The Green Machine

by CasualMoney on 31 October 2011

Main Deck (62 cards)

Instants (6)


Enchantments (3)


Land (24)

Sideboard (0 cards)

No sideboard found.

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Deck Description

In the early days of Magic, green used to get all types of control elements. It could bounce stuff, it could destroy permanents, it could punish non-basic lands, it could fog for turn after turn; it had all kinds of stuff. Relive those days and make your opponants fear green for something other than its creatures.

How to Play

So what we have here is a fine selection of mono-green control. You'll want to start by bouncing their lands back to the top of their library. With a good draw, you can easily be 3 or 4 turns ahead in development early on. It's especially nice if you can put lands on the library with Plow Under and then bury them with Stunted Growth.

Basically you want to do whatever you can to slow things down until they succumb to Primal Order (which shouldn't be difficult given the huge numbers of non-basics in almost every deck) or until you beat them down with Argothian Wurms. The Wurms, coupled with the mana denial can make for a really tough set of choices. Do they give you the big beater or set themselves further back by sac'ing? You have some Beast Withins for removal, but use them sparingly. The creature they get shouldn't be too tough to deal with since you can fog for turn after turn.

Deck Tags

  • Control

Deck at a Glance

Social Stats

3
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This deck has been viewed 3,099 times.

Mana Curve

Mana Symbol Occurrence

000051

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for The Green Machine

I love the idea of this. Concerned that any creature removal would end the game for you. Perhaps token generation as an alternate win condition? Still, bamf green.

1
Posted 31 October 2011 at 19:55

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Thanks for the kind words, I'm glad you enjoyed it. I love building old school style decks.

0
Posted 02 November 2011 at 19:43

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