Mono Green Burn

**You might enjoy Nissa if you enjoy:**

Ramp Strategies

Dealing Tons of Damage all at once

Playing defensively up until the point you win the game

**This Deck Might not be for you if you enjoy:**

Infinite combos

Artifacts

Iona, Shield of Emeria on Green

The original idea behind this deck was a burn deck run by Ashling the Pilgrim that won with Earthquake style spells & by blowing Ashling up while hiding behind a Glacial Chasm. However I found that the deck was far too slow and didn't have enough ramp and draw power. The next step was to add Green to the deck, so the deck became a Wort, the Raidmother deck that ramped early and Conspired huge X damage spells. Green has two primary methods of drawing cards, Enchantress & Creature draw. I opted for enchantress since the large Earthquakes frequently killed all my creatures. As it turns out makes this style of deck much better, and so much better in fact that I wondered if it was possible to just drop red entirely. While Wort was working, I dislike playing high CMC generals that don't have a large immediate impact on the board and needing to wait a turn at CMC 6 was bothering me, especially because all of our red Earthquakes ended up killing Wort & all of her conspire creatures. While Hurricane & Squall Line are our only burn spells in green, we have plenty of recursion to get them back into our hand. Green also provides us with plenty of ramp, card draw, and even provides us with some sweet pillow fort elements like Sandwurm Convergence, Elephant Grass, Spike Weaver, and Constant Mists.

The reason I've chosen to run Nissa, Vastwood Seer   at the helm of this deck is because Nissa provides us with everything this deck desperately needs, card draw and land drops and a very low CMC. While green has many commanders that ramp extremely well, the only green commanders that provide card advantage are Seshiro the Anointed, Reki, the History of Kamigawa, Yisan, the Wanderer Bard, Selvala, Heart of the Wilds, & Freyalise, Llanowar's Fury. All 5 of these have one very important aspect in common, their card advantage is tied to creatures, and I was looking to build a creature lite burn deck. This on top of my love for the flipwalkers left Nissa as the obvious choice.

I use Nissa to ensure I hit my land drops early game. If I'm hitting land drops without any issues, I typically won't cast her until she's ready to flip. Once she does flip she'll normally just +1. The -2 for Ashaya is rarely actually worth it unless you really need the extra blocker, and I don't think I've ever used her -7.

Forest: Out basic land option. These dodge most land hate spells like Blood Moon, Back to Basics, and Ruination.

Desert of the Indomitable + Tranquil Thicket : Our Cycling lands that play nice with Life from the Loam.

Blighted Woodland: Land that Ramps more lands. Can be recurred by Life from the Loam for more ramp.

Drownyard Temple: We have a few cards that involve sacrificing lands, and this lets us do that over and over. I honestly just really like this card, and try to find a reason to run it whenever I can.

High Market: Sacrifice Outlet that gains us life. Lets important creatures dodge exile spells and since we burn our own life total quite a bit every bit of extra life gain helps.

Boseiju, Who Shelters All: Our primary win condition involves casting lethal Hurricanes. This keeps us from getting blown out by most counterspells.

Dust Bowl: Our nonbasic land hate. I opted for Bowl over Strip Mine since we usually end up with large amounts of mana & plenty of lands to sacrifice. Bonus synergy with Drownyard Temple.

Nykthos, Shrine to Nyx: We have a lot of enchantments, so this usually taps for a ton of extra mana.

Glacial Chasm: This is a super important card in the deck. It keeps us safe from aggro, lets us cast huge Hurricanes without taking damage, and lets us ignore random things like Nekusar, the Mindrazer, Aetherflux Reservoir, or Infect. You can catch people off guard by grabbing this at instant speed with a Crop Rotation for major blowouts.

Maze of Ith: Good pillowfort card that helps deter attackers a little bit.

Dark Depths: Secondary win condition in case we can achieve the burn plan. Since our deck has lots of ways of tutoring specific lands to make sure we have Glacial Chasm getting Depths is really easy. This deck has no problem making tons of mana that I've been able to just pay 30 into the Depths the turn it was played multiple times.

Thespian's Stage: Can copy Glacial Chasm in response to a land destruction spell, can copy Dark Depths for an instant Marit Lage token, or can copy anything enchanted by Song of the Dryads in order to get a non-forested copy of the card enchanted.

Argothian Enchantress: Draws us a ton of cards over the course of the game. Oddly enough her having shroud has won me at least two games.

Verduran Enchantress: Slightly worse Argothian Enchantress.

Setessan Champion:Better Verduran Enchantress.

Eidolon of Blossoms: Enchantress that is also an enchantment. God bless Throes block.

Sakura-Tribe Elder: Green Staple. Ramps mana and chump blocks like a boss.

Shigeki, Jukai Visionary: This is just a pure value engine on it's own, but with any Enchantress on board it's absolutely crazy

Ulvenwald Hydra: Gets us any land onto the battlefield tapped, while also typically having double digit power/toughness.

Courser of Kruphix: Helps us hit our land drops, draws us cards with enchantresses, and gains us much needed life.

Eternal Witness: Green Staple. We only get 2 Hurricanes in our deck, so we need as many ways of getting them back as we can get.

Genesis: Recurs our Creatures, helping us recover our draw engines in the event of a board wipe.

Spike Weaver: One of the best Fog effects in EDH. Deters creature attacks at you.

Nylea, God of the Hunt: Gives our big creatures Trample so they can't trivially be chump blocked by fodder, acts as a mana sink for when we have nothing better to do, and draws us cards via enchantresses.

Nyxbloom Ancient: This is the single dumbest mana steroid ever printed.

Cultivator Colossus: Draws us cards, and grows massive.

Platinum Emperion: Just like Glacial Chasm this guy allows us to survive massive Hurricanes we have no business surviving, and keeps us alive in the face of aggro. Be warned though, unlike Chasm Emperion does not keep you safe from Infect or Commander Damage. Important note, with Emperion out you cannot tap Boseiju, Who Shelters All for mana.

Emrakul, the Promised End: Great way of crippling problem players, and her 13/13 evasive body kills people rather quickly.

Nissa, Vital Force: Relevant -3, Relevant ult that's easy to reach. Her +1 is okay, but it's unlikely you'll be using it for any reason other than to bring her into ult range.

Sol Ring: Card is broken.

Null Rod: This card has won me games single handily. This just turns off so many important cards, and exposes weaknesses in decks their owners never realized existed. The only things it turns off of ours is Sol Ring and Clue Tokens. I highly recommend.

Utopia Sprawl: Cheap ramp.

Wild Growth: Cheap ramp.

Fertile Ground: Cheap ramp.

Overgrowth: Cheap ramp.

Exploration: Extra land drops at a low cost.

Gaea's Touch: Extra land drops at a low cost, and a small ritual when needed.

Druid Class: Extra land drops and life gain for hitting our land drops.

Vernal Bloom: Doubles the mana made by forests. Be warned this will help opponents as well.

Mana Reflection: Doubles mana production.

Zendikar Resurgent: Doubles mana and draws cards.

Hibernation's End: Tutors for our engine creatures, and draws cards off enchantresses.

Enchantress's Presence: Draws us a ton of cards.

Sylvan Library: Great one card draw engine.

Viridian Revel: Has the potential to draw tons of cards over the course of the game considering how popular artifact decks are, especially Breya, Etherium Shaper.

Mana Bloom: With any Enchantress on the board this card reads G: Draw a card. and is reusable every turn.

Seal of Primordium: Simple removal spell.

Kenrith's Transformation: Turn problem creatures into Elk.

Song of the Dryads: Turn any problem card into a forest. Combos with Thespian's Stage.

Titania's Song: Artifact hate card that hits a lot of nonartifact decks hard as

Elephant Grass: Green Propaganda that stops Black creatures altogether. Really good at slowing down incidental aggro.

Sandwurm Convergence: Stop flyers in their tracks while producing an army of 5/5 wurms.

Retreat to Kazandu: Gains us a lot of life over the course of the game, or can put extra counters on our Spike Weaver.

Holistic Wisdom: Exile cards you don't need in order to recur ones you do need.

Beast Within: Spot removal that hits every card type. Easily the best removal spell in Green.

Unravel the Aether: Great removal spell that deals with indestructible permanents. Can be used on our own Enchantments to save them from exile spells or in case we're in danger of milling out.

Crop Rotation: Instant speed turn a Forest or Drownyard Temple into any land in our deck. Can cause major blowouts with Glacial Chasm.

Realms Uncharted: Gifts Ungiven is ban for a reason. This gets us four of our best lands at instant speed for only 3, and we have plenty of ways of getting lands back from the grave.

Early Harvest: Allows us to generate absurd levels of mana, especially in conjunction with our mana doublers.

Constant Mists: Repeatable Fog that keeps us alive vs aggro strategies. Combos well with Drownyard Temple.

Squall Line: Our instant speed Hurricane.

Sylvan Scrying: Tutors whatever land I need, usually Glacial Chasm.

Primal Command: Extremely versatile spell. I've used every mode on this spell at least twice in my time playing this deck.

Boundless Realms: Ramp on crack. I don't think I've ever lost a game where this resolved. On top of getting you a ton of lands onto the battlefield, it also means there's not a lot of lands left in your deck so you'll likely draw gas for the rest of the game.

Splendid Reclamation: Gets us back all of our lands that we've lost to either discard, land destruction, or mill. It's power is highly dependent on your meta.

Life from the Loam: Great Land recursion that can also allow us to dig through our deck with dredge much quicker than simply drawing cards normally would let us. Dredge until you mill the card you need then get it back with any recursion card. If you don't have one keep milling until you mill Eternal Witness + Genesis .

Creeping Corrosion: Mass Artifact hate that has the potential to draw a ton of cards with Viridian Revel.

Regrowth: Recur any card for a low cost.

Wildest Dreams: Recur a X cards for decent investment.

Nostalgic Dreams: Discard cards you don't need to recur ones you do.

Praetor's Council: Recur everything.

Hurricane: The primary win condition of the deck. You can either cast for an X large enough to kill everyone at the table in one shot while hiding behind a card that keeps you safe from damage or you can cast it for smaller amounts like X = 10 multiple times while recurring it with our many Regrowth effects.

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99% Casual

Competitive

Date added 7 years
Last updated 2 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

38 - 0 Rares

15 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.44
Tokens Ashaya, the Awoken World, Beast 3/3 G, Emblem Nissa, Vital Force, Marit Lage, Wurm 5/5 G
Folders Deller's EDH, mono g pillow fort
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