- 3 3 Syland Horsemaster 2
- 5 5 Thyrian Golem 3
- 4 1 Wood Elemental 3
- 3 2 Elderwood Embrace 3
- 5 3 Grove Guardian 3
- 1 5 Feed the Forest 3
- 4 3 Sagami Grovecaller 3
- 10 2 Tethra, Soul of the W.. 1
- 2 2 Overgrown Tower 2
- 6 2 Verduran Force 3
- 2 2 Ruunin's Guidance 2
- 4 2 Voice of Truth 2
My take on Midrange Green.
Look for Syland Horsemaster, Wood Elemental (especially good going second) and Verduran Force in opening hand.
Normally you want to build land up one side of the board and preferably the same side as your opponent. If you are forced to build defensively (for example against rush or sometimes against Blue Jump), try to develop an aggressive forest so that you can use Sagami Grovecaller to turn your defensive creatures into aggressive ones when an opening arises.
Playing this deck well relies on playing around what your opponent is likely to play so good game knowledge and meta knowledge is required. For example in general against Red it is best to use you buffs on one minion and avoid Red's removal and not be weak to AoE, however against Blue and Yellow you want to spread your buffs out as much as possible to not be weak to Frogify and Last nightmare. But you can also use your buffs to put creatures out of the range of removal that your opponent is likely to have and can afford such as Seifer's Wrath, Flame Burst, Ninja Toad, Soul Drain etc.