10 Best Green CardsTo Play In Commander

Magic The Gathering’s Commander Format has one massive deckbuilding advantage over formats such as Standard: You have the option to include almost any card in Magic The Gathering’s storied history. But with so many cards, how can you decide what to put in your deck? We’ve got the lowdown on the best Green cards for the format.

 

As an important aside: we’re not considering lands in this list. We’re also not including banned cards in this list, as we want to discuss cards that you can actually play in the format. This list also won’t reflect the best Commanders for the color, as that’s a separate list. 



Birds of Paradise/ Delighted Halfling

 

What’s there to say about Birds of Paradise & Delighted Halfling that hasn’t already been said? They’re one drops that tap for any color of mana, Delighted Halfling adds the wrinkle that the spell the mana is spent upon can’t be countered as long as it's spent on a legendary spell. They’re both incredible cards that you should play as long as you can, whenever you can.

 

Worldly Tutor

 

Tutors are always really good. They thin your deck, they get you to combo pieces quicker, and they help to stack your deck. Worldly Tutor is one of the finest tutors in the entire game of Magic The Gathering, able to search out any single creature card in your entire deck. What this means is that you can get to a finisher such as Emrakul, The Promised End for the price of only one mana, and terrify your opponent by becoming them. 

 

Finale of Devastation


Final of Devastation is one of the best sorcery cards from 2019's War of the Spark set. Its power has allowed it to linger in Commander, easily taking over a game in the right circumstances.

Finale of Devastion is a game-ending card. It costs XGG, and allows you to put any creature with a converted mana cost equal to X onto the battlefield from either your graveyard or your library. On its own, this is a pretty strong effect, but if you pay ten or more mana into the X cost, then every single creature you control gains haste and gets +x/+x until the end of the turn. This means every creature you control is getting, at minimum, +10/+10. Now imagine combining this with Craterhoof Behmoth and you’ll quickly realize why this is so terrifying.

 

Elvish Spirit Guide

 

Elvish Spirit Guide is a card you never want to summon, primarily because it literally doesn’t do anything. When the card is in hand, however, it can be exiled to add one green mana to your mana pool, meaning you can surprise your opponent with an instant even when you’re completely tapped out of mana.

 

Enduring Vitality

 

Enduring Vitality is the newest card on this list, and it’s a doozy. It turns every single creature on your side of the battlefield into a mana dork, meaning it can tap for any mana color. This can quickly allow you to cast massive spells early in the game. Like the rest of the ‘Enduring’ cards printed in Duskmourn: House of Horror, this card comes back if it’s destroyed as a creature, though this does cause it to become an enchantment, but that’s still a free built-in method of recursion that allows you to bring back a powerful effect once. 

 

Carpet Of Flowers

 

The quality of Carpet of Flowers definitely depends on what your opponents are playing, but it tends to always be pretty decent. It allows you to choose an opponent and add X mana of any one color where X is the number of Islands that the opponent controls. Obviously, these become weaker when it’s against certain color combinations, but against a mono-blue deck, it can essentially win you the game on its own.

 

Endurance

 

Part of the elemental titan cycle from Modern Horizons 2, Endurance can be cast from free using its Evoke ability, meaning you can cast it by exiling one Green card from your hand, though the creature is then sacrificed upon entering the battlefield. Still, Endurance allows you to put all cards from target players graveyard on the bottom of their library in any order, completely ruining the plan of that one friend who thought that casting Eerie Ultimatum would win them the game handily.

 

Noxious Revival

 

Noxious Revival is really quite good for one main reason: it can prevent a strong recursion spell for no mana at all. The card costs one ‘Phyrexian’ mana, which means that it can be paid with either the mana in the color identity of the card (in this case, Green) or two life. For that, you’re able to put any card from a graveyard on top of its owner’s library. This can do a couple of  things: prevent your opponent from recurring a strong card or allow you to stack your deck so that you can cast a massive spell again, such as Time Stretch.

 

Force of Vigor

 

Force of Vigor is part of a cycle of ‘Force’ cards, and it’s probably my second favourite of them. If you cast this spell during your opponent’s turn, then you’re able to just exile a green card from your hand to pay the cost of this spell, and it can destroy up to two artifacts or enchantments. What this tends to mean is that you’re able to remove spells that would be extremely troubling on your turn before they become a problem at all, and it can help slow your opponent’s by getting rid of some of their ramp, too.

 

Sylvan Library

 

Sylvan Library is frankly, a stupid card. For two mana, you get access to a card that at the start of each of your draw phases, gives you access to two additional cards. You’re then given the choice: either you put two of the three cards you’ve drawn during this draw phase back on the top of your library, or you pay four life for each additional card you keep. As you might imagine, in a format with forty life, opening with this is a REALLY strong play, and can get you ahead of your opponent in no time.

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