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Creatures - 20
2 Blood Artist
2 Viridian Emissary
4 Yavimaya Elder
2 Master of the Wild Hunt
2 Oracle of Mul Daya
1 Drana, Kalastria Bloodchief
2 Lord of Extinction
2 Spiritmonger
2 Pelakka Wurm
1 Penumbra Wurm

Other Spells - 16
2 Diabolic Edict
4 Go for the Throat
2 Maelstrom Pulse
2 Mind Rot
2 Pernicious Deed
1 Consuming Vapors
1 Damnation
1 Greater Good
1 Asceticism

Land - 24
4 Evolving Wilds
9 Forest
11 Swamp

General Strategy: I struggled with this deck for a while, given my love/hate relationship with the G/B color combination. This build, while some of the choices may seem odd at first, does work for me. One thing I found that was consistent with SS for me is that I got mana flooded, a lot. With the 4 Elders specifically, this deck will get a lot of mana. Of course, this requires you to get double green in order to cast them, so cutting the number of lands down to reduce mana flood by cutting out the Evolving Wilds isn't much of an option. Therefore, I decided to embrace the mana flood by including the big wurms and Oracle of Mul Daya. The removal package for this deck is solid, giving you the ability to kill any creature in DotP. What I ended up with is a deck that plays sorta like a mix between Pack Instinct with the big fatties and tramplers and Obedient Dead with the removal package (the removal here is better though).

Rancor - Problably the first question on everyone's mind is why I'm not running this. Yes, you can slap it on a Spiritmonger or Lord of Extinction so they don't get chump blocked for eternity. However, I find that given the removal package, especially Pernicious Deed and Consuming Vapors, your opponent generally won't be able to keep up with pumping out small chump blockers, and Deed can wipe everything 4 or lower while not touching your own LoE or Spiritmonger. With Rancor, I found that there were few creatures that I really wanted to put it on, and doing so can risk a 2-for-1 if your opponent has mana and instant speed removal at the ready. So instead, I cut the Rancors to make room for the Wurms, which get around the chump blocking problem since they have trample, and each Wurm can generate card advantage, whereas with Rancor, I may not have a creature available to enchant. I don't need to worry about that with the wurms.

Blood Artist - This can also help you get around a chump blocking problem by draining your opponent's life total. Blood Artist can also get around things like Elderscale Wurm and Worship, assuming those things don't get hit with your removal. It's nice to drop in the early game, and if your opponent removes it, that's ok, if not, you can end up padding your life total nicely over several turns. I don't like that it can't really help you on its own, but I still find that the effect makes it worth including.

Master of the Wild Hunt - We know from Pack Instincts that this card gets out of hand if it doesn't get answered right away. That's still true here.

Creakwood Liege - I find the Liege a bit underwhelming here. It's slow to get going, and attacking with a 2/2 on turn 5 isn't impressive. Other than that, it creates 3/3 tokens that can't attack right away, which become unimpressive 1/1s if the Liege get's removed. The only creatures in the deck that get a +2/+2 boost from the Lieges would be LoE and Spiritmonger, which let's be honest, those don't need the boost. The Liege does have a nice interaction with Master of the Wild Hunt though.

Oracle of Mul Daya - Yay for more mana ramp. I really like the Oracle here. It plays sorta like a green version of Future Sight. Play lands off the top of your deck so that you can be sure to draw a non-land card. It goes well with all the extra lands you'll be getting from the Elders too. There's also some synergy with Evolving Wilds and the Elder's shuffle effects, where if you don't like the top card of your deck, shuffle your deck with one of those cards (or not shuffle when you see something you want).The Oracle also helps you get to the big mana amounts so you can cast your wurms.

Troll Ascetic - 3 mana for a 3/2 with hexproof and regeneration seems great at first, until you realize you have bigger cards you want to play, and leaving 2 mana open so the troll can chump block and regenerate becomes a bit taxing. 3/2 isn't as good in a control deck, seeing as how you'll need that regeneration mana open if you want him to survive combat with his 2 defense. Perhaps in a build that focused more on the smaller creatures and Rancor instead of the bigger fatties.

Greater Good - turn your big creatures into mass card draw, and with all the extra lands you get from the Elders, you can probably afford to discard some of that land. If your creature is about to die to removal, or worse, get mind controled or Rite of Replicated, sac it for free to Greater Good to get more cards. It can be challenging to find a good time to play Greater Good, which is why I only included one.

Asceticism - Yay, all of my creatures now have hexproof and can regenerate. This is especially great for Drana and the Masters of the Wild Hunt, who like to hang around on the board, but it can also make spiritmonger, LoE, and the wurms that much more difficult to deal with. I find Asceticism has the same issue as Greater Good in the sense that it's great to have it on the field, but it can be hard to find a good time to cast it.

Now to talk about the four major 4-5 mana fatties. All 4 of them have their merrits, and you can't really go wrong with any of them, but here's the reasons I chose the ones that I did.

Sewer Nemesis - It's nice that he does pump himself overtime, but generally I find he's not big enough for me to want to play on turn 4. I like that Lord of Extinction counts both graveyards, and will therefore almost always be bigger than the Nemesis when it comes into play.

Mortivore - Regeneration is nice, but double black can be taxing on turn 4 when you're trying to get double green for turn 3. Also, Mortivore will likely be the smallest of the 4. Asceticism covers my regeneration concerns.

Lord of Extinction - He'll be consistently the biggest of the group, meaning your opponent will have to block him. This can become hard when you throw in Pernicious Deed or Consuming Vapors. This guy will end games quickly if he can get a hit in on your opponent.

Spiritmonger - probably the best of the 4. It will consistently come out as a 6/6, has self-regeneration and self-boosting, and the color changing ability can become relevant against creatures with protection from black.

Mind Rot - You guys know I like discard. Great card advantage, and it's always nice to get rid of the last couple cards hiding in your opponent's hand, forcing them into topdeck mode. If they're already topdecking, you can always discard extra Mind Rots to Greater Good.

Grave Pact - Without getting an Emissary to die, there's no way you're playing this on turn 4 after playing an Elder on turn 3. Grave Pact doesn't have an immediate impact, which is what you generally want from removal. On the positive side, forced sacrifice is nice since it gets around hexproof creatures. On the downside, you'd want to include more options to sacrifice your own creatures to activate Grave Pact at will. Unfortunatly, this makes you limited to Greater Good and Bloodflow Connoisseur, and the Connoisseur is quite underwhelming. I can picture this sort of build working if you include things like Scute Mob and Ravenous Rats. The Elder's sacrifice ability also goes nice with Grave Pact.

Scute Mob - It can be played sooner and cheaper than the other fatties, and is a decent card by all means. There are 3 reasons I didn't include it in this build, all of which are minor, but valid. First, assuming you have the 5 lands, it needs to survive a whole turn before it gets big. That means it can't block right away, and it's more suseptible to burn. Second, it costs 1 mana, which is a blessing and a curse, so it's cheap, but it will die to your Pernicious Deed. Third, until it does get bigger, it's just a vanilla 1/1, so there's not much you can do with it anyways.