Need Help For Mono Green 60 cards, 0 sideboard 24 {Forest} 24 lands 4 {Dungrove Elder} 4 {Wolfir Silverheart} 3 {Groundbreaker} 3 {Llanowar Elves} 2 {Viridian Emissary} 4 {Strangleroot Geist} 2 {Vigor} 3 {Birds of Paradise} 25 creatures 2 {Rampant Growth} 3 {Rancor} 2 {Vines of Vastwood} 1 {Kodama's Reach} 3 {Garruk Relentless} 11 other spells Sideboard Notes: |
Quote from: CbStrad on February 04, 2014, 10:04:35 AMThis is true, except in competitive modern it is always turn 4, not turn 5.
Let's put it this way.
If you can't play it and use it within your first five turns, it's dead weight in Modern. By that time, Affinity has probably already gone off, Combo decks are going off that turn, anything Aggro has you dead to rights, and Tribal probably has enough on the board to kill you several times
Quote from: CbStrad on February 04, 2014, 05:22:18 PMThat sounds like it's most of the way to just being infect, to be honest. If you want to kill your opponents playing those cards, {glistener elf} and friends is the way to go. Don't play {warrior's lesson}, though: it's not very good in modern.
Here's my suggestions:
Get rid of Viridian Emissary, Vigor, and land fetches. Ya won't need them. Switch Birds and one Emissary for {Noble Hierarch}. Switch the other Emissary for another Groundbreaker.
{Groundswell} is something you should consider, as is {Warriors' Lesson} for draw and {Dismember} for removal.
I've got a streamlined version of this built in-app that can swing for lethal within the first three turns, thereabouts. If you wanna use it as a starting point, I think you'd do well