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Grothama Mono Green (EDH / Commander)

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ABOUT THE DECK:

I wanted a unique commander that added rules to the table without being oppressive; Enter Grothama, All-Devouring, the single most interesting commander printed in recent years.

A 5 converted mana cost, 10 power, 8 toughness MONSTER that lets anything brave enough fight it for the chance to win a handful of cards. Being mono-green is no drawback here, as most any strategy surrounding this Thicc Boi will involve a hefty mana investment. Which leads us to...

HOW TO PLAY THE DECK

>TURNS 1 through 4

...will always be spent accruing as much mana as possible. This includes land fetching, mana dorks, and mana multipliers.
You will notice I didn't include the stereotypical Selvala, Heart of the Wilds + Umbral Mantle combo for infinite green mana.
Feel free to add this in, but I found that by doing so this deck went from a fun and new take on green, to a predictable and boring combo deck.

>TURNS 5 through 8

...will be playing into the fun part of the deck; drawing upwards of 10 cards at a time, or setting up interesting, non-traditional strategies.
Note: If you happen to have 20+ mana by turn 5 and play a draw spell on your own turn, then cast whatever you draw into, power to you 'cause that was fast as fug.

But if you happen to have less than that, that's okay, because you will be there next turn by waiting until your opponent's end step, and throwing out a Return of the Wildspeaker, or making Grothama, All-Devouring fight itself with Predatory Urge (which draws 20 cards), effectively starting your upcoming turn with a fraction of your deck in your hand - AKA you play mana multipliers and jump to 50+ mana and play the rest of the cards you drew.

From this moment forward your turns will be exactly as such: draw 20+ cards (the easiest way being having a buffed Mossbridge Rroll fight grothama for a massive 25 card payout) then hard cast them with stupid amounts of mana.

But what do you do with all those cards on field? Well...

WINNING WITH THIS DECK

You'll have noticed we haven't done any combat damage yet. And that's okay, because that is this deck's last resort. Here is how the cool kids win:

> Apex Altisaur and Terastodon are secretly pro-wrestlers

With 100+ mana what better to do than remove everything other people have in play? With Temur Sabertooth on the field, play Terastodon and bounce it back to your hand, rinse and repeat until all your opponents have are creatures on their fields. Continuing, play Apex Altisaur and have it fight everything, and I mean everything your opponents have, since they are all creatures now, while you regenerate it with Asceticism or bouce it back and recast it using Temur Sabertooth. That's right, you turned the field into a WWE show, and Apex Altisaur leaped off Terastodon's shoulders into the ring, and fought its way to the belt or whatever wrestlers get. Since you've bombed everyone back to the stone age and they have literally nothing on field. Poke them to death with your creatures (that is, if they didn't concede).

> Mono Green Burn >:^)

Having an early game Psychosis Crawler usually means you just win, to be honest. By having around 10 mana and a creature with 8+ power on the field you can usually kill with it by playing one draw spell, such as Rishkar's Expertise, then, since Psychosis Crawler now has a stupidly large power because your hand is so big, the next draw spell you play this turn (you know, since you just drew into it) will do twice more damage than the last one. You can see where this is going; Draw Cards, Psychosis Crawler gets bigger and deals damage, Draw more cards... Bam! 40+ damage turn 5 or 6. That means 3 dead opponents. That means time to start the next game.

> Why are you Hitting Yourself Mr. Pillowfort Man?

You'll notice that Stuffy Doll is present in the classroom, and he's looking like a scrawny kid about to be bullied by the jocks for the entirety of Homeroom. You're exactly right. Throw out Grothama, All-Devouring, attach Predatory Urge to him, make sure Ulvenwald Tracker is present, and Fight, Fight, aaaand Fight one more time during the Combat Phase for a total 30 NONCOMBAT damage. If you can swing in with Grothama on the same turn, that's 40, that's lethal, that's GG. Also, Monstrous Onslaught can always help out by throwing spitballs from the back of class if you need to do a little more damage. And Temur Sabertooth is there to let you re-play Stuffy Doll to choose your next victim.

> Lets Compare Hands

...(Completely Optional, BTW. Any card in the sideboard can be swapped out with Eureka and it's still a good deck)
You will have noticed about half the cost, or more, of this deck could be one card; Eureka. Let me tell you, nothing feels better than drawing 50 cards with a Rishkar's Expertise and a pumped Mossbridge Troll, and playing Eureka for free, around turn 6. Doing that sounds exactly like, "Okay...now I have, IDK like 400 or 500 mana.....and all my utility is out... and...I think I win actually. GG."
*The closest approximation you can get to the power of this card in this deck is Myojin of Life's Web, or Hypergenesis (which get's played immediately if you play it with Rishkar's Expertise's effect, btw).

> ONE PUNCH

Grothama is the only non-dork creature you have in play and all you've done this game was ramp, this looks like a loss to me. But what's that? A Finale of Devestation? Cast that bad boy where X is 10 (or more), go grab Pathbreaker Ibex and watch as everything gets a minimum buff of the following:
Trample, Haste, +30/+30 (a minimum of +10 from the Finale cast, and then the Ibex combat trigger, checking Grothama who now has 20+ power) . Suddenly a wimpy board full of 1/1 dorks and your commander turns into 3-way lethal! One giant, incredible surprise punch to end it all.

> I Swing With Everything So I Hope You Like Math.

Broodhatch Nantuko, Saber Ants, and Druid's Call can be abused in a similar fashion to Stuffy Doll.
Having Broodhatch Nantuko and/or Saber Ants swing to fight Grothama can result in a massive explosion of tokens...but by having Scythe of the Wretched on Grothama you get them all back and ready to get slapped around again.

Congratulations, each turn you are pooping out 10 1/1 tokens. But they are so small :^(

That is where Vigor comes in. Once he is in play, you can super-charge your 1/1s by having them fight Grothama on their way to an opponent's face, bumping them from pitiful 1/1 losers to badonkadonking 11/11 giga-chads.
QUICK MATH ALLERT!!! 10 * (1+10) = THREE WAY LETHAL
Not to mention Grothama would get bigger in the process, so during each combat phase from now on everything gets exponentially larger: 10 > 100 > 1000 > and so on...

Even the original 10 tokens produced is lethal on board with this strategy, so be prepared for the fastest stomp in the west.

Broodhatch Nantuko, Saber Ants (which can be grabbed together with Protean Hulk, btw), Druid's Call, and Fungal Sprouting can be abused in a similar fashion to Stuffy Doll. If you have Asceticism, Mimic Vat, or Scythe of the Wretched (equipped to Grothama, All-Devouring of course), you can turn your 'Combat Phases' into 'Okay, I Make 20 More Tokens Phases'. After you have a healthy amount of 1/1s on the field, play Vigor, and have your tokens fight Grothama, All-Devouring on the way to your opponent's face, putting massive ammounts of +1/+1 tokens on all of them; for example: 10 damage this way turns into 100 damage.

and THAT is Grothama.

He kind of does everything; Draw, Indirect Damage, Stompy, Go Wide, you name it. Give this deck a go sometime and let me know if you think up some new stuff for him to do.

Don't forget to check the Side Board for budget options in case you don't feel like taking out a loan to play this deck!

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Dieses Deck scheint in EDH / Commander legal zu sein!

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» Revision 2 März 4, 2022 TheMadTweaker
Revision 1 Februar 24, 2022 TheMadTweaker
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