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Mono Green Prison *PRIMER*

Modern Control Mono-Green Primer

Flooremoji

Maybeboard


SYNERGY OVERLOAD

Before we start out with preconceived notions,

MONO-GREEN HAS PLENTY OF CARD ADVANTAGE. MONO BLUE ISN'T BETTER FOR CARD ADVANTAGE. BOROS LACKS CARD ADVANTAGE. MONO-GREEN LACKS REMOVAL. DO NOT CONFUSE THIS WITH CARD ADVANTAGE LOSS.

Okay, now with that taken care of, lets get to the deck.

First off, we have 4x Arbor Elf: Arbor Elf is the best ramp in the format with Utopia Sprawl. Makes this deck able to run 22 or so lands with the chance of 4 mana turn 2. Solid Card.

4x Utopia Sprawl. Great card (See above for reasons), Anyway, Always name green.

2x Beast Within: Quote from above: ...MONO-GREEN LACKS REMOVAL... . Beast Within is notably a removal spell, IN GREEN. 2-of catch all, very nice to target something bigger then a 3/3 beast token.

3x Courser of Kruphix: On first look, gains life, benefits green ramp strategies. Opon CLOSER INSPECTION, IT PROVIDES CARD ADVANTAGE AND LIFE-GAIN. Much better here then Tireless Tracker, as you don't lose mana, and life-gain is better here then one big creature.

4x Ancient Stirrings: Don't you dare ban Stirrings, WoTC Finds lands & helpful artifacts to further your lock(s). Absolutely a 4-of.

1x Scavegig ooze: Maindeck Grave-Hate, Lifegain, and sigh a big creature all in one. Leave it to a ooze to be this formless. Only one-of though.

2x Walking Ballista: Finisher, Removal and a artifact for Stirrings, great. But the XX is harsh. No more then 2-of.

2x Nissa, Voice of Zendikar: Swarm/Chump, buff, and Card Advantage & Lifegain. Worth a include.

2x Inkmoth Nexus: Solid land, can win games, especially against control. Only two-of, as it interferes with both Arbor Elf and Utopia Sprawl. IT IS FULLY REPLACEABLE WITH Blinkmoth Nexus IN THE MAYBEBOARD.

Well, here's the more important, more expensive part of the deck.

Let's start with the basics, shall we?

20x Forest

...

Okay, i'm just joking.

Shall we start?

4x Master of the Wild Hunt. DO NOT CONFUSE WITH Master of the Hunt Two things stand out: 1, That's a lot of Wolves. 2, TRAINED WOLVES! Green removal! Swarm! Very great! This was featured as the card of this deck for a reason. Also, 3rd thing: Killer Art.

You may ask, 'Why is this a two-card combo? This card is a one-card combo!' The answer my friends, is

...

4x Garruk Relentless  ! Wow, he makes more wolves, big deal. But his 0 is removal! And he can Make 1/1 Deathtouch Wolves Which are traditionally better assassins when combined with you local Master of the Wild Hunt then store brand 2/2s. His -1 tutors up that needed Singleton Scooze, and his -3 is a Overrun. Drawing multiples isn't a problem either! He conveniently transforms (at will) so that nasty Legend rule doesn't apply. His other 0 ability is decent, because who ever said no to a new 2/2 Puppy? He is perfectly fine as a 4-mana creature targeting Lightning Bolt. (Hey it's better then Hornet Sting.) He also is perfectly fine as a 2/2 chump factory.

4x Ensnaring Bridge: This is the perfect way to make up for removal loss, it is synergistic with Ulting Nissa. It is a very good card.

4x Chalice of the Void: Even more locks, this gives us game against any deck in modern.

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Date added 1 month
Last updated 1 week
Exclude colors WUBR
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 2.08
Tokens 0/1 Plant, 3/3 Beast, 2/2 Wolf
Folders Uncategorized, Primers only
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