Mono Green Mana Monster

by ThumperHill on 27 November 2017

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (1)


Sorceries (2)



Enchantments (2)

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.


Deck Description

The goal is to ramp all spare mana into Omnath, making him indestructible (Lightning Greaves, Vigor) or redirecting destruction effects (Heroic Intervention) until you can drop one of your monsters (Vorinclex or Emrakul) which you might have to tutor. (Time of Need, Primal Command) Thoughts are definitely appreciated. Thanks!

EDIT: Thanks to ManiacalManiac for some suggestions, I've made some alterations to the deck's sideboard. (Sideboards are my worst developed skill in MTG, so I greatly appreciate the advice!)
-2 Deconstruct
-1 Stream of Life
-3 Naturalize
-1 Spellskite
-1 Dismember

+2 Beast Within
+2 Creeping Corrosion
+3 Nature's Claim
+2 Relic of Progenitus
+1 Lifecrafter's Bestiary

How to Play

This is insane amounts of fun to play. After play-testing this for a little while, it seems like your starting hand should have a mana dork or two, two forests at the least. From there, it depends on what you're playing against and what your strategy is. If you are playing against something like a mill deck, get the stuff you need into your hand like Time of Need, Greaves, and a bomb. If you're playing something fast, get as much mana out on the field as possible with a Omnath, then just keep storing mana in the mana pool until you draw/tutor a bomb creature.

One thing to note for those that may not know is that with an Omnath, Vorinclex, and a Vernal Bloom, each time you tap a forest, you put {G}{G}{G} into your mana pool, to be spent on big nasty creatures or on spells.

ALWAYS protect your Omnath. Even if you're thinking your opponent may not have a way to kill your Omnath, use that Heroic Intervention. Nothing hurts worse than watching your Omnath just disappear because you get too arrogant and/or excited!

Not sure how I feel about Vigor in here, but it is another roadblock standing between your opponent and Omnath.

Deck Tags

  • Omnath
  • Combo
  • Ramp
  • Green
  • Stompy
  • Eldrazi
  • Modern

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 2,390 times.

Mana Curve

Mana Symbol Occurrence

000042

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Mono Green Mana Monster

I don't really play modern, so my suggestions are quite limited.
Honestly I'd ditch the elves ramp completely: they're too vulnerable to any mass creature removal, whereas land destruction is not as common. Also, Vorinclex and Vernal Bloom have way more synergy with your lands, but your elves have none.
I can see two cards working well with this concept.
First one is Explore: you could solve your card drawing problems, and play more lands if you have some to spare - And you should, given that Kodama's Reach/Cultivate put a land in your hand as well.
Second one is Rites of Flourishing: basically the same thing, maybe a little more dangerous since it affects both players, but it looks like you could benefit more from it.

And for a third bonus card, I'm a big fan of Oracle of Mul Daya. Could be interesting here.

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Posted 03 January 2018 at 01:35

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Rites of Flourishing is a bit too risky for my tastes. Sure, it allows you to draw, but it also gives your opponent more opportunities to ruin the combo you're setting up.
Explore is a nice option, may test it out with a few of those, but it does rely on being mana flooded or having recently cast a Cultivate/Kodama's Reach to be most useful. Besides, with a fairly well protected Omnath and a Heroic Intervention in hand, the deck can work with only a few mana available and put into the pool each turn.

Mana dorks make this deck work, honestly. Ramping in with spells still leaves you with a pretty empty board. The Elves work as both chump blockers and mana ramp for as long as they stay alive. Heroic Intervention keeps anything from removing them from game, as well as acts as added protection for your Omnath.

Thanks for the advice, much appreciated!

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Posted 03 January 2018 at 03:23

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I see your point. Just remember that cards like "Mutilate" would still wipe your board, even with heroic intervention. :)

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Posted 03 January 2018 at 15:05

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Hopefully, by the time they have four mana, I've already gotten use out of the dorks enough to make them irrelevant.

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Posted 03 January 2018 at 17:21

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Also, not to shamelessly spam my decks, but I used quite a bit of land ramping in the past. If you're interested in changing the concept, you could find some ideas here:

http://www.mtgvault.com/razka/decks/raging-like-a-fireball-dancing-like-a-ghost/
http://www.mtgvault.com/razka/decks/green-creature-manipulation/
http://www.mtgvault.com/razka/decks/mr-torgues-approved-deck/

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Posted 03 January 2018 at 01:39

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Would this deck benefit from some fetches and a splendid reclamation or two? Might speed up the process a little bit and would put you ahead on lands if you could get reclamation played early enough after 3 fetches?

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Posted 03 January 2018 at 16:04

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That idea, while I do think it has it's place somewhere, relies on getting several fetches out early. Not something I'm too keen on being a part of the strategy. I would rather be able to play a pair of boots or a cultivate. Maybe in a deck with some more reason to play fetches/something that bins lands more frequently?

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Posted 03 January 2018 at 16:53

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Nice deck, I've always loved Mono Green.
A few suggestions include cutting the 8 elves you are running and replace with 4x Arbor Elf and 4x Utopia Sprawl. On there own they have exactly the same ramp with the added bonus of being combo together. 4 mana turn 2 is just an amazing place to be in. as well as Utopia Sprawl being less likely to be hit by removal. After all rule one in modern for me is. When in doubt kill the mana dork, Every Time.
In addition I think the Vernal Bloom is just to risky to play. I run a competitive LD deck in modern and if my opponent played that I would shake his hand and be over joyed. I think Overgrowth would be much more beneficial for just you. Especially if you decided to go the Arbor Elf Utopia Sprawl route.
As far as main deck I think you're running to many Time of Need. I would cut 2 for the Inclusion of Beast Within as a green answer for just about anything in the format.
For side board I would replace Stream of Life with Life Goes On. Much better against burn. I'd -1 Dismember and run 2 of these.
As well I really don't like Deconstruct, the only match up I would bring it in would be Affinity and removing 1 artifact in that match for 3 mana is just not as effective. I'd play 2x Creeping Corrosion instead. And switch Naturalize for Nature's Claim. the 4 life is irrelevant when Emrakul is involved.
Lifecrafter's Bestiary would probably be a better card to bring in against control for card draw in my opinion.
Only other thing would be the need for graveyard hate in the form of 2x Relic of Progenitus Maybe -1 Spellskite and 1 more Dismember for this.

Anyway just my opinions take for what it is.
Happy Casting :)

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Posted 03 January 2018 at 16:42

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Thank you for all your feedback! I'll try to explain my thoughts on each piece of it, I'm sorry if I miss some!

I see your point of the dorks being prime removal targets, but I like the ability to have chumps out on the field for blocking or, if the game is running slowly, start to ping in for damage. A lot of time, I'll save my Omnath until I know he can be sufficiently protected. Need some board presence until I can get my combo pieces set up.

I'm not sure what you mean by Vernal Bloom being risky, as it doubles the mana each forest produces. (The Urza's Saga version shows that it adds additional, wording I wish they'd kept in the newer versions.) Overgrowth would be a more prime target for LD, as it enchants a single land, would be targeted by the same removal, and is only one less expensive to play.

Beast Within is definitely going SB, but I won't swap Time of Need for it. Those fetches come in super handy to find any of the four Omnath or the bomb creatures, since they're all legendary. Often, I'll grab a second Omnath, just so I know I have one in hand in case the first one gets neutered.

Stream of Life, in my thought process, was a late-game mana sink in case my buddy got destroyed (mana stays in the pool until the end of the turn) but on further thoughts, I don't think it's really necessary. As for Life Goes On, it doesn't pull it's weight enough to have a spot in the SB IMO. Single-use life gain bothers me.

Swapping in Creeping Corrosion and Nature's Claim is perfect, can't argue with that.

Lifecrafter's Bestiary seems like a better way to draw over Harmonize, and is a permanent instead of a one-off. Thanks for that idea, I'll try it out.

I forget the format sometimes, Relic would be a necessity. I'll make some changes to fit two in.

I'll add the changes to the Description in an Edit tag, thank you for your ideas!

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Posted 03 January 2018 at 17:15

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No problem, I'm glad you like some of my suggestions.

I understand what you mean about having blockers just in case or getting early pings in when possible. I've just come to realize in every game where you're able to take advantage of having 4 mana on turn 2 general puts you so far ahead. Especially in a build like this with 16 cmc 2 spells. being able to play 2 spells on turn 2 advances your board a full turn ahead each turn the combo stays in play, IMO the benefit of that grossly over shadows the other. At the very least I urge you to play test a few games this way.

Vernal Bloom is risky because it says each forest. Not each forest you control. So it benefits your opponents forests as well. Which means more often then not you will play Vernal Bloom and your opponent is the first player to take full advantage of the benefit. Obviously this is only an issue when playing against another deck running forests but the danger is still present. Like I said if someone were to play that against me I would likely be able to capitalize on the benefit then remove it before you could the following turn. At least that's what I would try to do. Hence "Risky" .

As far as a deeper analysis on Life Goes On in place of Stream of Life which I see you've completely removed is that it's a specific side board card for a specific match up which I believe you may have trouble against. Burn! I see what you mean about Stream of Life being a great late game boost once your deck is set up doing what is meant to do. However Life Goes On is meant to be a better alternative before that on turn 3 or 4 when burn is running away with the game. Gaining 8 life at that point in the game is usually devastating against burn.

Anyway, again just my opinions shared.
Happy Casting :)

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Posted 05 January 2018 at 13:36

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Revisiting this deck, with a little experience and some play-testing, I completely, 100% agree with the Arbor Elf + Utopia Sprawl additions. I've dumped the Mystics and Llanowars for them, upon your advice. It only took me a year and some change to realize lol!

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Posted 27 March 2019 at 18:01

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I really love this deck idea, so much so that I tweaked it and came up with this:

-2 Vernal Bloom, +2 Nylea, God of the Hunt (because trampling Omnath OP, and can be tutored with Time of Need)
-2 Forest, +2 Nykthos, Shrine to Nyx
-4 Elvish Mystic, +4 Utopia Sprawl
-4 Llanowar Elves, +4 Arbor Elf (to combo with Utopia Sprawl)
-1 Emrakul, +1 Ulamog, the Ceaseless Hunger (just personal preference here)

Now, I haven't play tested any of this, so thumbs up to your list!

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Posted 04 January 2018 at 00:44

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