The following ten parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck (maximum score is 50 points).
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
- Resilience: indicates whether the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 5
This deck is pretty good at generating additional mana (next to the mana coming from lands). Conjuring sources for this, come in two major forms; creatures and rocks. Six creatures can be tapped for mana directly. Then there’s one creature that generates based on landfall and one that ensures that creatures dealing damage generate treasure tokens. This ensemble of generating power is augmented by five rocks.
Ramp: 4
Quite a few ramping resources have been made available, amongst which are two creatures (of which one is single-use and one can be used multiple times), an enchantment that allows extra lands to be played each turn and five ramp-sorceries.
Card Advantage: 5
In terms of card advantage, this deck really excels, especially for mono-green. One creature cascades many of its brethren onto the field, nine creatures, enchantments and sorceries provide conditional draw, three filter mechanisms allow for scrying and drawing, one creature allows for recurrence, four creatures and spells have been added for top-decking and one tutor allows me to search creatures.
Overall speed: 5
Though its average CMC is not exactly low, plenty of additional mana sources, ramp and a vast arsenal of draw (not to mention Goreclaw’s ability to cheapen casting) still allows this deck to take flight in a hurry. Once it gains momentum, considering the kind of raw strength/power it can make available quickly, it will be very hard to overtake by other decks (unless they’re very anti-creature/wipe focused).
Combo: 1
In essence, this build doesn’t contain any combos.
Army: 5
Significant power resides within this deck’s very large army of thirty three creatures. In terms of combat potential, some have been chosen because of abilities that would have a significant impact on the state of the battlefield (nine creatures), whereas others were chosen because they are powerful beaters by themselves (seven). The remainder of creatures mostly have a utility, card-draw or ramping purpose.
Commander: 5
Having Goreclaw around provides the deck’s controller with a massive casting edge, as she cheapens lots of powerful stuff. Yet this deck contains so many resources that not having her around is in no way a true loss.
Interaction: 2
As with most mono-green decks, this one is not meant for vast options of interaction. Of course it still sports some spells/abilities to destroy certain permanents (seven).
Resilience: 4
Aside from the deck’s vast army (which comprises many high-toughness creatures), five cards have been put in place to guarantee their summoning (by making spells impervious to counters) or make them stay around even longer by equipping them with hexproof. Another six cards were added to grant critters vast power/toughness bonuses or abilities that make it hard to block them, so that they survive their scraps with opposing creatures a bit easier.
Spellpower: 3
Seven of the deck’s creatures significantly impact the board-state as they grant abilities/bonuses to all of the deck’s other creatures. A few high-impact draw spells are also featured, as well as a very powerful combat booster (intended as a finisher).
Total power score: 39
Compared with the other single-color decks created on this page, this one is rated as one of the fastest, strongest decks. It contains plenty of resources, uses many multi-functional creatures to dominate the battlefield and is relatively simple to use. It’s not easy to deal with and houses many a threat against a multitude of different opponents.