Are there any viable monogreen decks in legacy? And by monogreen I mean no dedicated means to produce other colors of mana, so no Bayou and similar crap. Things that are allowable are:
- Artifacts
- Leylines
- Rainbow lands like Cavern of souls
- Phyrexian mana
- Alternate cast or cheating into play like Faerie Macabre or Griselbrand
Because there are already monocolored decks i other colors, like
1. Blue:
- Merfolk
- Omnitell
- High tide
2. Red:
- Prison
- Burn
- Storm
- Goblins
3. Black:
- Pox
- Devotion
4. White:
- Death and taxes
- Soldier stompy
So I would like to see a monogreen too, problem with Elves is that they still black, even with Deathrite shaman banned.
Elves and titanpost
Some people were messing around with Chalice/Loam/Ramunap Excavator, as I recall. It looked/sounded pretty interesting, though I didn't really follow it closely.
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Chalice, Trinisphere, GSZ, Wasteland Ranumap and Planeswalkers
And it was pretty good. You sure suffer a lot combo
It all depends on how good Choke is positioned in the metagame. This deck popped up in the middle of the Miracles domination period.
EDIT: This is what I remember, but it had a black splash.
http://www.mtgthesource.com/forums/s...ht=sylvan+plug
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
I have a Mono Green Stax deck I mess around with. Its fun but I think it's missing something I either have yet to find or is yet to be printed.
Certain versions of Sylvan Plug can be mono-green. Usually they are BG (Decay/Deluge/sideboard stuff) or splash white for Knight. There are some fringe decks, like mono-G enchantress or oddballs like NO-Eureka.
I really wanted to jam Tireless Tracker into a version of Braids Stax since it sort of operates like a more powerful Ophiomancer. Don't think I could ever come up with a version with a stable-looking manabase.I have a Mono Green Stax deck I mess around with. Its fun but I think it's missing something I either have yet to find or is yet to be printed.
Also, Berserk Stompy used to be a thing before infect became the go-to Berserk deck.
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
The mana is the reason I have not splashed Black, which I agree is the best option. If GSZ could grab non Green creatures that would make for a much stronger deck. Then able to grab Braids and a Green/Black Braids I think would make the deck actually useful.
Tracker is queen in the deck. Making all those clues and also giving you something most Stax decks don't have, a draw engine that fits seamlessly into the deck. Something not forced into the shell. While the clues going to a Stax is really handy, I actually think the real power is the draw effect once your mana is settled. The issue is you have a hard time setting up if someone picks apart your board.
elves is monoG right? or at least only a light splash. makes no sense to focus on mono too hard in legacy anyway.
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Wanted monogreen for the statistics, but also if there is a way to play green without duals. Elves is not monogreen, because it still uses black sideboard cards that forces to play Bayou. Although maybe can be adapted.
mom protecc
and she also attacc
but most importantly she 1cc
The deck against which you want black are control and combo and those are not grindy at all so you do not to feel the difference between Bayou and Overgrown Tombstone
You don’t need black against delver decks in an Elf list
No, but if you have Overgrown Tombs instead of Bayous, there will be times when you have to play them untapped and pay that 2 life against Delver (or any other deck).
Super marginal situations. If you like Elves and Bayous are a problem play 2 Tombs
Anyone say enchantress yet?
I run a home brew that I have been working on for over two years now called Winter Maze that has gotten a bit of attention online. It's a toolbox deck that features a Winter Orb and Root Maze soft lock in conjunction with Trinisphere to cut off your opponent's resources while ramping into a toolbox of huge creatures that are cheated out via Natural Order and Green Sun's Zenith. Since I moved into a small town with nearly no Legacy environment I haven't been able to take it to a major tournament, however in my testing with my friends we've discovered that it smashes Death and Taxes and a number of top tier decks. Combo is probably it's biggest weakness but Trinisphere and Root Maze do help in that match up as does a nice anti combo sideboard which we are still fleshing out. It is unintentionally budget friendly. Here's the current list:
Search and Destroy:
4x Green Sun's Zenith
4x Natural Order
Toolbox / Beatz:
1x Carnage Tyrant
1x Deadbridge Goliath
1x Dragonlord Atarka
1x Gigantosaurus
1x Hornet Queen
1x Omnath, Locus of Mana
1x Scavenging Ooze
2x Steel Leaf Champion
1x Thrashing Brontodon
1x Worldspine Wurm
Disruption / Lock Down:
4x Root Maze
2x Trinisphere
3x Winter Orb
Ramp:
4x Arbor Elf
2x Garruk Wildspeaker
4x Elvish Spirit Guide
4x Utopia Sprawl
4x Wild Growth
Land:
1x Dryad Arbor
13x Forest
Sideboard (15)
2x Cursed Totem
3x Krosan Grip
3x Mindbreak Trap
2x Pithing Needle
4x Surgical Extraction
1x Xantid Swarm
One of the main strengths of the deck is that it is mono colored. Root Maze is a nutty tempo card against fetchlands. Combine it with Winter Orb and your opponent will give you the finger. Often you will get explosive turn one plays such as: Drop a Forest, pitch Elvish Spirit Guide casting Wild Growth, tap Growthed Forest, cast Arbor Elf and Root Maze, pass the turn. Your opponent will get a tapped land drop and pass the turn back. You then drop Natural Order for Worldspine Wurm and follow up with either Winter Orb or Trinisphere to lock them out.
Winter Orb is tight with land enchantments such as Wild Growth and Utopia Sprawl as the one land you untap each turn is enchanted. Combined with either Arbor Elf or Garruk and you will generate a huge amount of mana. Hard casting Worldspine Wurm happens frequently.
GSZ is so good in this deck! Early game it's Arbor Elf numbers 5,6, 7 and 8. Late game it's Worldspine Wurm, Hornet Queen, Carnage Tyrant etc...
With Natural Order you can crank out Worldsine Wurm turn two. I used to run Progenitus here but I got sick of drawing him or having him in my hand as I can't cast him.
With the printing of Gigantosaurus, Thrashing Brontodon and Steel Leaf Champion the deck has evolved from good to very competitive. Anyway, give it a few play tests if you are interested and let me know what you think.
Winter Maze
"WaaaauuugghhhaaaauuugghhhaauuugghhhaaauuugghhhW" -Chewbacca
I haven't tested Kalonian Hydra, the trample aspect makes him look great though. Originally in the 5 drop slot I had Thragtusk. I've only missed him once since I've made the switch. Gigantosaurus has been really good, but the Hydra with trample really makes more sense. Thanks for the heads up.
Two Trinisphere actually works quite well here. You certainly do not want to see more than one and it's meant to be dropped after you've set up your Arbor Elves and Wild Growths. I feel like two is correct.
"WaaaauuugghhhaaaauuugghhhaauuugghhhaaauuugghhhW" -Chewbacca
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