Green yellow monstrosity

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Im not sure about the final build of this. An alternative is to go only 2 deserts and play skyyak or even savannah explorer instead manta rider but often i end up making 3 deserts anyways because very often you go to both sides and then end up needing windsoldier lands there or maybe want to put a demon there or something. going to 3 allows to use flashwind which might be very usefull because in numerous matchups monstrosity otk is a ligitimate gameplan. The idea is to contest the board with efficient buffed creatures all the while getting value through monstrosity buffs. In matchups like mono green the monstrosity is either a win condtion that they cant do anything about or at least a last nightmare. The rush matchups arent that great, red rush is easier than yellow rush for sure tho. Obviously you always start with deserts and try to build forrests in the wells, it is ok to play a demon at your well since this deck has a bit of healing. This deck works best when it fights on only one side for well controll but again thats not always the case and mistral guide is supposed to somewhat help this. The worst matchup is probably yellow since if they play a manta rider and you play a 0/5…yeah…and generally yellow can have a very explosive turn 4 while you are still making lands, also they can choke your monstrosity. other than that everything is somewhat managable.

Land type(s): Forest, Desert
Faeria cost: 3.3
Difficulty: Advanced

3x ELDERWOOD EMBRACE (3f 2F)
2x RUUNIN’S GUIDANCE (2f 2F)
3x ORADRIM FANATIC (3f 2D)
3x SHAYTAN DEMON (3f 2D)
3x WIND SOLDIER (3f 2D)
2x FLASH WIND (2D)
3x SHAYTAN MONSTROSITY (5f 2D)
3x SOUL DRAIN (2f 2D)
2x MISTRAL GUIDE (4f 2D 2W)
3x MANTA RIDER (5f 3D)
3x SKYWARD SWORDFISH (5f 1D 1F 3W)