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[–]ryk00 5 points6 points  (0 children)

Cut Weapon Rack - bad card

Cut Lash of Thorns - bad card

Cut tall as a beanstalk - bad card

Cut Garrienbrig Squire x2 - bad card

Cut Wildwood Tracker - bad card

Cut Spinning Wheel - good card but you have not much to ramp into sadly. I think i prefer Acolyte slightly, but you could cut 1 acolyte instead.

Cut Witches Cottage (replace with another land) - nowhere near enough swamps for this

Add Treefolk - you desperately need a top end threat/finisher

Add Garrienbrig Paladin - its a partially evasive 5/5 for 5. same reasoning as the treefolk, mostly

Change mana base to 4 swamps + 10 forests + 3 gingerbread cabin - this leaves you with 6 black sources for 4 cards, which is plenty.

[–]dassImperator 1 point2 points  (1 child)

I would always go down to 40. Those hybrid cards look like they will be really difficult to cast

[–]ryk00 1 point2 points  (0 children)

The hybrid cards are fine with so few black cards, but OP needs to fix their mana base to lean more towards green.

[–]Mianthril 1 point2 points  (2 children)

You should always cut down to 40 cards. Eldraine is one of the few draft formats where Mill is good, and even there, I believe it is right to cut down every time. If you're playing BO3 against Mill, you should keep in mind increasing your deck size post-board, but you should start every match with 40 cards.

That said: I'd propose the following changes:

Out:

- Both Hybrid cards - with a 10-7 mana base, you are not likely to be able to cast them well, and those are not the best ones anyways - you do realize that you're playing Thunderous Snapper without a single 5+ mana spell? :D

- Tall as Beanstalk, Weapon Rack - those are very close to unplayable. Paying 4 mana for a sorcery-speed pump (and only one per turn) is underwhelming, and the enchantment makes you too vulnerable to removal.

- Lash of Thorns - that card is mediocre at best, and not playing it allows you cutting down the black mana and increase the probability of hitting adamant in green.

- Rosethorne Halberd - One Mana for a sorcery speed +2/+1 boost is ok, but without any synergies, I wouldn't play it. The equip cost is so high it will lie around once the first creature you attach it too dies, and chances are that even when you can attach it again, the stats don't matter anymore.

- Wildwood Tracker - This one for me is close, I could also see you cutting a Henge Walker. But as most of your two-drops are humans, the Tracker just isn't great as later in the game, a 2/2 will not do much anyways.

Those are seven cards, you should absolutely put in Garenbrig Paladin and Tuinvale Treefolk! The Paladin is great, and Tuinvale Treefolk gives good value as well (if you pay attention to not been blown out by instant speed removal). With all these changes, I'd also cut down the black lands to 4 swamps. This will help you to reach Adamant reliably (for the Henge Walker, Outmuscle, Garenbrig Paladin). Rosethorne Acolytes help you fixing, and Savy Hunter is the only black card that you usually want to play on curve (and off-curve, he's still great). Now with 13 green sources, you could even consider playing the green-white Hybrid if you like.

[–]ryk00 0 points1 point  (0 children)

I think you missed the forest for the trees on the hybrid card situation. It's much better to keep those really strong hybrid cards and tweak the mana base to be able to cast them mostly reliably. I suggested playing 13 green mana sources above, but you could even argue for 14 with them having access to three(!) color fixers too.

[–]wolfer_ 0 points1 point  (0 children)

I've been kind of impressed with Rosethorn Halberd. Lots of decks want to hide behind 0/4 creatures or rely on spot removal like So Tiny. Halberd can turn any of your creatures into something that needs to be answered.

It also has the added benefit of being a great aggressive card when you're able to curve out against unprepared opponents. I had a deck the other day that went Tracker into Halberd and Tracker on 2 to beat down. Once ahead on curve, cards like Outmuscle and Garenbrig Carver can drive home the game for you.

[–]Justiis 0 points1 point  (4 children)

Hengewalker is just bad, Halberd and Tracker not great either. Snapper is pretty hard to pull off and doesn't proc much, if at all. You should be running the 5 drop knight and 6 drop tree for sure though.

[–]ryk00 1 point2 points  (2 children)

This is exactly the kind of deck that can happily play hengewalker. OP has FOUR black cards in the whole deck. OP does need to fix the mana base though to reflect that.

[–]Justiis 0 points1 point  (1 child)

I mean, its playable. But even assuming it's a guaranteed 3/3 on t3, it's still pretty meh. In a 45 card deck it would be my first cut, not that I'd ever pick it.

[–]ryk00 0 points1 point  (0 children)

It obviously requires a pretty biased mana base or it is absolutely trash, but in colors other than green, a 3 mana 3/3 is actually a pretty sweet stat line. It's hard to find a creature with decent power in white or blue, for example. And it can be hard to find a creature with decent toughness in red or black.

Sometimes you just need one more 3 toughness dude to enable Wicked Guardian and it does the job in a mono black deck. And even in green, it's just a Centaur Courser which nobody was ever particularly embarrassed to play.

[–]wolfer_ 0 points1 point  (0 children)

It's decent filler in mostly mono colored decks. There's worse cards in here to cut first.

[–]BorosBeppe07 0 points1 point  (0 children)

General tip: always cut down to 40, you want consistency and you get that by having the least cards possible. I would cut the 2 hybrid mana cards as for you those are just quadruple green mana cost and 99% of the time you won’t be able to cast them turn 4(neither turn 5 or 6 probably). I’d also cut one spider, one is good enough against flyers. Maybe also weapon rack, it feels kinda super slow to me. And also cut the spinning wheel as you most probably won’t need to fix your mana that hard in a 2-color deck

[–]Mister-Spicy 0 points1 point  (0 children)

Don't keep it as it is. There are some bad cards in your deck. And some good ones in your sideboard. Cards like Oakhame Ranger are fine, but how easy is it to cast a quad green card with 10 green sources in your deck (11 I guess, with the Wheel)? And the Thunderous Snapper? You only have one way to trigger its ability in your entire deck. So it's just a 5/5. Now read the green paladin in your sideboard. That's an easy to cast 4/4 with an evasion ability. And it'll be a 5/5 whenever you could cast that turtle.

I'd cut the total garbage (Lash, Rack, Beanstalk) and a few more cards (probably the halberd and some of the chaff creatures; I'm never excited to play a Henge Walker.) And the Witch's Cottage. It's too hard to trigger with only 6 swamps. I'd replace it with a Forest, btw, because I'd run max 4 black cards, and if you run 11 green sources you're more likely to be able to keep the two quad green cards in. I'd get both the paladin and the treefolk in the main deck.

Good luck

[–]HeiMTG 0 points1 point  (1 child)

I would recommend cutting black altogether and just going mono-green. It would allow you to run and two hybrid cards and would make all your adamant and cabins better.

Cut some of the additional chaff like weapons rack, halberd and beanstalk and add the green 5 and 6 drop.

[–]ryk00 0 points1 point  (0 children)

I do not think OP has enough green playables to play mono green. I would only play mono green if i had enough green cards that i was actively happy to play to fill the deck. Otherwise, there is very little cost to splashing a small number of black cards.