Green Overrun flourish deck.
Hey all, so this is my first deck I've been working on ever since I started playing.I'll try to give a summary of what this deck does:This deck is built around mana acceleration and getting out my powerful combinations as quickly as possible while using low drop bruisers to keep a wall up.Blight Mamba, Skin Shifter and Dul Maya Channelers are the low drop walls. While Blight Mamba is an infect creature and doesn't seem to fit the deck I like them for three reasons: 1) He is a two drop and can be in play second turn2) He HAS infect, so early game he can make 2/2's, 1/1's or late game he can keep chump blocking high attack cards and lowering them every turn. This usually keeps my opponent from attacking relentlessly with a big baddy.3) He has regenerate, and on a two drop, it's very useful. The only downside, is that early game I don't have 2 mana to spare sometimes, and that can draw in my opponent to attack just to get rid of him for their bigger cards to start attacking. At that point I usually have other defences so it's not that big of a deal.That being said, I have been on the hunt to replace him for a while, but I'm finding it hardSkinshifter makes an amazing defender. He can turn into a 4/4 for one mana, which makes him one of the most powerful 2 drops in the game, to my knowledge.As well, he can turn into a 0/8 wall to slow down any sort of heavy hitter, or a 2/2 with flying to deflect any sort of flying assault.Dul Maya Channelers are a three drop, however they can be a 4/4 or two additional mana. As well they help me plan two turns ahead, so I don't gamble on possibly having a mana or a powerful creature coming.The only downside is that if a spell is turned up, they become a flimsy 1/1 and it leaves a noticeable gap in my armor. Because of this, I've been weaning her out of my deck in place of more reliable cards.
A perfect game would go something like this, one land, one Llanowar Elves first turn, followed by quickly getting out a Greenweaver Druid and a Kazandu Tuskcaller. Once she's out, I hope for Beastmaster Ascension and Asceticism as quickly as possible to beef up my tokens and protect my Tuskcaller from pingers.Once she's out, I try to level her to five as quickly as possible, without lowering my defence, as well, by turn three, I can have Garruk out if he's in my hand. This start's pumping out tokens at an alarming rate, and if I happen to get my Doubling Season, this doubles.That is my first win condition, turn five elephant stampede.My second win condition comes from my Mycoloths. He has Devour 2 and at the beginning of my upkeep, he drops a 1/1 Saporling for every 1/1 counter on him. So, two Saporlings for every one counter. Which Doubling Season, that's four 1/1 counters for every creature and eight Saporlings. For devouring one creature, which with Garruk and Tuskcaller, I can get six per turn with just one of each. Which is six creatures, twleve counters + Doubling season, twenty four counters, into forty eight Saporlings + doubling Season, ninety three. All from six elephants.Mind you, this is a perfect game where I have managed to get perfect draws by the sixth hand. To make matters worse, Essence of the Wild turns all of my 1/1's into 6/6's, plus Beastmaster makes them 11/11's.
That being explained, let me go into the other cards in my deck.Doubling Chant, I have doubles of almost everything except the Mythics (I'm not rich).Predatory Urge I use as a pinger, attached to my Skinshifter's, I can ping any 1/1 supports they have continuously.Relic Crush, while expensive, destroys TWO Enchant or Artifacts, and in a mana acceleration deck, isn't that expensive.Green Sun's Zenith allows me to continuously search my deck and bring out my creatures in the order I want them for a low search cost.Savage Hunger is to stop chump blockers and force an opponent to use more than one creature to stop my Hydra (which I can have out by four turns, which I will go into later) and blow up their blockers at an accelerated rate.Wurmweaver Coil is a cheap massive +6/6 buff that, with Doubling Season, can become two 6/6 Wurms.
Creatures:Vorinclux helps with mana acceleration, and in a perfect game can be out as early as turn four. Four Forests, one Elf, one Greenweaver Druid. Once he is out, I have fourteen mana instead of seven by turn four. It costs twelve to fully level my Tuskcallers, meaning by the first turn she is out, I can drop her for two and fully level her for two elephants, or simply leave her at level five and drop another two drop.Khalni Hydra, costs eight to drop and one less green mana (he costs eight green mana) to drop for every green creature on the field. This, again, works with tokens. I can have seven mana, flat, by turn four up to nine if I luck out on elves. Meaning I can have an 8/8 Trample on the field by hand three.Vigor, again, stops pingers and instead buffs my creatures which is again doubled by Doubling Season. The worst thing that can happen to my deck is have my Tuskcallers or Mycoloth's killed by instant's or magic damage. Asceticism and Vigor usually take care of 90% of it.Primeval Titan, again, mana acceleration, beefy dmg dealer with trample as well, I can get him out by the third turn.Bellowing Tanglewurm, intimidate to all creatures I control. What's worse than ninety three 11/11 Saporlings with trample? Ninety three 11/11 Saporlings with trample and intimidate, why? It's funny frankly.
That is the basic break down of the first deck I have made. I am welcome to constructive critism or suggestions, I am always looking to improve my green token deck.