, and just to kill those annoying creatures that this deck normally can't get rid of (Fortune Thief, Loxodon Hierarch, Teferi).
I feel that the Hasty builds are alot more unstable, but make up for it with the fact that they can goldfish turn 4-5 pretty easily.
Looks good Hunter, keep the thread updated and I don't think the mods will mind keeping it around.
peace
Thanks Azalon. Trainswalker09 has the Hasty results. But its sad to see him leave the thread. My snow build is good too but its stable and consistent. After XTh ed MGA will be a sure hit too!^_^
@Kadaj - That list in the link is splash red right? I think the list is good, but Im no silhana-moldervine fan anymore. Im also surprised to see he has many mana fix critts, well this is because of the splash. For me I like to see yavi dryad in replacement with wood elves and BoP for his boreals
nice list hunter but you should know that since you dont play the maze, 4 treetop viladge are 2 much
i will keep testing the maze deck, tweak it and post results when i finish my studys of the deck (unfortunatly that will take a while cos i have a couple of exams on universety comeing the next 2 weeks , so it will take me a bit longer)
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sig by Mr.Stuff
:mad1:Apprentice of Lavamancy:mad1:
playing in standard: Mono Black Control (from hell):evil:
nice list hunter but you should know that since you dont play the maze, 4 treetop viladge are 2 much
i will keep testing the maze deck, tweak it and post results when i finish my studys of the deck (unfortunatly that will take a while cos i have a couple of exams on universety comeing the next 2 weeks , so it will take me a bit longer)
yeah youre right. Playtested it and inconsistency comes around. Well im gonna make this snow build. Lets try this my style. TS+Xth(rav rotate build)
eaven thou treetop Viladge is slow for the deck still i would play 2 becouse its a non-counterable creature and its a 1G 3/3 trempler and hides from ***
its still a win-win card and should be in every MGA deck (not 4 copys its not smart unless u have some way to negate the efect like the maze deck) so 1-2 treetop would work great
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sig by Mr.Stuff
:mad1:Apprentice of Lavamancy:mad1:
playing in standard: Mono Black Control (from hell):evil:
well overrun is a great card in a deck where you have minimum 2-3 creatures... but i know that i will lose to many new players becouse of the surprise this card holds... so haveing 1-2 copys is not such a bad idea
the troll is great against control matchups but is chump-blockable against aggro decks... this may be negated with the overrun..
the treetop is great against both aggro and control.. it is a creature hideing in a tree , but the drawback makes it 2 of at max.. it will be the best wepon against control decks together with the troll, and its trempleing 3/3 body for 2 mana (3 if u count the land itself cos u'll tap it for atk).. i just love this card!
in any case i cant whait for the full spoiler of Xth
btw i alway run snow builds eaven if i dont have anything snow in main... just to SB 2-3 mouth of ronom... i was never a fan of scrying sheets in aggro since i need to have 3 lands (1 of them the sheets), and that is consistant with midgame and maybe lategame... wich a MGA deck doest have (thou i am trying to change it with the maze deck)
now all i need to do is find 4 call of the herd and 4 solifuges which i cant find and i have all i need for a full MGA (any version)
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sig by Mr.Stuff
:mad1:Apprentice of Lavamancy:mad1:
playing in standard: Mono Black Control (from hell):evil:
Hasty is not really all that unstable; every deck gets bad draws, but most hands can be worked with. The deck is so concentrated with business creatures and spells that it's hard to be screwed. All it takes to turn the tide of a game is one creature. In a typical game, you would be sacrificing your haste guys most of the time, but in longer games, it's often a good strategy to ride an Uktabi Drake to the win, or a Solifuge (a great card against control) and Primal Forcemage works amazingly in conjuction with everything here. I added Evolution Charm to smooth out control games, so you can recur your beaters. Many decks (and players) can feel rushed when they've been hit with a Groundbreaker even once. As for other/hybrid versions, Troll Ascetic, a nigh-unkillable beatstick (pair him with Moldervine Cloak, and your opponent scoops) and Treetop Village, and manland, will make MGA a real force.
On its matchups...
Dragonstorm's a race
Dralnu's easy as pie, side w/ Leylines and Veilstone Amulet (with both of these in play, you are essentially just casting uncounterable burn)
Gruul is a race and you are faster, they just have more gas (call it 55/45)
Zoo is 50/50
Solar Flare is a cinch
Angelfire is as well
Dredge is tough (Tormod's Crypt here)
Most other stuff is easy, although Rack can get lucky at times.
well overrun is a great card in a deck where you have minimum 2-3 creatures... but i know that i will lose to many new players becouse of the surprise this card holds... so haveing 1-2 copys is not such a bad idea
the troll is great against control matchups but is chump-blockable against aggro decks... this may be negated with the overrun..
the treetop is great against both aggro and control.. it is a creature hideing in a tree , but the drawback makes it 2 of at max.. it will be the best wepon against control decks together with the troll, and its trempleing 3/3 body for 2 mana (3 if u count the land itself cos u'll tap it for atk).. i just love this card!
in any case i cant whait for the full spoiler of Xth
btw i alway run snow builds eaven if i dont have anything snow in main... just to SB 2-3 mouth of ronom... i was never a fan of scrying sheets in aggro since i need to have 3 lands (1 of them the sheets), and that is consistant with midgame and maybe lategame... wich a MGA deck doest have (thou i am trying to change it with the maze deck)
now all i need to do is find 4 call of the herd and 4 solifuges which i cant find and i have all i need for a full MGA (any version)
Im lucky to have my green cards very early.^_^ Well the snow build really helps MGA alot thats why I decided to create the list a long time ago in the old thread, playtested it, many people tested it, and found it good and competitive. With treetop village coming, I think Ill only have two. Its because of the fact that it CIP tapped.
Back when I played Mirrodin, Troll Acetic was a hero, even without evasion, that creature is still a threat. Untargetable regen? What the hell is that? Only ***'s or damns can get rid of it (or cruel edict if its the only one on board). having overrun beside him in XTh makes MGA a total threat.
Hasty is not really all that unstable; every deck gets bad draws, but most hands can be worked with. The deck is so concentrated with business creatures and spells that it's hard to be screwed. All it takes to turn the tide of a game is one creature. In a typical game, you would be sacrificing your haste guys most of the time, but in longer games, it's often a good strategy to ride an Uktabi Drake to the win, or a Solifuge (a great card against control) and Primal Forcemage works amazingly in conjuction with everything here. I added Evolution Charm to smooth out control games, so you can recur your beaters. Many decks (and players) can feel rushed when they've been hit with a Groundbreaker even once. As for other/hybrid versions, Troll Ascetic, a nigh-unkillable beatstick (pair him with Moldervine Cloak, and your opponent scoops) and Treetop Village, and manland, will make MGA a real force.
On its matchups...
Dragonstorm's a race
Dralnu's easy as pie, side w/ Leylines and Veilstone Amulet (with both of these in play, you are essentially just casting uncounterable burn)
Gruul is a race and you are faster, they just have more gas (call it 55/45)
Zoo is 50/50
Solar Flare is a cinch
Angelfire is as well
Dredge is tough (Tormod's Crypt here)
Most other stuff is easy, although Rack can get lucky at times.
-Trains
Nice to see you jump back here Trains. I think you should still stick here since Xth has some really good stuff to make hasty even better.
@Redandgreenaggro - As you can see we dont use the oldschool builds anymore and the only 2cc critt we have is scryb ranger. We have 8 mana acceleratns for consistency to have a turn 2 3cc creature or to have a turn 3 4cc creature or a possible turn 3 spectral force. Test the deck to see the results. After these elves and birds serve their purpose in early game, they became chump blockers mid to late game(if the opponent is still alive lol) and make your biggies to attack evrytime without the problem of having to block(vs aggro)
why do you need colorless mana in a mono color deck?
Actually guys I can use the boreal druid if and only if Groundbreaker isnt in the list. If you observe the builds on the first post, I used boreal druid in the pure Snow build for the snow count engine for the sheets. In the hybrid versions or the coming Xth versions, I used elves for consistency with Gbreaker which lessens the snow count to four, but it doesnt matter. Th real purpose of snow is to draw snow lands from the sheets and for Mouth of Ronom. Works great with draw engine from Ohran too, Control hates that if you manage to drop it turn two.
well i have a sugestion for your snow build hunter... since you rely on the snake to do the dmg and draw you cards.. why not moldervine cloak in the deck...
In the last week i have been useing the Moldervine without Silhana in main and it is still the best pump ever cos it alwatys comes back.. 2-3 of those in your decklist with Xth would go great.. and the posible targets are very nice: Scrub Ranger, Orhan Viper, Troll Ascetic, not to metion the Spectral force or eaven the BoP is a great target since they fly
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sig by Mr.Stuff
:mad1:Apprentice of Lavamancy:mad1:
playing in standard: Mono Black Control (from hell):evil:
Oh, dawiz brings up a great point, hunter, especially when Troll finds its way into your deck. Not only is Troll+Cloak ridonculous, but with Viper, you get an unkillable 4/7 venomous beast that cantrips when it attacks.
You need those mana accelerants because your curve simply skips 2. MGA simply needs that turn 1 accelerant, or it won't win. Hence, 8 mana dorks.
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GGG Mono Green Aggro (MGA) GGG
Since I've been at the MGA thread for a long time, we have discussed many things including lists today, and as far as competitiveness (and YES ITS COMPETITIVE) we have 3 archetypes of Mono Green Aggro and I think the old thread's first page list isn't so good anymore. So here's a new thread for it as Iceman told me.
The Three MGA Archetypes
1. Snowy Scryb and Force - which was created by me thank you
2. Mono Green Haste (MGH) - originally conceptualized by Trainswalker09 here in mtgs.
3. MGA EVO - Well after extensive playtesting, Dawiz007's build proved to be an awesome hybrid of Michael Jacob's list with a few twist.(still not updated for Lorwyn)
--- --- --- --- ---
In-Depth Description
1. Snowy Scryb and Force - When I first played MGA (MGEvasion type), I've sensed something, there is a lack of engine going on, and I thought, why not add snow? It adds more draw and removal tech, and synergistic with Ohran Viper from Coldsnap, so I decided to build this archetype (pre PC) and playtested it in FNMs, tournaments, etc and it went well. It was a surprising rogue MGA back then.
Latest build:
16 Snow-Covered Forest
2 Scrying Sheets
2 Mouth of Ronom
1 Pendelhaven
Creatures
4 Birds of Paradise
4 Boreal Druid
4 Scryb Ranger
3 Spectral Force
4 Ohran Viper
2 Garruk Wildspeaker
4 Troll Ascetic
4 Call of the Herd
4 Stonewood Invocation
4 Might of old krosa
2 Loxodon Warhammer
19 Forest
1 Pendelhaven
Creatures
4 Llanowar Elves
4 Birds of Paradise
4 Primal Forcemage
4 Groundbreaker
4 Timbermare
3 Garruk Wildspeaker
4 Uktabi Drake
4 Might of Old Krosa
3 Evolution Charm
3 Harmonize
3 Commune with Nature
3. Here is another Shrouded Variant, which is a hybrid of Jacob's list and My Hybrid. After alot of playtests, I considered this be list be in here, originally made by dawiz007, which he wanted to call "MGA Evo":
2 Treetop Village
1 Pendalheaven
4 Llanowar Elves
3 Birds of Paradise
4 Silhana Ledgewalker
4 Scryb Ranger
4 Troll Ascetic
3 Groundbreaker
3 Timbermare
2 Giant Solifuge
2 Spectral Force
4 Might of Old Krosa
3 Moldervine Cloak
3 Stonewood Invocation
1 Loxodon Warhammer
1 Groundbreaker
1 timbermare
3 Orhan vipers
3 Pitting needle
4 korsans greap
3 Mouth of Ronom
MGA archetypes can also have hybrid variants of the three, which I am using now:
16 Snow-Covered Forest
2 Scrying Sheets
2 Mouth of Ronom
1 Pendelhaven
Creatures
4 Llanowar Elves
4 Birds of Paradise
4 Scryb Ranger
2 Spectral Force
4 Ohran Viper
3 Groundbreaker
2 Garruk wildspeaker
2 Timbermare
3 Troll Ascetic
3 Call of the Herd
3 Stonewood Invocation
4 Might of Old Krosa
1 Loxodon Warhammer
--- --- --- --- ---
Sideboarding / Other Cards
Sideboard cardpool of MGA: (Still not updated for lorwyn, needs playtesting)
- Pithing Needle (new!)
- Riftsweeper
- Viridian Shaman
- Hurricane
- Leyline of Lifeforce
- Krosan Grip
- Mwonvuli Acid Moss
- Chameleon Blur
- Avoid Fate
- Spike Feeder
- Squall Line
- Whirling Dervish
- Scragnoth
- Seal of Primordium
- Gaea's Blessing
- Serrated Arrows
- Veilstone Amulet
- Wrap in Vigor
- Healing Leaves
- Safe Haven
Other cards that can be used:- Kavu Predator
- Giant Growth
- Assault//Battery
- Wall of Roots
Enjoy the new lists of MGA today. Although not many Future Sight green cards are not good for the archetype, Xth edition made it colorful in some way.*Huge thanks to Kadaj 13 for the banner*
Monogreen 2007 | Jund Aggro MTGO 2013
3x birds of paradise
4x dryad sophisticate
4x groundbraker
4x scryb ranger
4x troll ascetic
2x spectral force
2x giant solifuge
4x root maze
4x call of the herd
4x treetop village
15x forest
2x Ghost quarters
1x pendalheaven
any toughts or questions about the deck?
:mad1:Apprentice of Lavamancy:mad1:
playing in standard:
Mono Black Control
(from hell):evil:
I feel that the Hasty builds are alot more unstable, but make up for it with the fact that they can goldfish turn 4-5 pretty easily.
Looks good Hunter, keep the thread updated and I don't think the mods will mind keeping it around.
peace
^-- And this is exactly why these forums are for whiny little babies who can't deal with the fact that they are wrong. So they go cry to a mod. Lawl.
it is not an evasion deck
its not a haste deck
its not eaven a hybryd
it is a midrange aggro deck, that disrupts oponents with the maze, whille haveing much acceleration
dont expect this list to kill in 3-5 turns... it will stop the opponent at its place and than punch trough with
groundbraker
scryb ranger
troll ascetic
spectral force
giant solifuge
and
call of the herd
and thanks to the maze treetop village is abused to max
it is made to kill in a control enviroment, but works great against aggro with the maze out
i
:mad1:Apprentice of Lavamancy:mad1:
playing in standard:
Mono Black Control
(from hell):evil:
IMHO, Root Maze,Treetop Village and Groundbreakers doesn't belong in the same deck. Imagine a potential early Groundbreaker situation (say, Turn 2 vs. Control, and you've gone first) and you're looking for a land and you draw one of your four (!!) Treetop Villages or drew a forest but it came into play tapped because of one of your four (!!) Root Mazes. Here's a quick sharpening of your decklist:
-2 Ghost Quarters (Sideboard, yes. Maindeck? Why?)
-3 Treetop Village (An alternate uncounterable, trampling wincon)
+5 Forests (Keeping it simple is the key here)
-4 Root Maze (What's so good about a symmetrical delay card?)
+4 Might of Old Krosa (Simple. Effective.)
Squeezing in a few Timbermares and the game-winning Overrun would be really great too:
-4 Dryad Sophisticate
+2 Overrun
+1 Timbermare
+1 Birds of Paradise
IMHO, that would make the deck a bit more streamlined and competitive. Good luck on your build!
---
Btw Hunter, seen this list yet? (Link) It's from wizards.com about a certain Nathaniel Kader (1st Place @ Orlando, Florida) and his list looks remarkably similar to your Mono Green Hybrid except that it splashed Red for Magus of the Moon and a Demonfire (Ftw!).
---
@dawiz007:
Midrange huh? Still, Overrun would kill your opponent more quickly with minimal creatures, even a few Llanowar Elves can end the game - a few 4/4 Trampling elves. Imagine a 6/5 Troll Ascetic with trample (I think that's Ascetic's main weakness, the lack of evasion) or a Giant Solifuge, Sryb Ranger, or even a Birds of Pardise pumped with it.
Anyhow, I still don't get why Root Maze should be in any MGA Deck. I mean an "Artifacts and lands come into play tapped." effect, which doesn't do anything in multiples? If it's a creature, then it's a sure 4-of. If it can stop creatures, then it doesn't have a place here - but if it stops your opponent's creatures, then that's a whole new ballgame. I know it stops a turn 4 Damnation or Wrath of God (Pushes it to turn 5), but since it's symmetrical (meaning both you and your opponent suffers its effect) it also stops a turn 2/3 Groundbreaker (Pushes it to turn 3/4). And since Control wins by waiting, I think they'll have the edge when you pop Root Maze in the table.
Anyhow, I haven't playtested it yet, so who knows? I'll try your build out, but in my opinion, Root Maze isn't a very great card.
The "Artifacts and Lands come in to play tapped" workes wonders against control decks
i tested it with a friend and a start looks like this
turn 1: forest, Maze, go (opponent landt tapped)
turn 2: land(tapped, preferably Treetop villadge) , Llanowar elves\BoP, go (opponent landt tapped, 1 mana free)
turn 3: land(tapped), aggression begins... you can get a Groundbreaker out, play an ascetic or atk with the treetop Viladge
the Might of old Krosa wont be in my build for now... to see how this works and than ill make some adjustmants
toughts now?
:mad1:Apprentice of Lavamancy:mad1:
playing in standard:
Mono Black Control
(from hell):evil:
I personally think troll ascetic is going to be a really nice addition to the mga pack mostly because it dodges any spot removal or bounce spell in type 2 and by you enchanting the troll acetic a bunch of times can make this creature a huge threat against angelfire and more.
I like the hybrid version of mga the best since it can be really aggressive and at the sametime you can set a good pace with alot of decks from the card draw of ohran vipers plus it seems pretty similiar to my mga list that i ran at the standard championships on here but i think your list is alot more efficient at getting the job done in my opinion. My list that i played with i piloted it to a 24th place finish out of 94 players at the standard championships.
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Also known as kevinliu2333.
Current favorite Magic card is Time Elemental
Also, look at this - (Your Example)
You Turn 1: Forest, Root Maze
Opp Turn 1: Land (Tapped)
You Turn 2: Treetop Village, Llanowar Elf
Opp Turn 2: Land (Tapped)
You Turn 3: Forest (Tapped), Groundbreaker or Troll Ascetic
and compare it to this - (My Example)
You Turn 1: Forest, Llanowar Elf
Opp Turn 1: Land
You Turn 2: Forest, Groundbreaker or Troll Ascetic
Root Maze negated Treetop Village's drawback, and offered nothing more. It's like a two card combo, and experience taught us that green 2 card combos (such as Kavu Predator + Healing Leaves) isn't really competitive (In hindsight, I'd rather play the above mentioned combo in MGA than Root Maze). If that's the only thing that Root Maze can do, then I'd rather reduce the number of "drawback cards" (Treetop Village) and cut the "solution cards" (Root Maze) altogether. I will still try it out, but my opinions remain unchanged. Btw, I suggested Overrun, not Might of Old Krosa. (I know, I'm being repetitive).
After a few rounds of testing - Scryb Ranger hates Root Maze (It's impossible to do a Turn 3-4 Scryb Ranger+Spectral Force), and the deck is subpar vs. Grull (But any MGA Deck so far is having trouble keeping up with them). So far, I haven't seen how Root Maze helps. I've only played a few rounds online, but I'll try it out again tomorrow since it's 1 in the morning here...
Iceman stickied something about speculating about 10th Ed, stating the discussion of XTh cards should be placed in the meantime in Decks for Critique.
as for against control.. get the maze in pla as fast as posible to stop the posebility of the oponent disrupting you very much... just enove time to give you the edge and 1-2 treetop viladge on board and the game is urs, but still the maze is primary in to disrupt your opponent and with 7 mana accelerators in the deck lands coming in tapped wont slow you down
i love the idea of overrun and think that it might just work in the deck, but 1-2 copys max cos it would be an alternative winning tool
to all other:
soon i shall post the newest tweek to my MGHybrid... it wont bring something new but it will have some improvments
:mad1:Apprentice of Lavamancy:mad1:
playing in standard:
Mono Black Control
(from hell):evil:
Nice dawiz. But I think Root maze is kinda not-aggro like. It also affects you. I also dont see the dryad sophie fits. Here is my speculated list. Still not good though.
4 birds of paradise
4 Scryb Ranger
3 Spectral Force
3 Troll Ascetic
3 groundbreaker
3 Giant Solifuge
3 Timbermare
2 Overrun
2 Harmonize
3 Stonewood invocation
3 might of old krosa
15x forest
1x pendalheaven
Thanks Azalon. Trainswalker09 has the Hasty results. But its sad to see him leave the thread. My snow build is good too but its stable and consistent. After XTh ed MGA will be a sure hit too!^_^
@Kadaj - That list in the link is splash red right? I think the list is good, but Im no silhana-moldervine fan anymore. Im also surprised to see he has many mana fix critts, well this is because of the splash. For me I like to see yavi dryad in replacement with wood elves and BoP for his boreals
Monogreen 2007 | Jund Aggro MTGO 2013
i will keep testing the maze deck, tweak it and post results when i finish my studys of the deck (unfortunatly that will take a while cos i have a couple of exams on universety comeing the next 2 weeks , so it will take me a bit longer)
:mad1:Apprentice of Lavamancy:mad1:
playing in standard:
Mono Black Control
(from hell):evil:
yeah youre right. Playtested it and inconsistency comes around. Well im gonna make this snow build. Lets try this my style. TS+Xth(rav rotate build)
2 mouth of ronom
1 pendelhaven
16 snow covered forest
4 llanowar elves
4 Birds of Paradise
4 scryb ranger
3 Spectral Force
3 Ohran VIper
3 troll Ascetic
3 Groundbreaker
3 Timbermare
3 Stonewood invocation
4 might of old Krosa
2 Overrun
Thats quite probably my taste but Im sure I can handle it well.
Monogreen 2007 | Jund Aggro MTGO 2013
its still a win-win card and should be in every MGA deck (not 4 copys its not smart unless u have some way to negate the efect like the maze deck) so 1-2 treetop would work great
:mad1:Apprentice of Lavamancy:mad1:
playing in standard:
Mono Black Control
(from hell):evil:
Anyway Im really for the snow so maybe Ill not be using it. The only 2 cards I like for now is the ascetic and overrun.
Monogreen 2007 | Jund Aggro MTGO 2013
the troll is great against control matchups but is chump-blockable against aggro decks... this may be negated with the overrun..
the treetop is great against both aggro and control.. it is a creature hideing in a tree , but the drawback makes it 2 of at max.. it will be the best wepon against control decks together with the troll, and its trempleing 3/3 body for 2 mana (3 if u count the land itself cos u'll tap it for atk).. i just love this card!
in any case i cant whait for the full spoiler of Xth
btw i alway run snow builds eaven if i dont have anything snow in main... just to SB 2-3 mouth of ronom... i was never a fan of scrying sheets in aggro since i need to have 3 lands (1 of them the sheets), and that is consistant with midgame and maybe lategame... wich a MGA deck doest have (thou i am trying to change it with the maze deck)
now all i need to do is find 4 call of the herd and 4 solifuges which i cant find and i have all i need for a full MGA (any version)
:mad1:Apprentice of Lavamancy:mad1:
playing in standard:
Mono Black Control
(from hell):evil:
Hasty is not really all that unstable; every deck gets bad draws, but most hands can be worked with. The deck is so concentrated with business creatures and spells that it's hard to be screwed. All it takes to turn the tide of a game is one creature. In a typical game, you would be sacrificing your haste guys most of the time, but in longer games, it's often a good strategy to ride an Uktabi Drake to the win, or a Solifuge (a great card against control) and Primal Forcemage works amazingly in conjuction with everything here. I added Evolution Charm to smooth out control games, so you can recur your beaters. Many decks (and players) can feel rushed when they've been hit with a Groundbreaker even once. As for other/hybrid versions, Troll Ascetic, a nigh-unkillable beatstick (pair him with Moldervine Cloak, and your opponent scoops) and Treetop Village, and manland, will make MGA a real force.
On its matchups...
Dragonstorm's a race
Dralnu's easy as pie, side w/ Leylines and Veilstone Amulet (with both of these in play, you are essentially just casting uncounterable burn)
Gruul is a race and you are faster, they just have more gas (call it 55/45)
Zoo is 50/50
Solar Flare is a cinch
Angelfire is as well
Dredge is tough (Tormod's Crypt here)
Most other stuff is easy, although Rack can get lucky at times.
-Trains
Im lucky to have my green cards very early.^_^ Well the snow build really helps MGA alot thats why I decided to create the list a long time ago in the old thread, playtested it, many people tested it, and found it good and competitive. With treetop village coming, I think Ill only have two. Its because of the fact that it CIP tapped.
Back when I played Mirrodin, Troll Acetic was a hero, even without evasion, that creature is still a threat. Untargetable regen? What the hell is that? Only ***'s or damns can get rid of it (or cruel edict if its the only one on board). having overrun beside him in XTh makes MGA a total threat.
Nice to see you jump back here Trains. I think you should still stick here since Xth has some really good stuff to make hasty even better.
@Redandgreenaggro - As you can see we dont use the oldschool builds anymore and the only 2cc critt we have is scryb ranger. We have 8 mana acceleratns for consistency to have a turn 2 3cc creature or to have a turn 3 4cc creature or a possible turn 3 spectral force. Test the deck to see the results. After these elves and birds serve their purpose in early game, they became chump blockers mid to late game(if the opponent is still alive lol) and make your biggies to attack evrytime without the problem of having to block(vs aggro)
Monogreen 2007 | Jund Aggro MTGO 2013
Wouldn't you want Boreal Druid instead of Elves if you're going the snow route?
why do you need colorless mana in a mono color deck?
Actually guys I can use the boreal druid if and only if Groundbreaker isnt in the list. If you observe the builds on the first post, I used boreal druid in the pure Snow build for the snow count engine for the sheets. In the hybrid versions or the coming Xth versions, I used elves for consistency with Gbreaker which lessens the snow count to four, but it doesnt matter. Th real purpose of snow is to draw snow lands from the sheets and for Mouth of Ronom. Works great with draw engine from Ohran too, Control hates that if you manage to drop it turn two.
Monogreen 2007 | Jund Aggro MTGO 2013
In the last week i have been useing the Moldervine without Silhana in main and it is still the best pump ever cos it alwatys comes back.. 2-3 of those in your decklist with Xth would go great.. and the posible targets are very nice: Scrub Ranger, Orhan Viper, Troll Ascetic, not to metion the Spectral force or eaven the BoP is a great target since they fly
:mad1:Apprentice of Lavamancy:mad1:
playing in standard:
Mono Black Control
(from hell):evil:
You need those mana accelerants because your curve simply skips 2. MGA simply needs that turn 1 accelerant, or it won't win. Hence, 8 mana dorks.