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This is my current paper list of Grothama.
First of all, this used to be Wurm Tribal. For those of you that haven't bought every mono-green wurm on the market, don't. Let my testing save you the time and money: it sucks. Don't get me wrong, the most recently printed wurms are the best! Heck, they're playable. Unfortunately, every other wurm in green is either 1) a vanilla 6/4 and / or 2) underwhelming. But it's a fun idea on excel!
So, I've arrived on this list which combines, what I think, is the best of green.
Creatures - The lil guys ramp / bring utility. The big ones S L A P / protect.
Enchantments / Artifacts - I want to draw cards. I want to ramp / mana accelerate. I want to regenerate. I want 0-mana haste / shroud pressure that makes those pesky blue players Q U A K E.
Instants - I want to protect my board. I've spent all game developing it, having ways to save it is key. Interaction and draw is good too.
Sorceries - V A L U E T O W N. Big spells, big payoff. If any of these resolve on the right board, potentially 'gg' on the spot.
Planeswalkers - (see: sorceries)
Ramp - #justgreenthings
Lands - Pretty light on the forests tbh, could probably add 5~6 more but with this much draw paired with such a heavy ramp package, I find a way to flood out most games.
~cheers
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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» | Revision 2 | August 23, 2021 | Hiatsa | |||
Revision 1 | July 20, 2021 | Hiatsa |