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Mono Green Growth (Modern)

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This is my attempt at a "getting into modern" deck for people who like the straightforward stats based play of green. Instead of the old standard "dorks and fatties" blend, your low end creatures (read, all of them) just keep getting better as the game progresses. Big downside though; you have to keep them alive for that to really work out. Hopefully, in the first game, you have enough creatures to just outpace mainboard removal. Post board, there's a smorgasbord of artifact hate, that also has options for enchantments and lands, and then some creature protection. General strategy is as follows; use your mana as efficiently as you can, try to hold onto at least one Avatar of the Resolute for later, play each Experiment One as soon as you draw it pretty much, and if you're winning hard on board, you might want to sandbag some creatures just in case of wrath effects.

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This deck appears to be legal in Modern.

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