Abominable Treefolk – a very nice ETB, and with all snow covered lands, these guys generally enter as AT LEAST 6/6’s (because they see each other was well).
Ancient Silver Dragon - Two 8/8 Flyers that bring me draw are nice. I have had to stop attacking with these guys in the past because I have drawn over half my deck (at the time I had four because of Octomancer.
Apex Devastator – Even though the Cascades on the copy do not trigger (because I didn’t cast him), I do still get copies of any other creature entering because of those first four. He is the highest CMC in my deck now (when other creatures reductions are included), but I cannot look past the value.
Biogenic Ooze – for 5 mana I get four 4/4 creatures at the end of my turn. Other than that, this guy is a bit underwhelming.
Clever Impersonator - Because Volo states "Whenever you cast" this counts as a Shapeshifter spell. And I can pick different creatures with each ETB
Duskshell Crawler – Recently replaced out Haywire Mite. Giving trample to a couple creatures seems better than targeted exile on an artifact or enchantment.
Elder Gargaroth – There are so many good Beasts in green. I am not sure that this guy is the best I could get, but the versatility when attacking is nice.
End-Raze Forerunners – If Volo is out, I get two 9/9s that can attack right away and give all my other attackers +4/+4 trample.
Fleetfeather Cockatrice - Replaced out Faerie Artisans, which I found didnt always work in this deck. Two Deathtouch blockers flashing in has saved me with Ice-Fang. This guy has a bit high CMC for the same ability though.
Fog Bank – People underestimate the lowly Fog Bank, great for a bit of protection, especially if you have two of them.
Guard Gomazoa – People underestimate the lowly Guard Gomazoa, great for a bit of protection, especially if you have two of them.
Hydroelectic Specimen - Mostly here for the Hydroelectic Laboratory|land side, but late game being able to Redirect a spell might be handy.
Ice-Fang Coatl – super low CMC, basically always has deathtouch, and replaces itself with potentially two cards in my hand.
Icebreaker Kraken – As low as 2 CMC for two 8/8 creatures, although I am generally around 4-5 CMC.
Jumbo Cactuar – Was part of a big shuffle that included getting rid of Topiary Stomper. I have added a couple more ways to give trample, so if he gets through its an automatic win.
Lord of Change – Very new add but he has seen play. Two Flying 6/6’s are nice, but the addition of drawing 6 cards
Loyal Guardian – In my opinion, one of the best cards in this deck. When played pre-combat, they both become 5/5 before the end of the turn and give all my other creatures +2/+2 every turn.
Overlord of the Hauntwoods – If Volo is in play I can cast for the impending cost I get 2 tapped lands right away along with two 6/5s in a few turns; all for 3 CMC.
Octomancer – Absolute banger in this deck. If allowed to cast, I will have 4 of them at the end of turn. And the gift portion is a may, so generally I don’t give an octopus
Pathbreaker Ibex – If I have only these two in play, they are still 12/12s when they both attack.
Prosperous Innkeeper – These guys pay for themselves the moment they enter the battlefield. The life gain is a bonus.
Quilled Greatwurm – Replaced out Worldspine Wurm. I will lose the protection from board wipes that Worldspine afforded me, but the 11 CMC was unwieldy. I think after one attack the additional +1/+1 counters will more than make up for any difference in attack power.
Sanctum Weaver – I replaced out Beastcaller Savant with this lady. I lose the haste, but opening up shaman allowed me to add an ape.
Silverback Elder - Brand new addition, targeted destruction is usually the choice.
Sire of Seven Deaths – Just replaced out Pathrazer. Losing Annihilator is unfortunate, but there were too many games where I never had the 11 CMC to cast him. Plus we play friendly house games and Annihilator is a real fun-suck.
Solemn Simulacrum – Same CMC as Explosive Vegetation, with the same result if I have Volo in play. Has the added benefit of being a blocker that gets me a draw.
Sphinx of the Second Sun – Having two extra draws after combat and two extra untap steps is nice.
Star Whale - Very lack-luster; I have yet to get this in play but giving my creatures ward 2 should be nice. My thought is that I can potentially suspend this on turn 2, and then by turn 8 will have Volo out when I cast it.
Stonehoof Chieftain – An absolute legend in this deck. Getting two indestructible creatures that then give all my attacking creatures indestructible makes me the threat on the table.
Summon: Fenrir – Part of the big trade that included losing Topiary Stomper. This guy enables me to do the same thing for the same mana, and has two added turn bonuses
Synth Infiltrator - Like Clever Impersonator I will get two Synths and then get to pick creatures when both ETB.
Terastodon – Although my playgroup tends to avoid basic land destruction, Terastodon is great for removing things like Maze of Ith, or even pesky enchants or artifacts that are slowing me down.
Titan of Industry – This is another creature type that I have just a plethora of options for. I chose Titan for his ability to put a shield counter on Volo. The copy can then be used to either shield someone else, or as targeted destruction.
True-Name Nemesis – just a fun little guy that becomes a real problem for that ONE person.
Twitching Doll – Has only seen play once and was blasted in a board wipe while tapped. Not sure if he will ever used to get spiders, but it is nice to have the option
Vaultborn Tyrant – When I removed Topiary Stomper it opened dinosaur type, and only one I could think to add
Venomthrope – Replaced Genestealer Patriarch. Genestealer never did what I wanted him to, and having two more Ice-Fang Coatls seems like a good way to prevent attacking.
Voracious Greatshark – I only have a few counters in this deck but having two sharks jump up and say no to that spell: That’s always fun.