Green is a colour in that’s defined by its creatures above all else. After all, when you have a 168澳洲幸运5开奖网:huge 12/12 monstrosity barrelling down on your opponent, what use do you have for the su♌btle synergiesꦆ of spells?
With this in mind, green may appear to be at a disadvantage in Magic’s Oathbreaker format, where each player chooses a Signature Spell to 🎐store at their side all game long. Look deeper, however, pulling back the leaves and vines, and you’ll find that green has a vast bounty of powerful spells tucked away in its lush jungles. We’ve scouted out ten of the very best for you today.
10 Primal C♊ommand ൩
The power of adaptability in Magic cannot be understated, doubly so when it comes to Signature Spells. Since you have access to them at nearly all times during a game, Signature Spells that f𒐪u💟lfil multiple functions have the best chance of coming in useful across a range of gameplay scenarios.
Primal Command is a perfect showcase for this concept, presenting a platter of four tantalising options for you to choose from on each casting. The lifegain mode is unlikely to come up but the other three are very strong, letting you wipe out an opposing graveyard, tutor up a creature, and/or♊ get a problem permanent off the battlefield. You can mix and match these modes over multiple castings to maximise your opponents’ misery.
9 Benefactor's Draught
A political tool with a range of sneaky applications, Benefactor’s Draugꦕht can swing the balance of power in a gam𒈔e in an instant. Primarily intended to untap the creatures of a defenceless opponent so they can block an incoming assault, drawing you a full hand of cards in the process, the card can also serve as a Ramp or Combo tool in the right deck.
This is because the Draught also untaps your creatures, and draws you a card as a baseline even if no opposing creatures block this turn. This means you can use it to 168澳洲幸运5开奖网:double dip on mana dorks, building up ♏the resources for an early bomb play, or reuse other powerful tap effects to swing the game in your favour. However you use it, this card is a first Draught pick in Oathbreaker.
8 Overrun
While many of green’s spells are surprisingly subtle, given the colour’s overall focus on creatures and combat, Overrun is one sorcery that certainly doesn’😼t fit that description. It’s a very simple effect, gran⛦ting all of your creatures +3/+3 and trample for a turn, but it’s so powerful that the term ‘Overrun effect’ has become shorthand for every similar card printed since.
With just a few creatures in play, you can go fro📖m flimsy swing to game-ending strike with a single cast of Overrun. Choosing it as your Signature Spell means that your opponents will need to keep one eye on your board for the entire game, since the threat of a mass🌠ively boosted attack step will always be looming overhead.
7 ⭕ Glimpse Of Nature
Glimpse of Nature is a draw spell so powerful that it was 168澳洲幸运5开奖网:banned in Modern, but it remains legal in Commander due to the lower consistency of the format. Oathbreaker addresses this issue by♚ giving you access to th🍷e card any time you want it, thus enabling absurd value turns in everything from Elves to Elementals.
Any deck with cheap creatures can make great use of this card, and there are combo possibilities with free creatures like Ornithopter as well. If that wasn’t powerful enough the low mana cost of G⛦limpse means you’ll easily be able to cast it multiple times per game, by which point your opponents will all be buried under a thi🧸ck layer of card advantage.
6 Chord🌊 Of Calling
A multi-format all-star, Chord of Calling has allowed creatu𓆏re-centric decks to shine in the likes of Modern and Commander for many years. It carries on this proud tradition in Oathbreaker where it turns your deck into a veritable toolbox, letting you pull out just the creature you need to fix whatever problem you’re facing at any given time.
The convoke ability is key here, since it lets you skirt around commander🦹 tax and continue to tutor up key creatures even later in the game. Combined with the ability to deploy the spell at instant speed, this is a Chord that will feel great every single time you play it.
5 ✅ Awaken𒊎 The Woods
Green is well known for its capacity to ramp, or generate mo🐼re mana than would normally be possible during the early stages of a game. Awaken the Woods may just be the most efficient and flexible ramp spell the colour has seen, giving you an extra land in play for every ♎mana you put into its X value.
Said lands are also 1/1 tokens, which is a double-edged leaf sword since it gives you more board presence but also makes your new lands vulnerable to removal and board wipes. Provided they survive a turn cycle, your wave 🉐of Forest Dryads can easily win you the game either through combat or sheer mana advantage.
4 Ezuri's Predation
168澳洲幸运5开奖网:Board wipe effects fall decidedly outwith green’s slice of the colour pie, but occasionally a card that fulfils th🍎e same purpose in an indirect way sneaks into the game. Ezuri’s Predation is one such card, replacing ‘destroy all creatures in play’ with ‘attack all creatures in play with 4/4 Beasts.’
In many cases, this will be enough to clear up all of your opponents’ creatures, while still leaving you with a few Beasts remaining to hold down the fort. It’s pricey at seven mana, but having it as a guaranteed option in 🐼the mid to late game can get you out of a tricky situation and back into the driving seat.
3 Jaheira's Respite
Jaheira’s Respite serves two important functions in one neat package: it prevents all combat d💝amage for a turn, thus protecting you and your oathbreaker from harm; and 🏅it lets you put a tapped land into play for each attacking creature, thus ramping your mana up by a potentially huge amount.
Nestled in amongst those two effects is the card’s secret third effect, wherein it se💟rves as an attack deterrent simply by existing as your Signature Spell in the command zone. Your opponents will be unable to commit to an all-out attack on you without granting you a huge amount of land from your deck, meaning they’ll need to attack in smaller, more manageable waves, which gives you plenty of time to execute your deck’s strategy.
2 Praetor's Counsel
Some cards make great Signature Spells because you can reuse them multiple times a game, and some 📖do so because they’re big splashy effects that work especially well when you’re gu🐼aranteed access to them. Praetor’s Counsel falls into the latter group, essentially letting you enter a second phase of the game once you hit eight mana.
In this new phase, every card your opponents have dealt with before comes back from the graveyard to plague them again, and you’re granted unlimited hand size with which to hold them all and unleash them at your leisure. As grindy val꧒ue cards go, it’s one of the grindiest, all but ens✅uring you win a fair game against unprepared opponents.
1 Pest In𒆙festation
While the art and flavour text on this car❀d may be humorous, its power level in Oathbreaker is no joke. Not only is Pest Infestation a scalable answer to multiple artifacts and enchantments, but it’s also an efficient token generator that provides incidental lifegain for you as well.
It’s a great choice for your Signature Spell slot since artifacts and enchantments tend to be hard to deal with for most decks, so having a reliable answer is a valuable safety net in many games. The Pests it creates are a nice bonus as well, clogging up the battlefield and protecting your oathbreaker from harm so you can go on ﷽to Infest more permanents later.