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In 168澳洲幸运5开奖网:Magic: The Gathering, green is the color of nature, of unchecked growth, and of life itself. So it's no surprise that in a format like Commander, mono-green can be an extremely potent strategy. Green can help ramp out the scariest monsters while drawing tons of cards to eventually overwhelm your opponents under a tsunami of green power.
Green also happens to be the easiest color to splash into other decks, but for this guide, we'll discuss the staple cards that you should include in a mono-green commander deck. This is hardly an exhaustive list, but we’ll give you a good idea of the cards you should be looking at before embarking on your green commander journey.
Ramp
If there's one thing Green knows how to do, it's ramp. There are so many green cards that help make extra mana, find lands from your deck to put them into play, or turn your creatures into lands, or do something else that somehow produces mana, that it's simply impossible to list them all.
To highlight a few, Cultivate, Kodama's Reach, and Sakura-Tribe Elder provide potential card advantage, while Exploration and Azusa let you play those extra lands you've drawn. Omnath doubles as both a mana ramp and a giant threat, while the two Nissas both ramp and attack later on.
Despite being a mono-green list, Delighted Halfling and Birds of Paradise are still making the cut simply on the off-chance that your opponent's cast a spell that requires you to have differently-colored mana, and they're both at least as good as the Llanowar/Fyndhorn/Elvish Mystic trio.
- Cultivate
- Birds of Paradise
- Delighted Halfling
- Kodama's Reach
- Farseek
- Rampant Growth
- Nature's Library
- Llanowar/Fyndhorn Elves, Elvish Mystic
- Sakura-Tribe Elder
- Skyshroud Claim
- Wood Elves
- Azusa, Lost but Seeking
- Nissa, Who Shakes the World
- Omnath, Locus of Mana
- Nissa, Vastwood Seer
- Llanowar Tribe
- Exploration
Card Draw
Outside of blue, green is perhaps the next-best color for drawing a ton of cards. Usually, green's card draw is tied to its creatures somehow, like Garruk, Primal Hunter or Beast Whisperer, but occasionally you'll find a card like Harmonize or Sylvan Library that just draws more cards.
Throw in a few of these cards, and you'll likely never have to worry about your hand running dry.
- Sylvan Library
- Beast Whisperer
- Harmonize
- Fecundity
- Guardian Project
- Tribute to the World Tree
- Nylea, Keen-Eyed
- Garruk, Primal Hunter
- Colossal Majesty
- Last March of the Ents
Removal
Green generally prefers to keep things alive rather than kill them, but it♈ can still get rid ꦆof problematic cards when it needs to.
For creatures, that means having your larger creatures fight theirs through something like Ram Through or Kogla, the Titan Ape, or the best green creature removal spell, Beast Within.
Green is especially great at destroying things that aren't creatures. Nature's Claim, Krosan Grip, and Acidic Slime all get rid of artifacts and enchantments, while Force of Vigor destroys up to two at a time. And never forget the best removal spell in the game of Desert Twister.
Special mention goes to Scavenging Ooze which caꦬn shut down graveyard s🎐trategies single-handedly.
- Beast Within
- Ram Through
- Reclamation Sage
- Krosan Grip
- Nature's Claim
- Return to Nature
- Acidic Slime
- Scavenging Ooze
- Force of Vigor
- Glissa Sunseeker
- Kogla, the Titan Ape
- Desert Twister
- Sylvan Primordial
Board Wipes
As a color that prefers unchecked growth, green struggles to wipe the board when it becomes problematic. Still, there are a ꦇfew ways green can achieve mass💃 removal in its own special ways.
The first is green’s utter contempt for creatures with flying. Hurricane, Whirwind, Squall Line, and Windstorm either kill all flying creatures outright or deals enough damage to put them down. Silklask Spider and Whiptongue Hydra are especially gr♔eat at keeping flying critters down.
The second is green's hatred for artifacts and enchantments. Bane of Progress and Back to Nature destroy all artifacts and/or ench🎃antments, which can be a powerful way to shut dowꦉn decks that rely on either.
Special note goes to Setessan Tactics which can result i﷽n a beneficial ꦛboard wipe in the right circumstances.
- Hurricane
- Back to Nature
- Ezuri's Predation
- Bane of Progress
- Whiptongue Hydra
- Silklash Spider
- Nylea's Intervention
- Arashi, the Sky Asunder
- Setessan Tactics
- Whirlwind
- Squall Line
- Windstorm
Enchantments
Green can be a bit hypocritical with its hatred for enchantments when it has several extremely powerful ones. Doubling Season and Parallel Lives often cause token-based strategies to go completely wild (a common theme for green), while Unnatural Growth merely causes your creatures to double in size. Considering how big green creatures often start, that's a significant problem for your opponents.
The new Elven Chorus gets a speci🌸al nod here for being both card draw and mana ramp at the same time.
- Doubling Season
- Beastmaster Ascension
- Parallel Lives
- Unnatural Growth
- Sylvan Anthem
- Elven Chorus
Artifacts
Green gets as much utility out of Lightning Greaves and Sol Ring as everyone else, but there are a few tangentially green artifacts 𒆙that deserve a mention.
The Great Henge is one of them. It's both card draw and mana ramp, but it also gives a +1/+1 token to every creature, which can pair well with Doubling Season. Lifecrafter's Bestiary is also good card draw, and Staff of Titania provides a massive power ℱbonus for mono-green decks.
- The Great Henge
- Lifecrafter Bestiary
- Staff of Titania
Lands
Most of your lands should be forests, but besides Rogue's Passage, 🍰there are a few other lands that we shoulꦰd look at.
Castle Garenbrig can help ramp out big creatures extremely early on and is an easy pick for green decks. Boseiju, Who Endures might be too expensive for casual Commander players, but it's a great way to add a bit more flexibility to your deck.
Blighted Woodland and Myriad Landscape aren't necessarily green lands, but they help get lands from your deck into play, which is always a good thing. Tranquil Thicket will eventually be either played or cycl🅷ed as needed.
- Castle Garenbrig
- Boseiju, Who Endures
- Tranquil Thicket
- Blighted Woodland
- Myriad Landscape
Tutors, Overruns, and Other Utility Spells
Green has a few more tricks worthy of consideration. Worldly Tutor sets the bar for green's ability to find creatures it needs when it needs them, while Chord of Calling, Green Sun's Zenith, and Finale of Devastation puts them into play.
Cards such as Overwhelming Stampede and Overrun can give your army the extra power it needs to eliminate a player, while Heroic Intervention and Tamiyo's Safekeeping keep your key critters safe.
Green is also occasionally good at grabbing cards from its graveyard to use again. Regrowth is the gold standard here, but don't forget Eternal Witness.
- Chord of Calling
- Worldly Tutor
- Green Sun's Zenith
- Finale of Devastation
- Regrowth
- Heroic Intervention
- Tamiyo's Safekeeping
- Overwhelming Stampede
- Overrun
- Veil of Summer
Big Creatures
Green loves its big creatures, and a comprehensive look at green's biggest and brightest would be an article unto itself. But for Commander, you'll want big creatures that are hard to kill. Woodfall Primus is pe✱rhaps the best of them as it also eliminates any non-creature permanent on arrival.
Otherwise, you want your opponent to die before they can play an answer. Cratehoof Behemoth and Vorniclex, Monstrous Raider come out꧂ with haste, allowing them to𝄹 swing immediately and with great effect.
Multani might be old, but he's still a great mono-green option that can prove problematic thanks to shroud.
- Woodfall Primus
- Rampaging Baloths
- Craterhoof Behemoth
- Vorinclex, Monstrous Raider
- Ashaya, Soul Of The Wild
- Multani, Maro-Sorcerer
Small Creatures With Big Effects
Finally, not every green critter is about smashing faces with huge numbers. Some of them are just here to help.
Seedborn Muse is better than giving your creatures vigilance as it lets them tap for mana or use abilities on every opponent's turn. Saryth makes every attack a potentially deadly combat round, and Dosan greatly simplifie🃏s your combat strategies by shutting dow𒊎n instant-speed responses.
Quirion Ranger might not look like much, but it can help ramp and protect your life total at the same time. And of course, no green deck should go without an Eternal Witness to help bring back vanquished 𒅌threats from the graveyard.
- Seedborn Muse
- Saryth, the Viper's Fang
- Yisan, the Wanderer Bard
- Dosan, the Falling Leaf
- Yeva, Nature's Herald
- Quirion Ranger
- Eternal Witness