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  • 10 Best Green CardsTo Play In Commander

    By Ryan Easby Jan 27, 2025

    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.

  • First Deck

    • By clancygann Jul 31, 2015
    • Category IconClancy's Magic Blog Or Whatever
    • 0

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    8x Forest
    2x Haunted Fengraf
    2x Shimmering Grotto
    8x Swamp

    3x Driver of the Dead
    1x Ghoulraiser
    1x Gravedigger
    1x Maalfeld Twins
    4x Reassembling Skeleton
    1x Skaab Ruinator
    2x Veilborn Ghoul

    3x Abundant Growth
    1x Blood Reckoning

    1x Descendants' Path
    1x Endless Ranks of the Dead
    1x Zombie Infestation
    1x Blood Reckoning

    1x Forbidden Alchemy
    1x Ghoul's Feast
    1x Gnaw to the Bone
    1x Reclaim
    1x Vile Rebirth
    1x Wildwood Rebirth

    1x Cultivate
    1x Disentomb
    2x Grave Exchange
    2x Grim Flowering
    1x Killing Wave
    1x Moan of the Unhallowed
    1x Mystic Retrieval
    2x Rampant Growth
    1x Reap the Seagraf
    1x Rise from the Grave
    1x Vigor Mortis

     

    Thoughts/criticism?

     

     

    Tags green black blue help Deck New Graveyard Thoughts
    0
  • Pack #45: Rise of the Eldrazi, featuring Khalni Hydra

    • By kenderbox Jul 2, 2015
    • Category IconA-Pack-A-Day
    • 0

    (Chaos Pack #5 opened for June 28 to July 3, 2015)

    (Continued from here)

    I don't really get to play a lot of Sealed tournaments other than the occasional prereleases that I am fortunate enough to attend. I play a Commander a little bit more often, but it's hardly enough to give me the acumen that I need in evaluating a card in a limited environment. As such, I often resort to a convenient go-to rule whenever I'm building decks on a short notice: look for the bomb and build around it.

    During Chaos Sealed, the only card that I got that was worth any money was Khalni Hydra, which pushed me to fill my deck with as many green creatures as I could. Opening Wolfbriar Elemental in my Worldwake pack (which in turn was asking me to commit to as many forests as possible) pretty much sealed my fate into green - even when I have nothing else to work with other than a few small creatures and Okina Nightwatch (which surprisingly turned out to be more of a powerhouse than the hydra itself).

    I really wanted to push for mono-green, but aside from the fact that my green creatures hardly reached critical mass, I didn't have any decent removal in green either. I had no choice but to include non-Forest basic lands in my deck and splash in some other colors into it.

    (To be concluded)

    Tags green A-Pack-A-Day Magic Around the World Singapore Chaos Sealed Worldwake
    0
  • Tamanoa - When Lightning Bolt Isn't Good Enough

    • By Altik_0 Feb 22, 2014
    • Category IconAltik_0
    • 0

    Tamanoa is a creature I've loved for a long time, but was never quite sure what to do with. The foil is gorgeous, and the effect is really unique, but it is sadly missing the legendary stamp I'd love for it to have. That was a big turn off, until I just realized people play Nephilim as if they were legendary, why can't I just pretend too?

    So, with our new perspective on this very interesting creature, what becomes exciting? Obviously big-burn is a direction to go: as the title attests, Lightning Bolt is a lot cooler when it's actually a Lightning Helix. Plus we could invest into a good amount of ramp and just plan on going all-in on a large burn spell to end the game.

    However, we have a bit more information to work with here. Tamanoa doesn't care about creatures - creatures just do normal damage. Unlike a lot of Naya-colored decks, this one actively pushes you away from using a lot of damage through the red zone as your win condition. This gives us access to a lot of very interesting strategy normally made undesirable in these colors: Lightmine Field, Chain Reaction, and Pyrohemia as examples. Basically, we can think of this deck as the Naya Control deck, which is pretty neat.

    Plus, we get interesting interactions with some otherwise very punishing cards. Heavy ramp decks typically hate effects like Manabarbs, but as long as Tamanoa sticks around, all of that is completely mitigated, and turns into profit for us when others start casting spells. Similarly, City of Brass and Karplusan Forest et.al. become incredible lands with Tamanoa's effect.

    With that, here is my current list. It should be noted, however, that this is very much under construction still. This deck is kind of weird to play with, and figuring out which cards are worth playing and which need to be cut is sometimes hard to determine. I also haven't fully invested into lands and such that I know should be in here, so there are a few notable exclusions.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Land - 36
    1 Shivan Gorge
    1 Karplusan Forest
    1 Vivid Crag
    1 City of Brass
    1 Tranquil Thicket
    1 Treetop Village
    1 Terramorphic Expanse
    1 Kazandu Refuge
    1 Evolving Wilds
    1 Raging Ravine
    13 Snow-Covered Mountain
    7 Snow-Covered Plains
    5 Snow-Covered Forest

    Creatures - 11
    1 Sakura-Tribe Elder
    1 Seedborn Muse
    1 Yavimaya Elder
    1 Oracle of Mul Daya
    1 Acidic Slime
    1 Seedguide Ash
    1 Knotvine Mystic
    1 Wort, the Raidmother
    1 Palisade Giant
    1 Wood Elves
    1 Bloodbraid Elf

    Enchantments - 12
    1 Furnace of Rath
    1 Pyrohemia
    1 Searing Meditation
    1 Overabundance
    1 Lightmine Field
    1 Cyclone
    1 Spellshock
    1 Mark of Asylum
    1 Magmatic Core
    1 Powerstone Minefield
    1 Manabarbs
    1 Cone of Flame

    Artifacts - 7
    1 Darksteel Ingot
    1 Staff of Nin
    1 Dingus Staff
    1 Ankh of Mishra
    1 Gruul Signet
    1 Boros Signet
    1 Selesnya Signet

    Planeswalkers - 3
    1 Chandra Nalaar
    1 Chandra, the Firebrand
    1 Koth of the Hammer

    Instants / Sorceries - 31
    1 Blasphemous Act
    1 Savage Twister
    1 Browbeat
    1 Rough // Tumble
    1 Skred
    1 Naya Charm
    1 Radiate
    1 Exploding Borders
    1 Smash to Smithereens
    1 Into the Maw of Hell
    1 Branching Bolt
    1 Hull Breach
    1 Rift Bolt
    1 Beacon of Immortality
    1 Warleader's Helix
    1 Unstable Footing
    1 Titan's Revenge
    1 Lightning Bolt
    1 Chain Reaction
    1 Brightflame
    1 Cultivate
    1 Lightning Helix
    1 Wear // Tear
    1 Vengeful Rebirth
    1 Firespout
    1 Sulfurous Blast
    1 Kaboom!
    1 Regrowth
    1 Harmonize
    1 Boros Charm
    1 Fanning the Flames

    To wrap things up, here are a list of cards I'm not convinced should stay:

    1. Mark of Asylum - This card was mostly put in because it saves Tamanoa from one of our many damage-based board wipes. However, given the number of creatures this plays, I think it's rarely anything but a dud draw, and typically Tamanoa is cheap enough to be recast after the wipe rather than needing to survive.
    2. Cyclone - There are many effects that do this much more quickly, and since this is such a mana-hungry deck, having to pay for cumulative upkeep costs like this seems a bit sketchy.
    3. Palisade Giant - There are a number of times this guy is very impressive. For example, he combos with pain lands to make them GAIN life rather than lose, which is pretty awesome. However, like Mark of Asylum, I think he may be a dud most of the time I draw it, and at 6 mana it ends up eating a turn very frequently.
    4. Sufurous Blast - This can certainly do a lot of damage and gain me a lot of life assuming there are enough creatures out, but it's nowhere near as impressive as Chain Reaction or Blasphemous Act. Starstorm would likely be a better inclusion.
    5. Bloodbraid Elf - Honestly, this guy only made it into the 99 because I wanted to use them after it got banned from Modern. There's very little that's exciting enough to cast of it to make it worth including, and especially considering creatures are such a small focus for this deck, cutting it is probably better overall.
    6. Rough // Tumble - If this card could be fused, it would be amazing (or at least decent). As it is, Pyroclasm is probably just a better card, since that does 2 to everything regardless, or Volcanic Fallout for being uncounterable.
    7. Fanning the Flames - I was initially excited about the premise of flashing back this spell and dealing damage to someone every turn, but the front investment of 5 mana is pretty hefty, for fairly minimal gains. Finding a better end-game win con is probably a better plan.
    8. Magmatic Core - As with Cyclone, cumulative upkeep is very expensive for this deck. I still really love the effect, but it's ultimately less damage than Cyclone, and Cyclone is hard enough to work with.

    And a handful I'm thinking of putting in:

    1. Well of Lost Dreams - This deck is pretty greedy for cards after a certain point, and this is a pretty great option considering the amount of life gain that's going to happen.
    2. Sol Ring - This deck originally didn't get one because it was built from scraps. Sol Ring is less impressive here, because colored mana is pretty important, but it's obviously good, and getting some more ramp is probably in this deck's best interest.
    3. Kodama's Reach - See Sol Ring.
    4. Solumn Simulacrum - See Sol Ring.
    5. AEther Flash - I love the idea of extending this deck into an even more controlling position, and flat out killing small creatures seems very strong. I've loved AEther Flash in other decks, and only ever cut it because there were stronger options, but without black and blue, I think this card could easily shine.
    6. Boon Reflection - Go big or go home!
    7. Sulfuric Vortex - Although this is a pretty big nonbo with Tamanoa, this makes for a very strong end-game card. Once you get yourself to a huge life total (say, 200+), popping this down stops lifelink dudes and other life gain shenanigans from stopping you in killing them.
    Tags green edh red control white naya tamanoa burn lifelink work in progress
    0
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