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Magic: The Stompening

Modern

Whiskerbro


Sideboard

Instant (6)

Enchantment (2)

Sorcery (1)

Artifact (1)


A stompy Monogreen deck, with a couple of big stupid green dudes and some little stupid green dudes too! This deck is pretty similar to your standard green aggro, but this one tends to be a little been more midrangey, with our curve having a couple 4, 5, and even 8 drops.

 

Lands:

This deck runs almost entirely basic forests. I have tested options like Treetop Village but mostly found them underwhelming. However, I do run 2 copies of Nykthos, Shrine to Nyx. Nykthos is pretty mediocre early game when compared to a forest, because most of our creatures cost almost only green mana, and colorless can be pretty useless. However, turn 3 and onwards, as long as you have enough green creatures,

Pump Spells/Combat Tricks

4x Aspect of Hydra is a great card in this deck. With the amount of green mana symbols this deck has, just one Aspect of Hydra will make a creature giant. We also have quite a few tramplers in this deck, allowing us to use an Aspect not just as a combat trick to save one of our creatures, but also to smash our opponent in the face. If we draw this card at the right time, it can easily end a game.

3x Vines of the Vastwood doubles as a removal counterspell and a fantastic combat trick. We already have a couple creatures with hexproof or other defenses in the deck, such as regeneration or undying, so i'm only running a 3-of. However, this card is still fantastic, allowing us to save a creature from removal or combat or to clock an opponent for an extra 4 points of damage.

3x Rancor buffs up our creatures and then comes back to us when they die. It can be used on Birds of Paradise if they have nothing to block it with and we need some emergency damage, or we can just put it on of our fatties, Kalonian Tusker, Dungrove Elder, Leatherback Baloth, or Thrun, the Last Troll and beat face much more effectively. Rancor also gives us a slight boost to our devotion as another little bonus.

 

The Planeswalkers:

1x Nissa, Voice of Zendikar is a very good t3 play, but also shines lategame. Each one of her abilities is great for the deck. Her +1 gets is some stupid chump blockers, which can allow us to swing with more of our creatures in a stalled situation. It also decreases the cost of Khalni Hydra as an added bonus. Her -2 is what makes her really great though, allowing us to boost our entire team up. It also combos very well with Avatar of the Resolute, making him massive if he comes in after a -2. We will rarely be able to use her ult in this deck, but it of course basically wins us the game, allowing us to draw nearly a full hand of creatures.

1x Garruk, Primal Hunter is basically a souped up version of Nissa VoZ. He is much expensive, but can pretty quickly win us the game after he hits the field. His +1 makes a much bigger creature that is immediately relevant, basically a Kalonian Tusker. His -3 is great for slower and more stally games, getting us a crazy amount of cards. We'll probably at least have a 3 powered creature when he hits the field, so this makes him a slightly more expensive Harmonize at worst. If we have something bigger, than this gets us even more card advantage. Garruks ult is even more of a game-ender than Nissa's, but if he's been able to stick around that long, we've probably won the game so it is pretty much irrelevant.

 

One-Drop Creatures:

3x Birds of Paradise help us to quickly drop some of our more expensive creatures, or just to crank out a t2 Leatherback Baloth. We aren't splashing anything, so they'll always tap for green, but are chosen over Fyndhorn Elves or the like because the birds fly, allowing us to slap rancor on them in an emergency or chump-block a big flier.

4x Experiment One is our prime one drop. He starts out small but everything besides the birds makes him grow bigger. Before long he'll be a 2/2 or 3/3, and given time he can grow to a 4/4 or even sometimes a 5/5, making him a super solid beater. The regeneration isn't too great, as it has to be at least a 3/3 at first and it shrinks him afterwards, but it can potentially be useful late-game if you need it as a chump blocker.

 

Two-Drops Creatures:

2x Kalonian Tusker is a solid beater as a 3/3 for 3. Double-green is obviously not a problem as we're monogreen. This guy doesn't do anything super special, but he's a very solid beatstick and can normally grow our Experiment One.

4x Strangleroot Geist is a great aggressive card in the deck, and one of the better 2 drops. Haste makes him decent late-game as well as early-game, and undying means that blocking him always comes at the cost of making him an even bigger beater. He's worse at evolving our Experiment Ones when he comes into play, but after undying gets triggered he can evolve them again, which is pretty neat.

4x Avatar of the Resolute is probably the best 2 drop here. Not only is he nearly as big as the Tusker, he has reach, allowing him to trade with Delver of Secrets or the like, and he has trample, letting him push through a strong defense easily. The final ability is just gravy, allowing him to enter as a 4/3 or bigger if we have a pre-evolved Experiment One, a Strangleroot Geist that undied, or if Nissa has just -2ed. This is not a super common occurrence, but it does make him a much better potential late-game topdeck than the other two-drops in the deck.

 

Three Drop Creatures:

1x Dungrove Elder is a solid 3 drop. He normally enters the field as a 3/3, because almost all of our lands are forests, and hexproof is very helpful against the majority of Modern decks. Similar to Experiment One he also grows much bigger over the course of a game as long as we hit some land drops. He is only ran as a 1 of because we don't want to clog the three drop slot too much.

4x Leatherback Baloth is an amazing 3 drop, the size of a Siege Rhino for only 3 mana. He outclasses many two and three drops in Modern with the sheer size of his body. Via Birds of Paradise we can drop him t2, making him even more dangerous.

 

Four drop Creatures:

1x Thrun, the Last Troll dodges basically all removal, and is a solid beater for his cost. Due to his legendary status, and the fact that we don't want to run too many more expensive creatures, he's only ran as a one-of, but is definitely a solid choice.

1x Nylea, God of the Hunt is our second four drop, also ran as a one of. Granting everything trample is very useful, and her pumping ability can be a handy mana sink. She is frequently a creature due to the amount of creatures that we have, and how many of them are heavy on the green mana symbols. Two of any of our two drops, A Baloth and a one-drop, a Dungrove Elder and a Baloth, etc will turn her on, making her a 6/6 indestructible for 4.

 

Finally, the Biggest Boy of All:

1x Khalni Hydra is basically the greenest card ever and its beatiful. We can normally get quite a few green creatures out, and dropping him t4 is surprisingly not that difficult. For instance: t1: Birds of Paradise, t2: green dude, t3: green dude, and then t4 tap all four lands and a bird for the hydra. And that's not even living in magic christmasland, where we play him t3 if we draw all are birds and don't miss any land drops. Unless he gets hit by removal instantly, Khalni Hydra will end the game in one or two turns, pretty much regardless of what else you have on the field. Also, with the amount of devotion he gets you, Aspect of Hydra becomes absolutely ridiculous.

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Date added 7 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

10 - 3 Rares

17 - 8 Uncommons

9 - 4 Commons

Cards 60
Avg. CMC 2.00
Tokens Beast 3/3 G, Plant 0/1 G, Wurm 6/6 G
Folders Pretty Neat
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