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Now, after years of experimenting with the design space, green is one of the better colors at gaining card advantage. I would mention Vorinclex, Voice of Hunger here as well, but I don’t want to see that card any more than I already do. Other options include Mana Reflection, Zendikar Resurgent, and Nyxbloom Ancient. Vernal Bloom is amazing for mono-green, and should probably see play in almost every mono-green deck. Other enchantments, like Khalni Heart Expedition and Ordeal of Nylea will fetch lands from your library once a condition is met.įinally, green is the home of mana doublers, probably its most powerful ramp cards. In addition to this, they can be enhanced with creatures such as Arbor Elf or Stone-Seeder Hierophant. Many of them provide great rates on mana acceleration, such as Overgrowth and Wild Growth. Land enchantments are some of my favorites. From dorks to doublers, green owns the entire spectrum of ramp effects.Įven in the realm of enchantments, green has some remarkable ramp options. The breadth of green ramp effects is also impressive. Knight of the White Orchid aside, there are few ramp options in other colors that can compete with green’s efficiency. Every ramp effect outside of the color, like Magus of the Coffers and Dreamscape Artist, is discussed with the phrase “good outside of green" attached. Ramp is the reason that green is so good in Commander. I’ll try to survey the field briefly and assemble a decent list of effects at the end. For this reason, writing an article like this under 50,000 words is extremely difficult. Green does everything now, and it does it all well. It also holds the title of my favorite color to play and also sports the highest win rate. These cards all have restrictions in their application, but are very useful under the right circumstances.įar from making green less interesting and homogenizing the colors, the expansion of green’s wheel house has made it more fun to play and more competitive in EDH. Rishkar’s Expertise, Ezuri’s Predation, and the new Ram Through all fit perfectly into green’s color identity while also increasing green’s range. The triumph of green’s ascension is that Wizards didn’t sacrifice flavor in the name of increasing power. For the most part, I think this effort was well-directed and well-executed. Over the past several years, Wizards has made a concerted effort to bring green up to par with other colors by printing diverse removal, stronger options for card advantage, and accentuating what makes green fun in the first place. Now, it is one of the strongest colors in the game, and is the strongest color in EDH. When I began playing 15 years ago, green couldn’t draw cards, had poor removal, and was best known for trying to win by playing large creatures and attacking the turn after. If your meta/league has custom rules or bans we ask that you move your requests to /r/EDH instead.It wasn’t that long ago that green had several weaknesses. Please use the Magic Judges chat to ask about rules and card interactions. List any experience (if any) you've had with the deck.īe respectful of all suggestions and criticisms. Include the deck's main goal and how it gets there. Include commanders, strategies, wincons, or if you are going into a blind meta.
Mono green commander free#
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