I have been doing some test builds lately on the Selesnya Guild (which I am obviously a fan), and I am considering the midrange build is more okay meta-wise. Tempo decks has been sprouting around lately, stomping small toughness critters with Pillar of Flames and Searing Spears so setting up for the late game is essential.
Here is my recent list:
Lands
2 Gavony Township
4 Plains
4 Sunpetal Grove
4 Temple Garden
8 Forest
2 Cavern of Souls
Creatures
4 Arbor Elf
4 Avacyn’s Pilgrim
2 Armada Wurm
2 Thragtusk
4 Restoration Angel
3 Angel of Serenity
2 Borderland Ranger
1 Fiend Hunter
1 Geist-Honored Monk
3 Acidic Slime
2 Somberwald Sage
Spells
4 Selesnya Charm
1 Garruk Relentless
3 Selesnya Keyrune
Essentially, I have 15 mana ramp cards to power up early Angels and Armada Wurms. Somberwald Sage works very well on casting these fatties as early as turn three.
My current tech here is the Acidic Slimes. I’ve placed them as a solution against Jund and Reanimator decks. They don’t ramp that fast, but cutting up their manabase can slow down their big spells letting you gain advantage with your fatties. This has not been tested yet, though I think the early land destruction is very relevant. It can also be good against control decks, combined with Cavern of Souls.
Here is the present sideboard:
1 Acidic Slime
1 Cavern of Souls
3 Oblivion Ring
4 Centaur Healer
2 Fiend Hunter
2 Tormod’s Crypt
1 Druid’s Deliverance
1 Sigarda, Host of Herons
I removed Thalia as she very vulnerable to Pillar of Flame and can’t affect that much on the tempo decks. The plan here vs control is to disrupt their mana early and pressure them with angels and Thragtusk. You also need to resolve big creatures with the third Cavern.
Comments and suggestions let me know all of it. Just hit the comment box below.
Thanks and until next post.