Start typing a card name and use the auto-complete feature to select the card you're trying to add. Enter a quantity and add that card to your command zone!
The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
Mono Green is slowly becoming one of my favorite deck to build. There are so many fascinating casual level commanders that are so diverse and unique in mono green. Saryth is no different, with some rather peculiar and zany potential. The ability to give creatures hexproof or deathtouch is odd, but when built correctly can be absolutely devastating. So, without further adieu, enter the Viper's Fang.
Saryth is an incredibly different type of creature focused commander. Being able to swap abilities on creatures is very good, especially when you are able to dodge targeted removal on one side. Hexproof is naturally powerful, and needs no demonstration on why it's so good. Deathtouch on tapped, however, is the real star here. Deathtouch and trample interact very powerfully, turning big threats into hard to manage threats. Chump blocking is out the window, and certain creatures, like Giant Adephage and Living Hive, can turn a profit on combat damage. So, our simple goal is to gather a board of trampling creatures and just run over everyone.To help further this, we run a plethora of support options. Endbringer, Viridian Longbow, and Scattershot Archer clear the way, as they gain deathtouch when they become tapped. Ulvenwald Oddity, Aggressive Mammoth, & Nylea (Hunt) give us a flat trample bonus. Kamahl, Unnatural Growth, & Glorious Sunrise amp up our aggro every combat, while End-Raze Forerunners and Triumph of the Horse are finishers. We rock a variety of card draw engines, and a bit of removal effects to help clear problem cards. To get the ball rolling, we have a number of dorks and ramp spells to start generating big mana. That's pretty much it, just big creatures, card draw, and ramp.
This deck has been viewed 600 times.
NOTE: Set by owner when deck was made.