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Mono-Green Deathtouch

Modern Budget Midrange Mono-Green

Zoolbar


Deathtouch is a great ability.

Creatures that have it remain extremely dangeous even to late game threats. They're almost never a dead draw, even though they're on the beginning of my mana curve. I use the 14 cheap deathtouchers to provide early aggro pressure wherever possible. Many times the opponent won't want to block them and if the creature trade-offs during attack become bad, I just switch to blocking, which they are also very deadly at.

The second part of the game plan is a fast & reliable transition (Manamorphose, Provoke, Treefolk Harbinger) into high-damage midrange attackers (Leatherback Baloth, Dungrove Elder, Increasing Savagery). I want to put my opponent back on the ropes, all the while still getting value out of the cheap deathtouchers. Heir of the Wilds is a 3/3 in this phase.

Dungrove Elder + Increasing Savagery is often a game winning combo.

Treefolk Harbinger can make this combo happen faster, but is also quite good for reliably getting to 3 or 4 mana, or tutoring removal (Lignify). Really good card, sometimes you need options to mend bad luck or force some consistency. It reminds me of blue card advantage cards that scry and dig.

I don't think many people realize how good cantrips like Manamorphose and Provoke are. They make the chance of getting to playsets considerably higher. I don't want to fill my deck with second rate cards just because I need 60 cards, I want the most relevant cards please. Probably every green, red or gruul deck should be running Manamorphose.

While I do not run any mana-dorks, this decks poops out a lot of forests due to Manamorphose, Treefolk Harbinger and Provoke. These cards all magnify the amount of lands I'm running, and I would say I'm virtually up to 26 lands. Dungrove Elder, Increasing Savagery and Might of Oaks thrive in this environment.

Might of Oaks is a fun way to end a game.

On a budget. Casual, yet serious.

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