R/G/x Growing Creatues large, larger, largEST!

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Just an idea at the mo', wonderin if there's reason to persue to idea.

Looking at building around creatures that grow bigger and bigger;
Taurean Mauler
Forgotten Ancient

Possible support from;
Scute Mob 
Mold Adder
Slumbering Dragon
Rockslide Elemental 
Algae Gharial 
Hamletback Goliath, Fungal Behemoth
Lurking Predators 
Citanul Druid, Snake Pit
Protean Hydra, Apocalypse Hydra 

From blue we have; 
Lorescale Coatl  
Cosi's Trickster
Rhystic Study, Mystic Remora, Fathom Mage

Black and White doesn't appeal to me much due to the growth being quite conditional (Ajani's Pridemate cough cough*).  Adding blue gives me some more options, but is it worth it?
 
What could I include to make the deck work?
Thoughts?
Cheers.      

Black gives you access to Corpsejack Menace and from there an excuse to run Bloodhall Ooze and Kresh.

BRG is how I have taken a similar idea.

Cheers! 
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama. www.zombiehunters.org for all your preparation needs. http://shtfschool.com/ - why prepping is useful, from one who has been there.
Oh... snap!
I didn't even think of Corpsejack!   I have something to think about it seems!!
Thanks K.  
Not sure if you have it or if you want to purchase it $$$ but Doubling Season would be nuts in this deck.

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Assault of the Minotaurs

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4 Khalni Garden
1 Thawing Glaciers

 

Artifacts
4 Didgeridoo
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Spells
4 Assault Strobe

 

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Rapid infenction

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4 Glistener Elf
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4 Rancor
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Use your Illusion

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4 Krovikan Mist
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3 Phantasmal Dragon
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Goblin deck

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16 Mountain

4 Goblin Burrows

 

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4 Goblin Grenade
4 Goblin War Strike
2 Brightstone Ritual
2 Quest for the Goblin Lord

 

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4 Goblin Bushwhacker
4 Goblin Balloon Brigade
3 Goblin Guide
2 Warren Instigator
4 Goblin Wardriver
4 Goblin Matron
1 Goblin King
3 Goblin Chieftain
3 Goblin Warchief
1 Siege-Gang Commander
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Look out the Land is Falling

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4 Quest for Ula's Temple

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Green Beatdown

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Elemental Assault

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4 Lightning bolt
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4 Hell's Thunder
4 Blistering Firecat
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4 Soulcatcher
4 Judge's Familar
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3 Cloudreach Cavalry
3 Pride of Clouds
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2 Aven Mimeomancer
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4 Oblivion Ring
2 Battle Screech
2 Airborne Raid

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3 Garruk's Companion
3 Rogue Elephant
4 Silhana Ledgewalker
4 Skarrgan Pit-Skulk
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3 Quirion Ranger
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Discard

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Elven Rythym Nation

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4 Llanowar Elves
4 Wirewood Symbiote
4 Elvish Visionary
4 Elvish Archdruid
4 Sylvan Messenger
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2 Biorhythm
2 Hurricane
2 Eldrazi Monument

I want to drink your blood

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4 Leechridden Swamp
2 Cabal Coffers

 

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4 Pulse Tracker
3 Blood Artist
4 Vampire Nighthawk
4 Malakir Bloodwitch
3 Falkenrath Noble
2 Bloodline Keeper

 

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3 Underworld Connections
1 No Mercy
1 Phyrexian Reclamation

 

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4 Syphon Soul
4 Blood Tithe
3 Exsanguinate

Draw equals Pain

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1 Tolarian Academy
2 Sulfur Falls
4 Great Furnace
4 Seat of the Synod
1 Mikokoro, Center of the Sea
2 Deserted Temple
2 Reliquary Tower
3 Island
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4 Swans of Bryn Argoll
2 Jace's Archivist
2 Kami of the Crescent Moon
4 Psychosis Crawler

 

Artifacts
4 Howling Mine
4 Iron Maiden
4 Ebony Owl Netsuke
1 Ivory Tower

 

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4 Winds of Change
4 Molten Psyche
2 Copy Artifact
2 Sunder
2 Cyclonic Rift

Rainbow Sliver

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4 Ancient Ziggurat
4 Rootbound Crag
4 Overgrown Tomb
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3 Winged Sliver
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1 Creeping Renaissance

 

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soldier

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2 Emeria, Sky Ruin

 

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4 Veteran Swordsmith
4 Daru Warchief
3 Field Marshal
3 Knight-Captain of Eos
3 Captain of the Watch
3 Catapult Master
2 Loxodon Gatekeeper
2 Angel of Glory's Rise
2 Stormfront Riders
1 Darien, King of Kjeldor
1 Odric, Master Tactician

 

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4 Skullclamp
2 Eldrazi Monument
1 Mobilization

 

Planeswalker
1 Elspeth, Knight-Errant

Life Test

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16 Plains
4 Kabira Crossroads
2 Emeria, the Sky Ruin
1 Miren, the Moaing Well

 

Creatures
4 Wall of Reverence
2 Divinity of Pride
4 Serra Ascendant
4 Martyr of Sands
4 Kami of False Hope

 

Spells
2 Test of Endurance
1 Idyllic Tutor
1 Enlightened Tutor
1 Beacon of Immortality
2 Fracturing Gust
3 Congregate
2 Well of Lost Dreams
2 Proclamation of Rebirth
4 Chastise
1 Elixir of Immortality
1 Debtors' Knell

 

Planeswalker
1 Ajani Goldmane

 

Sure would - but $30 each is a bit steep....


After some testing, I've gotta agree with you krichaiushii, RGb seems the way to go for Corpsejack.

I've been trying to see if any proliferate effects are worth the time, but sadly - most of them seem pretty poor.
Since many of the creatures care about stuff dying or casting spells in general, casting proliferate & kill spells sounds like a great idea, but so far I'm not so sure.  Any proliferate effects you fella's think could be a good fit?
Heavy blue allows for Inexorable Tide and technically, any color can run Tezzeret's Gambit.  That makes old and new Simic stuff kind of viable and there are LOTS of counters, there.  It may require substantially reworking the deck, though.

There are some artifacts that proliferate, too. 

Oh, if you haven't done so, check out the Modern Masters spoilers.  A certain card is coming back that may alleviate price concerns.

Cheers! 
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama. www.zombiehunters.org for all your preparation needs. http://shtfschool.com/ - why prepping is useful, from one who has been there.
Primordial hydra is something my simic deck swears by. I also second scute mob, they can get pretty ridiculous. Some decent tech in the form of rancor and asceticism are helpful. Predator ooze is amazing, but that might be a bit rough. Maybe trike or deathbringer thoctar could help you out with removal. Token swarms might be your biggest concern, but things like scourge of geier reach might be fun if that's the case. Fling would just be mean.
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
Primordial hydra is something my simic deck swears by. I also second scute mob, they can get pretty ridiculous. Some decent tech in the form of rancor and asceticism are helpful. Predator ooze is amazing, but that might be a bit rough. Maybe trike or deathbringer thoctar could help you out with removal. Token swarms might be your biggest concern, but things like scourge of geier reach might be fun if that's the case. Fling would just be mean.



Cheers.
P'ydra is awesome.
I didn't consider the P'ooze (as good as it is) as 3 green is too rough with a budget manabase. Within my group, revised dual lands and fetches are generally frowned upon by most.  We do play the odd super competitive decks, but not very often.

The Deathbringer is a great idea though, that'll work really well with Forgotten Ancient.
RBG gives me access to classic black enchantments to recur my threats post-sweep also, as tokens in my group are generally held in check b4 they take over the world.   Ascetiscism is a good call too. 
I think I'm gonna include some Oran-Rief, the Vastwood, maybe Khalni Garden too for chumping.

I've been trialling a version of this deck, using white for Humility and Godhead of Awe.
All those counters make the downside of using Humility negible, unless some blasts out a creature sweeper.... and then control decks win.
So yeah, not the most resilient line of play!  
I did try a RUG version too, but so far I'm not too excited about that.

RBG still seems more fun, and gives me access to Black Sun's Zenith, which has a long-term effect on every deck but this one, and returns to the library too!!  Man I love that card.