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All right, time to take this deck public and see what other people think.I've been pretty enamored by mono-green stompy for a very long time now, and once I saw Steel Leaf Champion, I knew I had to try my hand at making it again.So, auto-fill 4 Steel Leaf Champion's.Then I saw that Llanowar Elves were back (FINALLY! XD)Auto-fill 4 of those puppies. (Turn 2 Steel Leaf gives me warm fuzzies ;D)Then it wasn't long before I remembered that there was a functionally identical version of Llanowar elves out for awhile now.Auto-filled 4 more of those guys, to make darn sure I'm dropping Steel Leaf on turn 2.After that I had to sit and think for awhile. So far, so good, IF I get the Champion in my hand or on the draw. But with only 4 in a deck, that doesn't happen all that often. Especially when compared to 8 Llanowar Elves.Then I remembered that Leatherback Baloth was still a thing, so add 4 of those guys.Now I had a solid core deck stratagy, I started asking myself "Do I want to go 24 lands - 20 Creatures - 16 spells or 24-24-12?" Which way would be the best to play it?Remembering that a playset is 4 cards, I realized that did I want to play 4 non-creature spells or 3? Which ones?So I puzzled and I puzzled, constantly being stuck on "what usually ruins beatdown the most?"Removal. All this planning is fine and dandy until someone throws out a path, or murder, then I'm sitting on the draw dead in the water.That's when I remembered how excited I was about Blossoming Defense a little while back. Hexproof solves a lot of removal problems, doesn't it? Which made me ask on more key question...How many other spells gave my creatures hexproof? And more power?Two more. Vines and Ranger's Guile, so add 4 of all three of them.Then came Rancor, cuz it's not green stompy without it! Also, deals with chump blockers.So then I was down to one slot left to fill.After taking a break and reviewing some other "old-school" decks I saw a link to some kind of delve(r) deck.Delve -> Delver -> Delver of Secrets -> Hey, this looks familiar! Drop a cheap flying creature, that your opponents cant touch cuz your already in blue and ride him to the finish line!Except I'm in green, and I don't have a green delver.Or do I?When I saw smuggler's copter I knew I had to finally write up the deck and test it out.So far, I love it! Yet, I can't help but feel that it's missing something...
Well, near as I can tell it's pretty simple and strait forward.My opponent is going to be doing one of three things.1) Aggro2) Combo3) Distruption- If their going aggro, race em! Use your Vines, Defence's and Guiles as the pump spells they are to insure dominance!- If their going combo, race em! Hit the board with everything you got and hope you're faster.So far, simple and strait to the point. The plan is RAWR!!!If they're running disruption, that's when it gets tricky.And, yes, most decks mix these 3 pretty well. Especially combo and disruption.SO IF THEY'RE RUNNING DISRUPTION!Save all your hexproof spells to ruin their day, and keep a couple of fatty's in your hand for in case they have some global destruction.Never Discard Vines, Ranger's, or Blossoming to the Copter. We're using copter to keep our hand filled with anti-hate pumps.Past that, I got nothing...
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NOTE: Set by owner when deck was made.
I was playing this earlier and just went:Turn 1: forest @ elfTurn 2: forest, Copter, poke with elfTurn 3: forest, Animate the copter, enchant with rancor, swing for 5. Discard a land, and hold on to my 3 pump spells, with 2 mana untapped. 3 more turns to victory Turn 4: Repeat turn 3 and realize that there’s nothing left for my opponent to do. My hand is filled with hexproof pump spells and I have more mana than I need. Seriously, I swing and throw in a kicked vines. I still have a blossoming defense a baloth and rangers guile. There at 5 life. Unless they paid for lands.
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