Card Me: A favorite hobby of mine is playing card games. There is just something really remarkable about how laying cardboard onto a table can bring people together for lots of fun/frustration. As a naturally shy person in real life, I enjoy how card games can bring me out of my shell for quite the social activity.
As I promised, reithena, here is my current deck recipe for my Mono Green Midrange deck in Magic: The Gathering that I use in Standard play. The green color is definitely my jam in Magic. Green represents the power of life and nature.
My deck utilizes the shell of a standard green ramp deck, but with my own spin on things. You’ll notice I like to toss in my “Ghetto Green” cards to catch opponents off-guard. A lot of people would try to criticize my build for being a bit jenky (supposedly), but I have won a lot of difficult matchups by springing unusual spells like Enlarge out of nowhere for the finishing blow.
Silly cards are silly. :p
Without further ado, on to the deck recipe. For further information on the deck, please click here.
I will also throw out there that I am proud that most of this deck was literally put together through trades and placing well in tournaments and events.
- 1x Fade into Antiquity
- 3x Mistcutter Hydra
- 3x Pit Fight
- 1x Pithing Needle
- 3x Plummet
- 1x Primeval Bounty
- 3x Ranger’s Guile
The Power of Mother Nature
Green in Magic is usually known for one particular aspect: big creatures. This deck has more than plenty of scary threats to overwhelm any opponent.
Of course, the challenge behind any big creature-centered deck is affording the hefty mana costs. Therefore, the typical tactic executed by green players is to ramp up using mana dorks and other means.
Ramp. Ramp. Ramp. This point cannot be stressed enough.
If you aren’t getting ahead of your opponent with your ramp, then it is going to be sissy-looking like this.
No. That’s not how this deck rolls.
Ideally, you want to get your mana ramp to look like this.
Completely out of control. Risky. Whatever you want to call it. Any decent opponent will try to blow up your ramp with fire or something, and this is because they know they are in for a beatdown by your giant creatures if they do not stop you.
Exactly how powerful can this deck of mine be? Can you say Garruk, Caller of Beasts on turn two with the deck’s ultimate nut draw?
Turn Two: Play Nykthos, Shrine to Nyx. Tap the Elvish Mystic and Forest for green mana. Then play three Burning-Tree Emissary cards in a row, while using the floating red and green mana from the last one to target Nykthos, Shrine to Nyx as you declare green.
This nets you seven green mana to use because of devotion, which you promptly spend on Garruk, Caller of Beasts. Then you +1 Garruk, Caller of Beasts to start drawing through your deck and watch as your opponent will probably scoop at this point.
Of course, you cannot really bank on nut draws all of the time, but this deck is actually pretty consistent. All things considered.
Though it has a low land count at 18, I strongly believe the 10 mana dorks/creatures even out the mana base. And I am also aware the deck has a lot of random single cards like a lone Reverent Hunter, but you can attribute this fact to my deck-building style.
Many decks are built to be redundant, as in they try to carry out the same strategy every single game. This is the standard way of building a “good” deck in Magic, but I like my approach more because my games are so varied that I can generate a lot of entertainment to match my out-of-the-box mindset in Magic.
For instance, a lot of people would rip on Miming Slime as a card. It’s not amazing by any means, but I can see the true potential of it. And hence, this is why it eats up a precious deck slot.
In a tournament a few weeks ago, I actually managed to use Miming Slime in a useful way. I just doubled the counters of my Kalonian Hydra into a 16/16 creature. After attacking, I followed up with a Miming Slime combo to spawn another 16/16 creature on the board.
Needless to say, my opponent got too overwhelmed by this much power coming his way.
However, my secret weapon in terms of its underrated appeal is Fleetfeather Sandals. A lot of people scoff at this card. It’s just a dinky common, they say. But wait …
It gives both flying and haste as its equip effect? In a deck like mine full of powerful creatures, those two effects just sound pretty useful, don’t you think?
Only someone like me would think to use a Scavenging Ooze‘s effect twice to make it a 4/4 creature, equipping it with Fleetfeather Sandals so it gained haste and flying so it could then launch over my opponent’s defenses to take down the Jace, Architect of Thought.
Did you get all of that? My opponent was left stunned, requiring a few minutes to process all of the shenanigans that just took place in less than 30 seconds.
But don’t get me wrong. My deck is not without its weaknesses, which is normal for any type of deck out there. Even the tournament-worthy ones.
For one thing, my deck is on the slow side and is extremely vulnerable for the opening turns. After all, my deck’s main focus is to ramp at the beginning. Ramping is inherently a flawed strategy because it requires setup time. Against certain decks, I might not be able to ramp up fast enough to cast my strong creatures.
If I can’t stabilize the board by playing my big guys after a while, I am probably dead meat. If my opponent’s deck is really fast, and my mana curve stumbles at any point, you can stick a fork in me as well.
Nonetheless, I love my deck. Its current deck recipe may seem all over the place, but I have so many tricks up my sleeve to work with during any given match. People at my local card shop already associate me as a green player.
When I can reel in a decisive “W” with my deck, it makes people GREEN with envy for sure. :0