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Alchemy Mono-Green Stomp!

Alchemy Mono-Green Stomp!
by EthicalMagic
Buy on TCGplayer $27.79
Alchemy
best of 1
1 mythic
23 rare
12 uncommon
24 common
0
1
2
3
4
5
6+
Creatures (21)
4
Tenacious Pup
$0.00
1
Battle Mammoth
$0.99
Instants (4)
Sorceries (4)
Enchantments (6)
4
Dormant Grove
$1.40
Lands (25)
24
Forest
$8.40
60 Cards
$40.04

Visual view

Alchemy Mono-Green Stomp!
Alchemy
by EthicalMagic
1 mythic
23 rare
12 uncommon
24 common
0
1
2
3
4
5
6+

Description

I had become frustrated with the lack of a viable mono-green deck for Alchemy. No matter which decks I tried, they just were not working for me in the queue.

Green seemed to have gotten some nice tools in Alchemy, but while mono-green saw the staple Esika\’s Chariot nerfed, other aggro decks got some noticeable boosts! I tried minor updates to the old T1 monogreen decks, no luck. I tried a number of published decks. No luck. Even mono-green decks that fared well in the limited meta of a small tournament, just didn\’t seem to go any where in the Alchemy queue.

I had had some luck with a fresh brew on Alchemy Day 1, but moved onto other things. A tweaked version of that deck has led me to the mono-green stomp deck for Alchemy that I\’m adding today.

It currently has a 62% win rate, after 16 matches. I\’ll be testing it more thoroughly during the week ahead, but I thought others frustrated with a mono-green decks in the current Alchemy BO1 meta might like to give this one a try.

It\’s fairly strait forward to play. The biggest tip I can give is to be aware of the enemy lands and likely archetype when deciding whether or not to foretell Lupine Harbingers. Usually, you just want to cast them for four, for the quick hit. However, if your opponent has a slower deck, or is likely to be packing board wipes and plenty of removal, a foretold Harbinger can win you an otherwise hopeless game!

Timing on the enchantments requires some attention as well. If you have Lupine Harbinger and/or Ulvenwold Oddity in hand, unless the pace of the enemy assault dictates otherwise, it\’s most often beneficial to get down an Unnatural Growth, or even Dormant Orchard, before springing your hasted tramples!

Fast aggro decks are the toughest to face. It\’s not unwinnable, but you probably need a better draw than they get to beat them. 

For me, Dormant Grove and Choose Your Weapon have both overperformed my expectations. I also prefer Ravenous Pursuit in this deck, over Blizzard Brawl, for removal. We have some beefy creatures, and it\’s nice to just deal that damage direct, and be able to apply the excess to a creature in hand as a bonus to power and toughness! 

I stuck one Lair of the Hydra in here, for those long matches against control decks, but I found that it\’s important for the tempo of this deck not to be disrupted on the curve to your four drops!

A last note, just as with the decision to use foretell, or not, based on anticipated board wipes, also take care of when to return your land attached Old Growth Trolls to the battlefield. Even shy of removal concerns, also be sure you can afford to lose a land that\’s producing 2 green mana, before sacrificing the land to return one. I\’ve had very few matches last long enough to make the choice to return them to action the correct choice, but they are an additional insurance policy versus Meat Hook Massacre, Blood on the Snow, etc…

 

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