Milling for 53
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Milling for 53

NaGaDeMon #16 — Green Commons

Previous NaGaDeMon 2019 Devlogs:
#01 — Scope
#02 — Tribal
#03 — Archetypes
#04 — Reprints
#05 — Finishing
#06 — Revision
#07 — Revisit
#08 — Revisit Pt. 1
#09 — Revisit Pt. 2
#10 — Revisit Pt. 3
#11 — Black Commons
#12 — Tokens
#13 — White Commons
#14 — Red Commons
#15 — Blue Commons

Limited Color Pair Archetypes
WU — Auras
UB — Mill
BR — Sacrifice
RG — Ramp
GW — Tokens
WB — Spirits
UR — Noncreature spells
BG — Destroy permanents
RW — Equipment
GU — CMC 5+ matters

*plays “What’s Up Danger” on his Spotify*
Let’s get started with green commons.

CG01
CG02
CG02
CG03
CG04
CG05
CG06
CG07
CG08
CG09
CG10
CG11
CG12
CG13
CG14
CG15
CG16
CG17
CG18
CG19

Green is second to white with creatures at common and has more than black. Black has eleven creature slots currently. Let’s put in twelve creature slots.

CG01 — creature
CG02 — creature
CG02 — creature
CG03 — creature
CG04 — creature
CG05 — creature
CG06 — creature
CG07 — creature
CG08 — creature
CG09 — creature
CG10 — creature
CG11 — creature, makes a creature token
CG12 — noncreature, makes a creature token
CG13
CG14
CG15
CG16
CG17
CG18
CG19 — Aura (could be the same card as CG12)

Time for sizing. Keep in mind that two of green’s archetypes in this set are “ramp” and “high CMC”. So, we’ll lean toward bigger creatures than usual in this set.

CG01 — creature, small
CG02 — creature, small
CG02 — creature, small
CG03 — creature, small
CG04 — creature, medium
CG05 — creature, medium
CG06 — creature, medium
CG07 — creature, medium
CG08 — creature, medium
CG09 — creature, large
CG10 — creature, large
CG11 — creature, makes a small creature token
CG12 — noncreature, makes a small creature token
CG13
CG14
CG15
CG16
CG17
CG18
CG19 — Aura (could be the same card as CG12)

Now for reprints and new cards.
Let’s consider our green-aligned archetypes here:
GW — Tokens
GU — CMC 5+
BG — Destroy permanents
RG — Ramp

CG01 — creature, small, Elvish Pioneer?
CG02 — creature, small
CG02 — creature, small
CG03 — creature, small
CG04 — creature, small
CG05 — creature, medium
CG06 — creature, medium
CG07 — creature, medium
CG08 — creature, medium, Giant Spider
CG09 — creature, large
CG10 — creature, large, high CMC + ramp, Carnivorous Moss-Beast
CG11 — creature, medium, makes a small Squirrel creature token
CG12 — noncreature, makes a small creature token
CG13
CG14
CG15
CG16
CG17
CG18
CG19 — Aura (could be the same card as CG12)

Acorn Treefolk 3GG
Creature — Treefolk
4/4
When CARDNAME enters the battlefield, create a 1/1 green Squirrel creature token.

Squirrelize 1G
Instant
Destroy target artifact or enchantment.
Create a 1/1 green Squirrel creature token.

Squirrel Stash G
Sorcery
You gain 3 life.
Create a 1/1 green Squirrel creature token.

Naturalizing Wurm 4GG
Creature — Wurm
6/6
When CARDNAME enters the battlefield, destroy target artifact or enchantment an opponent controls.

Growth from Decay 2G
Sorcery
Search your library for a basic land card and put it onto the battlefield tapped. If a permanent was destroyed this turn, it enters the battlefield untapped instead.

Growth from Decay V2 2G
Sorcery
Search your library for a basic land card and put it onto the battlefield tapped. If a permanent an opponent controls was destroyed this turn, it enters the battlefield untapped instead.

Destructive Growth 1G
Instant
Target creature gets +3/+3 until end of turn. If a permanent was destroyed this turn, it gets +5/+5 until end of turn instead.

Destructive Growth V2 1G
Instant
Target creature gets +3/+3 until end of turn. If a permanent an opponent controls was destroyed this turn, it gets +5/+5 until end of turn instead.

Revel Bear 1G
Creature — Bear
2/2
CARDNAME enters the battlefield with a +1/+1 counter on it if a permanent was destroyed this turn.

Revel Bear V2 1G
Creature — Bear
2/2
CARDNAME enters the battlefield with a +1/+1 counter on it if a permanent an opponent controls was destroyed this turn.

Fight in the Woods 1G
Sorcery
Target creature you control fights target creature you don’t control. Then create a 1/1 green Squirrel creature token.

Bite in the Woods 2G
Sorcery
Target creature you control deals damage equal to its power to target creature you don’t control. Then create a 1/1 green Squirrel creature token.

Another Chance 3G
Sorcery
Choose one —
* Put target land from your graveyard onto the battlefield tapped.
* Return target creature card from your graveyard to your hand.

Beast-Attuned Elf 1G
Creature — Elf Druid
1/1
T: Add G. If you control a permanent with converted mana cost five or more, add GG instead.

Savage-Fever Bear 1G
Creature — Bear
2/2
As long as you cast a spell with converted mana cost five or more this turn, CARDNAME gets +3/+3.

…and I’ll stop here for now.

I’m finding that finding the distinction in gameplay between high CMC and ramp is a bit tough! I might need to massage the ramp theme into something slightly different. Which I’ve already done so far here for high CMC (it’s now caring about specifically converted mana cost five or more).

At uncommon, I’d like a mana elf type of creature that either has hexproof or four toughness that can produce two mana, with converted mana cost three. Something like this. For the ramp strategy. Barring any changes in theme — will change accordingly.

The Giant Spider is included to fight Lightning Bolt. :P

Catch ya next time!

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