The fact that there is no incorrect way to play Wizards of the Coast’s trading card game Magic: the Gathering adds to the appeal. Players can try their hand at Standard, Modern, Legacy, and other formats, and fans have even created their own that have since been officially recognized and supported. One such format is Commander, formerly known as EDH (Elder Dragon Highlander).
Commander is a format in which any card, even a legendary commander, can be played in a 100-card singleton deck. Green mana is the color of mana fixing and ramp, as well as a preference for land cards, the destruction of enchantments and artifacts, and, of course, massive monsters that can shatter faces.
A player that uses green in their deck will want the best creatures possible, taking advantage of the fact that green is the most popular color for creatures. Let’s take a look at the 10 most effective green creature cards for the job.
Carnage Tyrant quickly rips through most enemies, combining fighting strength with helpful abilities (not to mention funny flavor text). Dinosaur-type creatures have also gotten a lot of new support choices courtesy of the Ixalan set.
Being the creature who prefers the natural world, Green is the first to destroy objects and enchantments. This Elf Shaman possesses helpful creature types, and while his 2/1 body isn’t very stunning, his ETB effect will keep your opponent on their toes.
You may even obtain the effect several times if you have a means to flicker or reanimate this elf. In a multicolored deck, pairing this elf with blue will do the work.
Birds of Paradise
BoP is unquestionably one of the finest ramp machines in the game, requiring only a single mana pop to cast. It can tap each round to provide any color of mana once its initial summoning sickness wears off!
Birds have an advantage over other rampers, even if you choose mono-green: it possesses flying (an uncommon attribute for green), allowing it to block aerial attacks. Birds of Paradise is a no-brainer for any green deck because of its practically non-existent cost and varied effects.
Nylea, God of the Hunt
Because this is a legendary creature, it may be used as the commander in a mono-green deck. Nylea, being one of Theros’ primary gods, will remain in Nyx until you show your dedication to green, which should be simple. Then, as an indestructible 6/6 beater, the God of the Hunt descends, granting trample to all of your other creatures!
Nylea may offer +2/+2 to one of your creatures for 3G to assist push damage, which is a good mana sink later in the game. It’s either go big or go home!
Moldgraf Monstrosity, a good illustration of green’s terrible monsters, is, well, Moldgraf Monstrosity. Though it demands a hefty seven mana, Moldgraf arrives as an 8/8 juggernaut with trample and a superb ability: when it dies, you exile Moldgraf and randomly return two creatures from your graveyard to the field!
Moldgraf’s impact ensures that you stay in the game even when it’s gone by providing you with two more minions.
Many of the finest green creatures aren’t giant brawlers but cunning creatures who can wreak havoc on your opponent while adhering to the green mana concept. This ooze starts as a simple “bear,” a 2/2 for 1X mana—1 G in this example. The ooze will eat something in a graveyard for one green mana, denying your opponents’ flashback cards or reanimator targets at any time.
If the consumed card were a creature, the ooze would also receive a +1/+1 counter as a nice bonus. Scavenging Ooze will grow enormous if left alone, doing havoc on any cemetery plan.
Oracle of Mul Daya
Like many other green cards, Mul Daya has the elf subtype, which is beneficial for stacking with elf-based effects. Its incredible talents, on the other hand, stand on their own. First, each round, you can play an extra land, possibly doubling your mana acceleration. Then you play with the top card in your deck exposed, and if it’s a land, you can utilize it without drawing!
Mul Daya not only speeds up the placement of your precious lands on the field but also eliminates the need to sketch them at all. Just remember to keep it out of battle, as it’s only a 2/2.
Courser of Kruphix
The Theros block makes an appearance on this list once more, this time with an extremely adaptable centaur. A 2/4 body for 1GG makes for a solid blocker in the early game, but the Courser truly comes to life when lands are involved.
You’ll always play with the top card in your library exposed, and if it’s a land, you’ll be able to play it (within the regular rules of playing lands). Best of all, each land you play gives you one life, regardless of where it originated from!
Note: Oracle of Mul Daya probably achieves this effect even better, although it is extremely costly and difficult to locate. So we went for Courser of Kruphix, its less expensive relative.
If you’re mono-green, you’ll want to get your hands on this fantastic ramp card. You’ll spend four mana on it, same as Mul Daya, and Acolyte has a touch more toughness. She is a druid, not an elf, and so qualifies for numerous subtype-specific benefits.
Still, tapping to add mana equal to your devotion to green is Acolyte’s major advantage. Devotion refers to the number of green symbols in the mana costs of cards you control; you’ll get one from Acolyte herself at the very least, and you may often get figures of ten or more!
Consider combining Acolyte with cards like Lightning Greaves to provide her haste, allowing her to tap on the round she arrives.
The requirement to tap permanents is one of the most significant limitations on your deck’s power: lands tap for mana, creatures without vigilance tap to attack, and so on. When you attack a creature, it won’t be able to block for a while.
That is no longer the case! A part of the “X-born Muse” cycle, Seedborne Muse is a great utility monster. You’ll untap your permanents when everyone else untaps, allowing you to maintain your massive blocks, utilize tap abilities on permanents, and produce mana for instant-speed fun. Your plan will no longer have any blind spots!
Kalonian is displaying one of many powerful hydra cards that have been given green instructions. It comes in as a 0/0 for five mana? Well, not exactly, because it gets four +1/+1 counters as soon as it arrives, thus making it a 4/4.
Kalonian’s fantastic ability, in addition to the ever-useful trample trait, doubles the amount of +1/+1 counters on your creatures when it hits! Kalonian will soon reach scary heights of 32/32 and higher, in addition to bolstering your other friends.
Overall, the Champions of Kamigawa block was panned due to its low power level and incompatible mechanics with the rest of the game. Sensei’s Divining Top and Kataki, War’s Wage, however, were two hidden treasures.
Another Champion’s block highlight is this beautiful serpent. It’s a low-cost creature that can be sacrificed to fetch any basic land and bring it into play tapped, which is necessary for both mana ramp and color fixing. Most green-themed decks are required to have one. Meanwhile, if you use a reanimator method like Meren or Karador, you’ll get the ability to fetch all day.
Stonehoof is an expensive beast that needs a significant amount of money to cast; keep those creature-gimmicks in mind. Fortunately, his investment pays off with three incredible abilities:
- Indestructible (damage does not destroy it!)
- Your other creatures gain trample and are indestructible until the end of the round whenever they attack.
Stonehoof’s own 8/8 unstoppable form already makes opponents sweat, and when he strikes, he passes on his powers to your other monsters, guaranteeing your army survives their attack.
Vizier of the Menagerie
The Amonkhet block included some intriguing cards, including the return of gods, as well as a slew of cycling and graveyard-friendly effects. On the other hand, Green offers us the monster Oracle of Mul Daya: Vizier of the Menagerie.
You may look at the top card in your library at any moment. You may play it if it’s a monster! As you go further into your collection, this might help you accelerate your plan. Do you have a four- or five-color deck with a weak mana base? Don’t worry: this Vizier lets you cast creatures using any color of mana.
You pay two mana plus an extra value equal to X, a number of your choice, for Primordial Hydra. Primordial enters the field with +1/+1 counters equal to X, thus the higher, the better.
On the other hand, Primordial doubles its counters at the start of each turn and receives trample once it reaches ten! It will quickly amplify its own power to obscene proportions, whether you cast it with one or 10 counters.
In a nutshell, this hydra is a powerful friend who adjusts to your current mana output.
Azusa, Lost But Seeking
Azusa, the second green legend on this list, is a land-loving force to be reckoned with. Its price reflects its popularity as both a commander and a member of the 99.
Azusa may be little, but her strength is obvious. When you can play three lands every round, why play one like a common mage? When you combine this with cards like Courser of Kruphix and Cultivate, you may obtain your mana base a few turns ahead of the game. Isn’t that 8-drop in your palm looking fairly cheap now?
Sylvan Primordial, a card powerful enough to be banned in commander format, costs seven mana but easily justifies its cost. It comes in as a powerful 6/8 with reach (allowing it to block flying attackers) and a powerful ability: you destroy a non-creature card controlled by each opponent as it enters the field. Then, for each card destroyed, go through your deck and tap a forest into the field.
Primordial not only removes non-creatures from your domain, but it also improves your future mana by putting forests in it. The card performs better in multiplayer games, but it is still worth the money in one-on-one games.
In Craterhoof Behemoth, Avacyn Restored handed us a fantastic beater. It’s only a 5/5 with haste at first, which is disappointing for a mythic rare that costs 5GGG.
But hold on, there’s more. When this beast appears on your battlefield, it will grant trample to your whole team until the end of the turn. Finally, the number of creatures you control will determine how powerful they are. It’s like a massive Overrun on a massive body, and the Behemoth can join the combat the same moment it arrives. All of this contributes to it being an excellent finisher.
Primeval Titan, a strong 6/6 with amazing attributes, is another card banned in commander. When it enters the battlefield and strikes, it wields trample and places two tapped basic lands from your deck into the battlefield! You’ll have looked for and prepared two lands even if Titan is destroyed in an instant. If it survives long enough to attack a few times, you’ll quickly accumulate enough mana to cast game-winning spells like Omnath, Locus of Mana, or the Eldrazi series.
Aside from its awe-inspiring land powers, Titan’s flavor text is hilarious: “When nature calls, run.”