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All Bark, More Bite. Treefolk Tribal (Help wanted)

Modern* Aggro Budget Mono-Green Ramp Tribal

RosaTookMySeat


Sideboard


Hello everyone. It's RosaTookMySeat and I'm here to showcase to you my new deck for modern. This one being a mono-green ramp that focuses around using what is, to my knowledge, a very underused type of tribal deck. Treefolk tribal. So without further ado. Let's get into the explaining how the deck works!

This deck uses a lot of ramp with Khalni Heart Expedition, Explore and Rampant Growth to get a very healthy stock of forests that will end up powering up our Treefolk such as Dungrove Elder, and Dauntless Dourbark. This is basically a "Turn your creatures sideways" kind of deck because you really want to be attacking with your giant treefolk early on and force your opponent to have to block with his creatures or risk losing a lot of health.

Now let's talk about the specific cards in this deck.

THE TREEFOLK GANG (Creatures))

Treefolk Harbinger: This tree is the smuggest son of a birch I've ever seen, and he has every right to be. This is an extremely good card as it basically let's you search your library for whatever card you need. Plus it's a 0/3 for 1 mana, which is pretty decent in itself for blocking those Goblin Guides. This tree's bark is much worse than it's bite.

Battlewand Oak: This card can get big and he can get big quick. On turn three if you slam this guy down and turn four are able to proc two Khalni Heart Expeditions then he'll get +10/+10 for that turn just off of land drops alone. That kind of power combined with... say... a Primal Bellow can basically win you the game right there.

Dungrove Elder: This is one of the staple cards in the deck. His power and toughness scaling off of how many forests you have means that you can possibly have a 4/4 on turn three, and then an 8/8 on turn four, which is pretty decent. Not to mention that hexproof which just puts the leaves on the tree.

Dauntless Dourbark: The other staple cards in the deck. Similar to Dungrove this cards power and toughness scale off of forests AND treefolk you control. Along with that he will also get Trample if you control another treefolk. This alone creates a creature that your opponents are really going to want to deal with ASAP through any means necessary.

Kalonian Twingrove: A really solid card again. This ones power and toughness ALSO scale off of your forests but when you play it you get to put a Treefolk token that ALSO scales off of your forests. Needless to say if you played this turn six with six mana, you'd have two 6/6's. But this is mono-green ramp so you COULD be playing it turn four for two 6/6's. That's pretty swag.

Timber Protector: This guy is basically the Elderist of all the Treefolk. Giving all of our other Treefolk +1/+1 and INDESTRUCTIBLE. Along with that he also gives our forests indestructible as well to help against any kind of Land Destruction decks we might be against. Just all around good value for a five mana tree.

FERTILIZER (Ramp))

Khalni Heart Expedition: I mentioned this card above and for good reason. This card can net you two forests the turn after it was played if you have another Forest, Explore and Rampant Growth in your hand. For example, you play down Khalni Heart Expedition turn two. Next turn you play down a Forest and then cast Explore and play down that other Forest you have, then use the two forests you just played to cast Rampant Growth and get a third forest. You can then proc your Khalni Heart Expedition to get two more Forests That's a total of five forests played down in one turn so you have a total of seven green mana to spend next turn. Enough for both a Dungrove Elder and Dauntless Dourbark.

Rampant Growth: We all know what this card does. So.. not much else to say really. It helps with ramp and stuff. ^_^

Explore: Again, we all know what it does. Nothing much to explain really. It's a cantrip that lets you play an extra Forest that turn. It has the benefit that the Forest you play doesn't enter tapped unlike Rampant Growth so you can use it right away. Only downside is you need to have another Forest to play in your hand. But Treefolk Harbinger can put that Forest on the top of your library so Explores card draw nets you that Forest to play right away.

REMOVAL I GUESS??

Prey Upon: Basically the best removal card in Green. It's pseudo-removal but most of our Treefolk will be big enough to defeat any enemy they fight as well as survive the encounter on their own. Which is cool.

TRICK SPELL

Primal Bellow: This card can really surprise your opponents. It can turn your Treefolk Harbinger into a 6/9 if you cast it on him and control six forests. Just having this card in the deck will force your opponents to play on the defensive when they see you swinging. It'll make them really anxious to let any damage through because you just might cast Primal Bellow and turn your 0/3 into a tree who's bite is much worse than it's bark.

LAND

Forest: .... Well duh ....


That's the deck! It's mono-green so it's def lacking hard removal but I think it could still hold it's own against other modern decks that aren't things like Affinity or whatever. ^_^

Before I end this description I'd like to explain why I don't have Doran, the Siege Tower in this deck. Other than the obvious I don't have any white or black scum polluting my forests, Doran wouldn't work in this deck all that well in reality. He'd be very hard to get down without changing up the land base a lot and that'd ruin the point of the deck in all honesty. That's about it. I just don't want him in the deck. ^_^

I'm still working on the sideboard for this deck and I should have it in a few days.

I hope you enjoyed the deck! Have fun being a tree master!

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Date added 9 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

17 - 1 Rares

9 - 0 Uncommons

12 - 2 Commons

Cards 61
Avg. CMC 3.05
Tokens Treefolk Warrior */* G
Folders Sweet
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