Here are the fundamentals that you'll want to consider during deck construction with

this card: First, notice that you will be working off of basic lands, for optimal production

from your investment (the investment(s), of course, being things like the mana cost, the

mere fact that you're using THAT card in your deck, or other pragmatic

considerations). You would want to use a fairly even number of Mountains and

Forests, sticking completely with basic lands, in an ideal formula. When using two

colors, and working without non-basics, it is the only way to raise the potential of

getting both color mana to an acceptable level. So, when you've ideally drawn this

card, and lay down the sixth mana, you'll get six plants to work with, to utilize in

harmony with the rest of your deck. Given that, you won't be making plants, and raising

them to 4/5s just for the hell of it - This is likely a Trampling deck, with the plants

providing extra damage sources for the buffing. That type of deck IS a cheap trick that

too many people rely on, but perhaps Wizards will notice that the abilities that make it

too powerful should be toned-down in the future. Unfortunately, I think that they tend to

try and just give the people what they want, but unfair combinations are obviously a

boring menace to the gameplay. I would make it much more difficult to win in such a

way - instead of allowing players to utilize Phylath as part of the same old trick that

everyone plays, it would stand as a mere x-factor to consider in the grand scheme of

your design, hopefully lending you the edge you need to outwit the opponent. Having

one creature in your deck that makes six + more, other large creatures might be a great

asset in that scheme. But, we'd all have to accept playing without all the rule-breakers

in the game, like the super-quick, trampling, one-swing death trick.
Zendikar Rising
ZNR Multi