Hello everyone. With the release of Foundations happening imminently, it's time to finish my series of decks from Duskmourn Standard featuring cards of a specific color. I've previously looked at decks featuring White, Blue, Black, and Red, so it's time to look at Green decks. Let's get started.
Mono-Green Ramp
One thing Green is noted for is its ability to ramp its mana production. Let's take a look at a deck that is an example of this.
Mono-Green Ramp | DSK Standard | shadowmoon22, aetherhub.com user
- Creatures (19)
- 1 Defiler of Vigor
- 1 Ghalta, Stampede Tyrant
- 1 Surrak and Goreclaw
- 2 Goldvein Hydra
- 3 Tyrranax Rex
- 3 Vaultborn Tyrant
- 4 Outcaster Trailblazer
- 4 Overlord of the Hauntwoods
- Instants (4)
- 4 Smuggler's Surprise
- Sorceries (7)
- 3 Bushwhack
- 4 Glimpse the Core
- Enchantments (3)
- 3 Up the Beanstalk
- Battles (3)
- 3 Invasion of Zendikar // Awakened Skyclave
- Lands (24)
- 18 Forest
- 2 Cavern of Souls
- 2 Demolition Field
- 2 Fountainport
Glimpse the Core and Invasion of Zendikar // Awakened Skyclave do a lot of the heavy lifting in this deck to help ramp up your mana. You can also cast Goldvein Hydra with the intention of blocking with it, hopefully destroying it in the process, and creating a few Treasure tokens for you to use. Once you have enough lands, you can begin bringing out some of the heavy hitters in this deck. Smuggler's Surprise can also help you bring out some really big creatures, and if you put Ghalta, Stampede Tyrant into play, you'll be able to empty your hand of all of your massive threats.
You could also simply make your way to three mana, then cast Overlord of the Hauntwoods for its impending cost. When it enters the battlefield, four turns later, and when it attacks, you will create a tapped colorless land token named Everywhere that is every basic land type. While this is definitely slower than the traditional ramp in this deck, it can be just as effective.
Selesnya Rabbits
The next deck I have for you focuses on the Rabbit creature type. Let's check it out.
Selesnya Rabbits | DSK Standard | PobrePlaninauta, aetherhub.com user
- Creatures (24)
- 2 Queen Allenal of Ruadach
- 2 Regal Bunnicorn
- 4 Burrowguard Mentor
- 4 Finneas, Ace Archer
- 4 Pawpatch Recruit
- 4 Valley Mightcaller
- 4 Valley Questcaller
- Sorceries (4)
- 4 Hop to It
- Enchantments (11)
- 3 Dollmaker's Shop // Porcelain Gallery
- 4 Case of the Gateway Express
- 4 Sheltered by Ghosts
- Lands (21)
- 4 Forest
- 4 Plains
- 1 Lupinflower Village
- 1 Oakhollow Village
- 3 Hushwood Verge
- 4 Brushland
- 4 Razorverge Thicket
While not being a Rabbit itself, Valley Mightcaller is one of the best creatures in this deck. It gains a +1/+1 counter whenever another Frog or Rabbit enters play under your control. The fact that this Frog Warrior has trample is particularly good, as your opponent won't be able to simply chump block it to stay safe from taking any damage.
Rabbits are known for their multiplication skills (I'm not talking math, either), so you can amass quite a large colony of Rabbits on the battlefield. Both Queen Allenal of Ruadach and Regal Bunnicorn benefit greatly from this occurring. Queen Allenal of Ruadach's power and toughness are each equal to the number of creatures you control, while Regal Bunnicorn's power and toughness are each equal to the number of nonland permanents you control. Much of the time, this might be the same, however, there will be times that you have enchantments in play which will affect Regal Bunnicorn but not Queen Allenal of Ruadach.
Simic Bounce
Next, I have a Simic deck that loves to return its opponents creatures to their hand, controlling the battlefield in the process. Let's take a look at the deck.
Simic Bounce | DSK Standard | MTGDing, aetherhub.com user
- Creatures (8)
- 4 Eddymurk Crab
- 4 Tolarian Terror
- Instants (15)
- 3 Cache Grab
- 4 Ephara's Dispersal
- 4 Into the Flood Maw
- 4 This Town Ain't Big Enough
- Sorceries (3)
- 3 Bushwhack
- Enchantments (10)
- 2 Hunter's Talent
- 4 Stormchaser's Talent
- 4 Up the Beanstalk
- Lands (24)
- 4 Forest
- 8 Island
- 4 Botanical Sanctum
- 4 Restless Vinestalk
- 4 Yavimaya Coast
This is a stall deck at heart that wants to keep the battlefield free of any major threats until you have the opportunity to cast some major threats. You'll do this by returning your opponent's threats to their hand, forcing them to waste turn after turn casting things multiple times. Into the Flood Maw, Ephara's Dispersal, and This Town Ain't Big Enough all help you do this. Make sure to target the biggest threats, leaving minor ones that might only deal a point or two of damage, as your life total doesn't matter until it's gone.
Once you have enough mana, you can cast the real threats in this deck. Depending on how many instant and sorcery cards you have in your graveyard, Tolarian Terror can be played fairly early in the game. As a 5/5 creature, you'll be able to block most threats, and having ward 2 makes it difficult to remove. Eddymurk Crab receives the same mana discount Tolarian Terror gets, but it can be flashed in if you don't mind it coming in tapped. While it doesn't have a ward ability, you do get to tap up to two target creatures when it enters the battlefield, slowing down your opponent's rush.
Golgari Tenacity Lifegain
This next deck is a combo deck that reduces your opponent's life total whenever you gain life. Let's take a look at the deck.
Golgari Tenacity Lifegain | DSK Standard | SlothMtg, aetherhub.com user
- Creatures (7)
- 1 Vaultborn Tyrant
- 2 Sheoldred, the Apocalypse
- 4 Enduring Tenacity
- Planeswalkers (3)
- 3 Liliana of the Veil
- Instants (10)
- 1 Bitter Triumph
- 1 Cut Down
- 1 Urgent Necropsy
- 3 Anoint with Affliction
- 4 Go for the Throat
- Sorceries (10)
- 1 Duress
- 2 Titania's Command
- 3 Pillage the Bog
- 4 Deadly Cover-Up
- Artifacts (4)
- 4 Ancient Cornucopia
- Lands (26)
- 4 Forest
- 5 Swamp
- 2 Demolition Field
- 3 Fountainport
- 4 Llanowar Wastes
- 4 Restless Cottage
- 4 Underground Mortuary
With a copy of Enduring Tenacity on the battlefield, whenever you gain life, your opponent will lose that much life. Normally, you would expect to see a fair amount of creatures with lifelink in a deck that wants to gain life, but you can see there are none here to be found. In fact, the only creature that outright gains us life on its own is Sheoldred, the Apocalypse. That's because this is a combo deck disguised as a control deck.
In addition to Sheoldred, you'll be able to gain a little life through Vaultborn Tyrant, but that won't be enough to win you the game. Instead, you'll want to get a copy of Ancient Cornucopia into play, which will gain you some life each time you cast a spell. You can also cast Titania's Command, which will allow you to exile a player's graveyard, gaining 1 life for each card exiled this way. This can be a great way of finishing off your opponent by surprise.
Gruul Delirium
The final deck I have for you utilizes delirium abilities to gain an advantage over its opponent. Let's check it out.
Gruul Delirium | DSK Standard | MTGABrewLab, aetherhub.com user
- Creatures (31)
- 3 Haywire Mite
- 4 Balustrade Wurm
- 4 Clockwork Percussionist
- 4 Fear of Being Hunted
- 4 Fear of Missing Out
- 4 Patchwork Beastie
- 4 Teething Wurmlet
- 4 Wildfire Wickerfolk
- Instants (4)
- 4 Torch the Tower
- Sorceries (3)
- 3 Beastie Beatdown
- Lands (22)
- 5 Forest
- 5 Mountain
- 4 Copperline Gorge
- 4 Fabled Passage
- 4 Thornspire Verge
Delirium abilities can be utilized if there are four or more different card types on cards in your graveyard. For that reason, you'll want to try to maximize discard effects like that of Fear of Missing Out, so you can ensure that you have reached delirium. These delirium abilities range from being able to attack or block (Patchwork Beastie), to getting +1/+1 and trample (Wildfire Wickerfolk), to being able to return to the battlefield from the graveyard (Balustrade Wurm).
A fair number of the creatures in this deck are also artifacts, so you can gain a lot of value if you have a copy of Teething Wurmlet in play. Whenever an artifact enters the battlefield under your control while you have Teething Wurmlet in play, you'll gain 1 life and put a +1/+1 counter on Teething Wurmlet. Teething Wurmlet will also gain deathtouch if you have at least three artifacts in play, making it an excellent threat.
Wrapping Up
Green based decks run the gamut from ramping mana, to gaining life, to presenting huge threats. Even though we're at the end of Duskmourn Standard, these decks are sure to continue to be threats, at least during the early portion of Foundations Standard.
What do you think of these decks? Feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!
- Mike Likes