|Commander / EDH||Legal|
Printings View all
|Magic 2015 (M15)||Uncommon|
|2011 Core Set (M11)||Uncommon|
Combos Browse all
Back to Nature
Destroy all enchantments.
Price & Acquistion Set Price Alerts
|Have (8)||ironax , pskinn01 , saj0219 , dplerner , MattN7498 , LegendDeer , TheRealPeaches , geazykagar|
Back to Nature Discussion
2 days ago
Having played a lot of stompy builds in the past, I always like to support those who play budget like I used to, so +1.
With that being said, here are my suggestions.
Run Dryad Militant: With Storm and a vast amount of Snapcaster Mage deck strategies floating around, this card is usually very effective at what it does best, which is screwing over noncreature based combo and control decks. I'd say you want to run this as a 4 of over Kessig Prowler Flip since prowler doesn't do anything different except when you hit 5 mana, and by that time you should be able to win.
Cut Llanowar Elves: Having played a lot of stompy decks in the past, you really want to be doing the 1 drop, 2 drop, 3 drop plan, and while yes the elves are nice, you really shouldn't need them when your top cmc is 3. (Also, if you want to put in Dungrove Elder it gets worse since you will be keeping hand with elves in them instead of lands, when you really only need 20-21 lands total.
Adding Harmonize or Lead the Stampede: This one is more required to test, as these cards do what Mono-green lacks, which is card draw. Playing these cards ensures that you have the capacity to keep your hand reloaded or unrelenting if needed. (They can also work great as sideboard cards as well.)
Sideboards in mono green aren't usually too hard to make, usually what is played is something like this
3 weeks ago
Seems a bit narrow. Maybe against heavy enchantments?
3 weeks ago
Some decent removal options Oblivion Ring, Banishing Light, Oppressive Rays, Celestial Flare, Journey to Nowhere. Artifacts/enchantments: Revoke Existence, Disenchant, Naturalize, Back to Nature, Erase, Sundering Growth
1 month ago
2 months ago
Looking through the list I saw that you have Tranquility, which is strictly worse than Back to Nature. On consistency, I think that the deck would benefit greatly from more card draw. I also saw that you have a slight theft theme going on with Ashiok, Nightmare Weaver, Geth, Lord of the Vault, etc. I think that you would really enjoy playing with my two DTK pet cards - Hedonist's Trove and Corpseweft.
2 months ago
"if you don't have it in hand at the time they drop, what is the point of it being there?" applies to literally any card ever, so it's not the greatest argument. :p It's also worth adding that Heroic Intervention stops enchantment and land destruction - it might even be worth mainboarding.
I used to have Sprout, but got rid of it when I bumped Fists of Ironwood up to 4, among other things. One Saproling at instant speed is nice, but a greater number of saprolings is usually nicer - and by the time a board wipe comes, I'll usually have more than a single mana to spend.
Primal Rage is a nice card but I can't really see it improving this deck enough to make it worth the inclusion. Because either the Saprolings are 1/1 and trample is useless, or I can be using that mana to make them bigger, at which point trample is nice but not entirely necessary due to numbers.
Back to Nature is nice and strong, but a global enchantment board wipe doesn't really fit a deck that's 25% enchantments x3
Aand, finally. Beast Within. I think I might actually try to get that one. Permanent removal is extremely useful to have, due to versatility. Honestly, I'd rather use that to destroy a nonbasic land and give them a beast, than use Ghost Quarter and set myself back a land while they get a free basic. Not to mention I can use it on my own permanents if I really need a beast or have Parallel Lives in play and would like two beasts. Just a very good card all around.
2 months ago
I linked the wrong card all together. I meant to attach Primal Rage not Primal Vigor. My appologies. Coat of Arms is worth the play as tribal isn't the meta so it will really just help you. If you run into Merfolk, you can sideboard it out. Sprout is the answer to Pyroclasm because it is the beginning of the board reset for you. It makes making saps after the hard boardwipes hit giving you something to work with. Heroic Intervention is an option, but if you don't have it in hand at the time they drop, what is the point of it being there?
Some other sideboard choices: Back to Nature