This is an aggro/combo mono-green deck. Rhonas surprised me with so many interactions and synergies, so I decided to try and build this deck.

The deck runs a lot of fast mana spells for explosive start and for making early pressure on your opponents. Also deck runs a wide array of control spells for defense and disruption. And thanks to Rhonas we can destroy creatures very effectively, which is usually not available for the rest mono-green decks. The deck wins with combat damage, and it can win with the use of several infinite combos, for example - any infinite mana combination + Rhonas - you buff all your creatures infinitely and give them all trample and kill all opponents in one swing.

Trying to write the Primer for this deck and for now it is WIP so the project is in constant change, this will be my first primer, so I am very inexperienced in this matter and my English is far from perfect. Thus, I will be grateful for any criticism and any help to make this deck and primer much better.

  • Rhonas has a very low mana cost and very impressive stats, which means that he will always stand on the battlefield in the first turns of the game, ready to give you all the advantage he could provide from his high stats.
  • One of the main weaknesses of the green magic was always the lack of creature removal. So as we can see Rhonas combines two abilities - Deathtouch and Indestructible, which makes him a real killer and a master of martial arts. He FIGHTS and DEALS DAMAGE like no-one else, sending his victims right in to the graveyard. Any 1 damage from him will kill almost anything and he will remain on the battlefield due to his Indestructibility.
  • Rhonas is the winning condition by itself. In particular, I am talking about his ability to give +2/+0 and trample to target creature. All you need to win the game with this ability is infinite mana and creatures to smash people’s faces with infinite combat damage and trample.

Thus, having an arsenal of specialized spells to destroy creatures with Rhonas and having a basic arsenal of green spells to destroy other permanents, we have a commander that can control absolutely everything that happens on the battlefield, is a winning condition by itself and a very cheap fodder for huge card advantage and additional mana. As for me, it looks like a really good choice for making a good mono-green deck. So let’s start.

  • You like mono-green decks
  • You like playing unusual decks (mono-green control)
  • You like to win with huge scary creatures by smashing people's faces with billions of combat/commander damage
  • You like to draw huge amount of cards
  • You like to assemble combos and powerful synergies
  • You like to control everything on the battlefield
  • You are a greedy person, and Your favorite style of playing is to generate a ridiculous amount of mana, and explosively win the game.
  • You don't like green decks
  • You despise combos
  • You don't like to win with combat damage

The strengths of this deck are perhaps the following:

The deck runs the best mana dorks, rocks and ramp spells and also contains several infinite mana combinations. Thus, it is quite common to have a huge amount of mana at the very beginning of the game and to cast something like Craterhoof Behemoth / Terastodon on t3 or t4. Some of the mentioned dorks grow even faster by other creatures of the deck, for example Rhonas the Indomitable + Selvala, Heart of the Wilds .

By itself, green magic provides a pretty good arsenal of spells for drawing extra cards, tutor for creatures and land cards. But with Rhonas it becomes even easier and we can draw 5 extra cards right on turn 3 easily with spells like Life's Legacy , and then on turn 5 drop Protean Hulk with hardcast and sac it with Greater Good bringing madness to the table. Cards like Garruk, Primal Hunter , Momentous Fall and Greater Good are the best friends of Rhonas and can draw a lot of cards for us.

As already mentioned, the deck carries a very serious controll package to deal with literally any possible treat. Artifacts, Enchantments, Lands or even Planeswalkers, we can easily deal with them while playing with a green deck. But with Rhonas in the head of the deck it is possible to deal with creatures too. And this makes this deck even more versatile.

Mainly this is a creature based mono-green deck and we lack of counter spells for protection or answer for wrath spells, so board wipe spells are a real danger, especially mass exile and Toxic Deluge , because those will hit Rhonas too. Super-fast combo decks can outrace us. But, nevertheless, all the above-mentioned is quite manageable for this deck. But especially painful will be the resolution of the effect like Humility .

In the early stages of the game, we need to ramp for mana, cast Rhonas ASAP and, depending on the situation, follow one of the ways to victory:

With all the speed and creature tutors that is contained in the deck, and the commander who has such high stats, low cost and the ability to buff creatures and give them trample, the deck can win the game with ordinary combat damage very quickly, spells like Avenger of Zendikar , Craterhoof Behemoth , Vorinclex, Voice of Hunger , Ulamog, the Infinite Gyre , Tooth and Nail , Bane of Progress and Terastodon are the key cards in this strategy.

The most important thing here is to continue to press on the enemy with our big creatures, forcing opponents to constantly seek protection and answers. In parallel, we shoot of any permanents that interfere with the achievement of the goal and disrupt any opponents plans with wide array of control spells.

The infinite mana created by infinite combos is usually used for Rhonas's ability to pump any creatures with infinite +2/+0 and trample and kill all opponents. For plan B (Rhonas was stolen for example) we have Cloudstone Curio , with infinite mana we just recast infinitely any creature and destroy/exile/draw/tutor etc. until our opponents will be dead or give up.

  • Cloudstone Curio - fantastic artifact, has a lot of different synergies and combinations in the deck, it can create infinite dork cast with Concordant Crossroads / Thousand-Year Elixir , it has powerful synergy with City of Traitors (we bounce City in to our hand instead of sacrificing it) and it is just a very powerful spell to reuse all those ETB creatures.

  • Lifecrafter's Bestiary - this card is in testing mode right now, but so far, it justified its purpose in the game - more cards for all the mana

  • Mana Crypt / Sol Ring / Mana Vault - staples, very fast mana rocks, especialy good in aggro/mana denial strategy, if you see them in your open hand then you're probably very close to victory

  • Sensei's Divining Top - cheap and fast card filtering and card draw, realy powerful with Oracle of Mul Daya , very hard to remove from the battlefield, actualy it is a staple in many decks, and especialy in mono-green, where we don't have to many options for fast card filtering and advantage

  • Thousand-Year Elixir - pseudo haste for mana dorks (infinite combo with Cloudstone Curio ) and decent untaper for making tons of mana, just a perfect card for all the creature based strategy of the deck

  • Umbral Mantle - combo piece for infinite mana combo, how it works is described in "Infinite combos:" section.

  • Viridian Longbow - decent repeatable spot removal for creatures, which intended to use with Rhonas.

  • Winter Orb - Considering a large number of nonland sources of mana (dorks, land enchantments etc.), this card is always asymmetrical when it is online, it hits much harder my opponents than me and slows down fast decks.

  • Green Sun's Zenith - this card can bring almost anything from the library to the table for extra , it is a great tool for ramp (drop mana dork or Dryad Arbor on turn one for ), for ETB creatures (control, finishers, card advantage) and combo pieces. Amazing spell!

  • Genesis Wave - I just love this card; it can end the game with enough mana easily. And it fits here perfectly, because this deck consists almost only of permanents and can generate huge amount of mana.

  • Life's Legacy - in this deck this spell usually is a 2 cmc cast - draw 5 cards, cuz we usualy already have Rhonas on the battlefield by this time

  • Natural Order - one of the most potent cards in green magic, the unfairness of this card is even larger if we have creatures with "when it dies" abilities, for example Protean Hulk .

  • Regrowth - fast and useful recursion spell in green magic

  • Sylvan Scrying - decent land tutor, it usually fetches Ancient Tomb , City of Traitors , Deserted Temple , Gaea's Cradle or Nykthos, Shrine to Nyx for huge acceleration. Also it is a decent tutor, because we have several infinite mana combos based on specific lands

  • Sylvan Tutor - younger brother of Worldly Tutor is in testing mode right now. Whatever, the faster creature tutors we have, the better! :P

  • Tooth and Nail - there are a lot of combinations with this card and usually when it resolves we win the game, the most famous way of winning with it is to drop Craterhoof Behemoth and Avenger of Zendikar

  • Beast Within - this is just a very good removal, can destroy almost anything on instant speed, what not to love?

  • Chord of Calling - instant speed tutor, becomes more and more effective with the growing number of our creatures on the battlefield, its ability to drop key creatures on the field right befor your turn is priceless

  • Crop Rotation - the best land tutor for combo pieces and for acceleration lands, because it is an instant for only

  • Momentous Fall - great card, again, especialy good with Rhonas, because he ETB on turn 2 and has 5/5 body. Due to the fact that it is instant, it is very useful to use it in response to someones wrath spell.

  • Worldly Tutor - fast and reliable creature tutor, staple in many decks.


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