Last updated on July 26, 2021

Blizzard Brawl - Illustration by Manuel Castañón

Blizzard Brawl | Illustration by Manuel Castañón

Updated for AFR by David

There’s nothing better than a good old-fashioned Stompy deck! Other than maybe a brutal mono red deck. I like mono green in general because it can play both offensively and defensively really well. The deck we’ll be covering today has a range of tools that make it one of the best decks in the format right now: Mono Green Snow Stompy.

The deck works exceptionally well against mono red, Dimir, and mono white decks. It struggles a little bit with Naya adventure matchups because of all the value they can create late game, but we can also do that with a plethora of The Great Henges and Ranger Class!

With that said, let’s dive into it.

The Deck

Source

The Strategy

Werewolf Pack Leader | Illustration by Miranda Meeks

The strategy is very typical for a mono green deck: curve your creatures. Except we run Ranger Class in this case, which can grow creatures with its second level. Its big play is reaching the final level late game, which acts as a Vivian, Monsters’ Advocate’s static ability.

We run aggressive and powerful creatures to threaten an early The Great Henge and we can also go wide in the late game with new the newly introduced Werewolf Pack Leader and Ranger Class.

Another card I like in this deck that didn’t make the final cut is Swarm Shambler, which I’ve seen other players run in their builds. I haven’t been impressed with the card but it can punish your opponent with all the counters you’ll be putting on creatures, so you could give it a shot.

The 1-Drops

Primal Might and Blizzard Brawl are both insane, especially the Brawl. Because we’re running a snow land base, it’s easy to get the additional effect.

Snakeskin Veil post-sideboard gives us an overpowered spell that helps you dodge removal or buff your creatures. If you happen to have Veil in hand, make sure you have spare mana when you get your important creatures down. It’s probably the one card in this deck that glues the entire strategy together, giving you a way to counter most of the removal in the format right now. I’m super glad we got such a good card, and it’s even a common! I bet this will become a staple in Pauper. It’s just lovely.

The 2-Drops

Scavenging Ooze is a ubiquitous creature that goes into pretty much every green-aligned deck to counter all those pesky graveyard shenanigans.

Then there’s Werewolf Pack Leader, a card we got from Forgotten Realms that threatens to be a card draw engine. If you manage to have two of these monsters attacking, you get two cards instead, and it just stacks up the higher you go. Since your 3-drops and higher are all above four power, you’re almost always in a situation where Werewolf Pack Leader will trigger.

Ranger Class also works as a 2-drop that later turns into a pump spell and card advantage engine.

The 3-Drops

Lovestruck Beast enters as a 5/5 creature but gets an extra body in the form of its adventure, Heart’s Desire. Next is a familiar face, Gemrazer. It’s technically a 4-drop but can be mutated for cheaper when needed.

I like Old-Growth Troll a lot. It’s a 4/4 when it enters, becomes a ramp card if it dies, and becomes a 4/4 again if you start to flood. That’s three uses in one card, so you won’t feel as bad as you would with a different creature in the deck even if it gets hard removed.

I like this type of flexibility, and it fits in with the whole ”cycle of life” theme. You have a fantastic creature, return it to the earth when it dies, and then new life springs from it. I love that type of flavor and hope we get to see more of it. I am curious how well a card like this would perform in Pioneer. It may very well be a sleeper card that finds a home in some deck that relies on sacrificing creatures.

Having GGG in its casting cost is hard to fit it into anything other than mono green, though.

Finally, Kazandu Mammoth fills an essential role in the deck to prevent mana flood and screw. Both sides resolve a common issue that midrange decks usually have, plus it can deal an immense amount of damage with every land drop you make.

The 4-Drops

We already covered Gemrazer as a viable 3-drop via mutate. Still, I want to mention that this card is crucial in the new meta where people are heavily abusing artifacts and enchantments. It can quickly eliminate anything causing you problems and is an excellent blocker for prevalent threats like Goldspan Dragon.

There’s also three copies of Questing Beast, a walking encyclopedia of MTG keywords printed on a 4/4 hasty death machine. The cool thing about the Beast in this deck is that it can take care of giant 6/6 or 8/8 creatures when combined with Blizzard Brawl since it has deathtouch.

It also kind of forces awkward blocks if your opponent has some planeswalkers on the field since this magnificent Beast lets you deal damage to them equal to the damage it deals to your opponent when attacking. If only you could give it trample…

Oh, wait, you can: Gemrazer.

The 5-Plus-Drops

I feel like I’m just writing an advertisement for an infomercial where I say, “but wait, there’s more!” Mono green doesn’t stop at just four mana. No, it goes all the way, even without proper ramp spells.

At the end of the curve there’s The Great Henge, which generates value from every creature you have. Then there’s Ranger Class’ final mode, which turns into your endless card-advantage engine

The Lands

Snow. Snow everywhere. Having a full snow mana base makes you vulnerable to decks that have Reidane, God of the Worthy, but luckily not that many decks are running it.

There are a couple copies of Faceless Haven in here, but it may become a nuisance since you have so many creatures that need three green mana. That’s why you don’t want to go above that.

But the Haven isn’t the only manland you have. Lair of the Hydra can use your excess of mana to create a huge Hydra to deal those final few points of damage to your opponent, especially in control matches where removal is prevalent in the initial stages of the game and board wipes threaten to clean the field.

Cards like Bonders’ Enclave also perform pretty well in a deck like this, but all these colorless mana-generating lands are traps. Just stick with this mana base and you at least won’t have as many issues as long as you’re not flooding.

Mulligan Rules

Mulligans with this deck are relatively simple:

  1. Make sure you have three lands. There are so many 4- to 6-mana cards in this deck that you can’t get away with keeping a two-lander. You’ll also generally be casting one card a turn until the late game, so you should be good to go even with just two castable creatures.
  2. Have at least two castable creatures in the first three turns. Hitting your 1-drop and 2-drop isn’t that important, but you need at least three blockers on the field by turn 3. It becomes effortless for your opponent to overrun you with decks like Dimir rogues or mono red if you don’t have these. Having a solid blocker forces them to play more defensively by trying to remove your creatures, which buys you extra turns to work towards your end game plan.

Having The Great Henge in combination with Lovestruck Beast or Old-Growth Troll is perfect since they both reduce the cost of the artifact by at least four.

In situations where you only have a Lovestruck Beast and Henge, though, you can consider ignoring mulligan rule #2 and just trying to survive until turn 4. It’s likely better not to be a try-hard if you’re going second, though. As I mentioned, Gruul and mono red can and will likely defeat you before your strategy gets rolling if you’re not ready.

Sideboard Guide

I’m not going to lie here; the sideboard is a bit of a mess. But it works, somehow. I managed to slap a bit of everything in here.

Dimir Rogues

Chainweb Aracnir is our Dimir rogues counter. It has reach and can escape, keeping your graveyard empty. It’s a valuable card to counteract their synergies, especially alongside your final copy of Scavenging Ooze.

Control and Removal

Snakeskin Veil as an additional source of protection against control and the removal it’s likely to have. Garruk’s Harbinger is great against decks that run black removal since it can’t be targeted, plus it gets you ahead in no time when dealing damage to your opponent.

Aggro

Shadowspear and Scavenging Ooze are great additions against the more aggressive decks since gaining life is the best way to outrace them. Plus, your creatures are bigger than theirs. No matter how hard they hit, you hit harder, and get some life back in the process.

Quick Matchup Guide

Other Cards

Being mono-colored grants you tons of options for both sideboard and main deck, so let’s take a look at some cards that didn’t make the cut. These are perfectly fine to use depending on how the meta shifts in the upcoming weeks.

Stonecoil Serpent

Stonecoil Serpent

Stonecoil Serpent acts as a mana sink in the late game. In the early stages it can be cast for very little and buffed further with Ranger Class.

Swarm Shambler

Swarm Shambler

Swarm Shambler pairs very well with all the counter synergy since it acts as a pseudo-protection spell that generates extra bodies when the creature is targeted by spot removal. I say “targeted” because sometimes you can protect them with a Snakeskin Veil and get the extra value from your insect.

Ram Through

Ram Through

Ram Through is another removal spell that you can use if you feel like you’re seeing lots of creature-based decks. It’s better than Primal Might in the sense that your creature doesn’t take damage, plus it’s an instant.

Esika’s Chariot

Esika’s Chariot

Esika’s Chariot can see some use if you’re facing a more control-oriented metagame, where having hasty creatures that aren’t affected by board wipes can prove to be a game-winner.

Vivien, Monsters’ Advocate

Vivien, Monsters' Advocate

Vivien, Monsters’ Advocate is another card that generates tons of value and it’s essentially an expensive copy of Ranger Class that can create more creatures.

Heroic Intervention

Heroic Intervention

Heroic Intervention can be used against decks like Azorius control and their nasty board wipes. Unfortunately, the most popular black-aligned sweeper is Extinction Event, and your Intervention doesn’t work against it. I’m hoping someday we get exile protection of some sort in Standard.

Garruk, Unleashed

Garruk, Unleashed

Garruk, Unleashed is a card that was initially in the mainboard. Giving trample to a card like Questing Beast is excellent, especially to remove opposing planeswalkers, but Garruk is a bit slow sometimes.

Wrap Up

Well, that concludes our mono green snow guide. What a blast of a deck! So much power packed in every single turn. This should be able to carry you through some tournaments with ease. It has surprisingly few bad matchups, which makes the deck even better.

I think this deck is highly underrated at the moment and will probably get more attention once the meta shifts. So maybe it’s a good idea to be ahead of the curve (pun intended) and build yourself this deck. As I mentioned, there are plenty of flex slots in here because the deck is trying to do so many things at once. It’s great that we now have removal, protection, ramp, etc., all built into a single deck!

This is mostly a BO3 deck, but I’ve had decent success running it in BO1. It’s pretty simple to modify the deck for BO1: put one copy of Vorinclex, Monstrous Raider in the sideboard and add your final copy of Snakeskin Veil to the mainboard. There are simply so many low-curve decks out there that also like to use targeted removal. Playing this deck, you’ll have a lot of back-and-forth interaction, the kind of MTG I love the most.

Either way, I hope you enjoyed this guide. If you’ve got any thoughts on the list or gameplay, feel free to pop into the comments down below or even over to our Discord. If you’re an MTGA ladder grinder, make sure you try out our fantastic free deck tracker, Arena Tutor. It helps you track all your stats and more.

That said, thanks again, and see you all next time!

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