Llanowar Elves
Elvish Mystic
Fyndhorn Elves
Arbor Elf
Oath of Nissa
Adventurous Impulse
Roffelos, Llanowar Emissary
Scavenging Ooze
Walking Ballista
Sylvan Advocate
Tireless Tracker
Jadelight Ranger
Steel Leaf Champion
Thrashing Brotodon
Prowling Serpopard
Polukranos, World Eater
Sarruk, the Hunt Caller
Ripjaw Raptor
Deadbridge Golaith
Nissa, Worldwaker
Creeperhulk
Verdurous Gearhulk
Ghalta, Primal Hunger
16 Lands
14 Forests
Gaea's Cradle
Treetop Village
Another thing that makes this deck good is Adventurous Impulse. Having access to cheap card quality that has a minimal tempo cost is a great way to further increase consistency. While Impulse isn't as powerful as Oath of Nissa it does the trick and provides that key redundancy. It has been a huge help in the various green decks trying to employ some ramp. Traditionally green plays lands, threats and ramp and dies when it doesn't get a decent blend of all three. Most decks only need to get a good balance of land and spells to be in with a shot but green adds that third element in and while it adds a lot of power it does harm the consistency. The increasing amount of good card quality in green is greatly alleviating that issue. This list is indeed somewhere between a green ramp deck and a zoo deck. It wants to ramp once but doesn't need that double jump that the more traditional mono green decks need. That again makes it more consistent and that is what aggro decks want to be. This deck still has bigger creatures than the other cube decks and so there is no real need for that extra ramp. I have thrown in Gaea's Cradle to this list but in practice you don't need it. It is a minor consistency hit for a much bigger payoff in potential burst starts. The same is somewhat true of Roffellos. You don't need his ramp but he will be able to do such brutal things if left unchecked that most players will deal with him instantly if they can. A two mana card that draws a hard answer away from one of your pricier cards is a win so Roffellos feels like a win win card. The actual cost of him is drawing him late where he has little left to power out or up. The other two drops this deck can employ offer way more threat in the late game. That being said, if you have any of the relatively numerous mana sinks then a late Roffellos can still do some scary things for you.
Ballista is legitimately one of the best cards in the deck, it gives board control, reach, late game and all sorts of tasty jazz, much of which green otherwise lacks. It is the relatively cost efficient way that Ballista handles smaller dorks that is so unusual in a colourless card. Despite the deck being mono green I would argue that Ballista was the most important card in the deck and the biggest reason it is a viable new archetype. Before Ballista these kinsd of green decks would lean on Polukranos and Garruk Relentless for their weenie control. The former is mostly good for being a 4 mana 5/5, not for its costly ability to fight things once in play. While still a great card it is nice not being tied to it as removal more than a threat. Relentless is a good card but like most planeswalkers is not a great tempo play. This deck is aiming to win a bit quicker than the time you need to extract a good amount of value from most walkers. Better removal option available now include Sky Sovereign which is generally quite nice. It is flying and resistant to much removal making it highly appealing. On the downsides though it is a card that needs another card to do anything and it is in the five slot in which green has a disgusting depth of power to choose from. Molten-Tail Masticore is another decent card to afford some more removal and reach. It is a bit more demanding both on resources to sustain and mana to empower but it is still quite a beating. Things like Cursed Scroll simply feel far too slow and low impact for the way this deck is trying to win games. Jitte is likely better than Scroll but if I was going that route I would want far more things like Dungrove Elder, Thrunn, or Bristling Hydra. With the dorks in this list being so meaty it is more of a setback than usual when you eat removal in response to an equip and that is already one of the move devastating things to happen in a tempo battle.
Strangleroot Geist not being in my list feels like an error at first glance but it was intentional. While it is a fantastic value aggressive two drop it is always on the small side. It is far easier to hold off freely or cheaply than the rest of the things in this list and that might make it a wasted card. Without removal to empower the smaller dorks you need combat tricks like Mutagenic Growth and Blossoming Defense but these lower your consistency and so I think you are better off just avoiding the smaller stuff. I also didn't run Tarmogoyf simply because this list is very poor at growing it. If your opponent does that for you then great, if it is a reliable 4/5 early ish on then it is going to be the best two drop you can run but if it spends a few turns as a 1/2 then it rather stinks.
Ghalta is quite a silly card. In some respects it is rather win more but in others it is just so impossibly large that it just wins. It is a pretty east turn four play with mana to spare if you curve. Hit you for five with my Rhonas and pass with 23/22 of stats on the board, half of which tramples! Tempting though it was to Run Rhona's Last Stand I think the card is pretty shocking in cube. I just wanted if for the possibility of a turn 3 Ghalta! Probably Ghalta is what you would cut from this list but it is absolutely the best home for Ghalta that you can make in cube and it utterly crushes a lot of things! My inner Timmy is being a Ghalta apologist! Rhonas himself is actually pretty good. He is frequently active, hard to over extend with, empowers the smaller or non-evasive dorks and acts as a great mana dump.
Jadelight Ranger also deserves some credit for this deck's ascent. It is the most front loaded of all the green value three drops. All its value comes when it enters play and it has the highest stats (on average). More importantly it gives you scry and extra lands which is a big help in the aim of curving nicely. Jadelight and Impulse might seem like low impact cards compared to the rest of the list but they are the glue that holds it together (obviously along with Oath). They are the other key cards I would highlight. Surrak is obviously good and that is self evident when you play him. Ballista is obviously good as per its price tag and frequency of appearance in all formats! It is a little harder to fully appreciate the significance of the few easily incorporated card quality effects. They can look like easy cuts or off theme cards but for this list I see them like the rails in which the big green train of immense momentum runs on!
Very interesting read. I've been tinkering with a green stompy variant myself lately and came a similar conclusion. What are your thoughts on Channeler Initiate in this deck?
ReplyDeleteThanks Amnis. I like Initiate as a card but don't think it is a great fit for this list. It isn't attacking as a 3/4 until turn 6 which is both a bit late and a bit small. You also don't gain value from the fixing side of it. I almost prefer Whisperer of the Wilds for that double ramp potential. Generally I would rather just have more threats in that slot though.
DeleteHaving played with this list a bit more since publishing I would say that Sky Sovereign is probably a card you always want like Ballista. While this deck is very strong it does, as you would expect, struggle against some things it cannot easily remove.