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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Lignify
Kindred Enchantment — Treefolk Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature loses all abilities and is a Treefolk with base power and toughness 0/4.
SaberTech on Which Mono-Color is the Most …
3 weeks ago
I think that Green is the most powerful all-around colour in Commander. Multiplayer games are even more of a resource management challenge than MtG usually is, and Green is the most efficient at giving you more of the resources that you need. You are usually facing down three opponents worth of resources that can all potentially be turned against you so the faster that you can get to a state where you are drawing more than one card a turn, putting more than one land a turn into play, and casting more than one card a turn, the better off you are. Green's ability to ramp better than any other colour unlocks multiple and more powerful plays faster than the other colours. That's a very significant advantage in a format where mass land destruction is generally shunned outside of the most competitive tables.
Backing it up, Green has a bunch of strong card draw options. Guardian Project, Beast Whisperer, Sylvan Library, Greater Good, Toski, Bearer of Secrets, Ohran Frostfang, and Return of the Wildspeaker are just some of the options that jump to mind.
Green is very capable of spamming a bunch of tokens into play, giving it an option for rapidly increasing its resources on board.
Craterhoof Behemoth and, to a lesser extent, Triumph of the Hordes are some of the more notorious non-combo ways to close out a game.
When you are mostly using creatures as your win conditions Green actually has some pretty strong tutors in cards like Worldly Tutor, Eldritch Evolution, and Shared Summons among others.
Where Green falls short is in its creature removal options. Fight effects are its main options but it does get Beast Within as a general answer to most things while Lignify and Song of the Dryads can actually be strong ways of neutralizing annoying commanders for extended periods of time. It has plenty of great ways for dealing with artifacts and enchantments though, so no issues there.
Other colours may be able to do particular things better, but Green does lots of things well on top of its inherent advantage at ramping. Other colours may be able to use mana rocks to try to keep up but green has access to those as well. That ramping ability is what tips green into first place over Black for me.
CommanderNeyo on
Willem Dafowl
5 months ago
Have you considered any Tribal cards? I'm thinking stuff like:
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Eyeblight's Ending and Lignify for removal;
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Formless Genesis or Reach of Branches as recurring crow generators;
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All is Dust since you have so many colorless permanents;
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Eldritch Immunity works for all your creatures, not just colorless (though you only have 9 sources that could produce colorless, so may be hard to cast).
flapjackwars on
Disa Goyf-Goyf Binks v2
8 months ago
This list looks fun, I love how efficient the creature curve is. Invasion of Ikoria Flip, Invasion of Shandalar Flip, Invasion of Mercadia Flip etc could all be helpful, all the battles in your color are pretty good with the theme, there's some boardwipe ones too. Similarly I like Wrenn and Six or whatever planeswalkers you fancy (wrenn feels like the best generic walker in edh to me), and maybe Tarmogoyf Nest, Not of this World, and Lignify for even more types to boost? also i prefer stuff like Seal of Primordium Seal of Doom Unbridled Growth Font of Fertility etc for enchantments but if those feel too low-impact i get it. just some stuff to consider that might make the goyves fatter.
Coward_Token on
Loot?
1 year ago
IMO get some cheap-ish planeswalkers and battles to increase the maxinum number of Loot cards. I'd suggest cutting down on spell cards since they can help Loot.
Also, while they're pretty bad, you might want to consider Cloak and Dagger and even Eyes of the Wisent in order to tick the Tribal/Kindred type in addition to Lignify. C&D can at least give Loot shroud for some resiliency, and Eyes... well, it might trigger, sometimes. Both gives up to two cards with Loot at least.
legendofa on Custom Card Design: Weaving Aurachnid
2 years ago
This feels like it fits into a Commander precon. That's not a bad thing, I'm just trying to work out what sort of Auras you would be grabbing with this thing. The Impetus spells and Vows would be okay. Some stuff like Song of the Dryads and Lignify. (Seriously, what cards didn't get a LotR reprint? I skipped the previews, and now I'm finding the everywhere.) After that, it's mostly white and black control and debuff. Is there a specific interaction you were looking at?
The name is great.
Kinz on
Chishiro
2 years ago
Creature removal: Beast Within, Decimate, Kenrith's Command, Mawloc, Domri's Ambush, Ground Assault, Clan Defiance, Pit Fight, Ram Through, Inscription of Abundance, Ulvenwald Tracker, Lignify, Prizefight, Cosmic Hunger, Tail Swipe, Bite Down, Rabid Bite, Master's Rebuke, Devouring Tendrils, Warbriar Blessing, Epic Confrontation, Tandem Takedown, Chaos Warp, Vow of Lightning, Meteor Swarm, Volcanic Salvo, Arni Slays the Troll
Artifact/Enchantment removal: Migloz, Maze Crusher, Hull Breach, Kogla and Yidaro, Klauth's Will, Artifact Mutation, Cindervines, Vithian Renegades, Reclamation Sage, Tranquil Frillback, Kogla, the Titan Ape, Manglehorn, Masked Vandal, Titan of Industry, Woodfall Primus, Wickerbough Elder, Vandalblast, Abrade, Fall of the Hammer
Board wipes x3: Chain Reaction, Starstorm, Blasphemous Act, Anger of the Gods, Brotherhood's End, Chandra's Ignition, Klauth's Will, Monstrous Onslaught, Mizzium Mortars
Ramp: Goblin Anarchomancer, Incubation Druid, Springbloom Druid, Sanctum Weaver, Gyre Sage, Fertilid, Kami of Whispered Hopes, Biophagus, Wolfwillow Haven, Klothys, God of Destiny, Gift of Paradise, Font of Fertility, Dawntreader Elk, Omen of the Hunt, New Horizons, Blighted Burgeoning
We'll check these out next time.
legendofa on
MONO GREEN FUN
2 years ago
How about some more removal? Beast Within, Lignify, and Song of the Dryads are all good ways to get rid of annoying stuff.
Epicurus on
Runadi, Behemoth Caller: Beef Chief
3 years ago
First off, I am not a competitive player by any stretch. So take any comments I might make with that in mind. It is very likely that I'm just not a good enough player to understand. And I mean that honestly. In other words, I'm trying to learn something here.
Just going on the statistics, the deck has 34 spells that cost 5 or more (with 16 of those cards split equally between MV7 and 8), while only having 10 cards that cost 2 or less. That's more than a 3-1 ratio, with the larger category comprising slightly more than a third of the deck.
Of your mana ramp spells, 4 are in the MV5 or higher category, while having only 3 in the MV2 or less category. Even the remaining 7 ramp spells, at MV4 and 5, can't be played in the first two rounds unless you happen to get one or more of those 3 early ramp spells in the first 8 cards drawn. An even more lopsided ratio exists for the removal.
Constructed as such, when I playtest the deck, I'm almost always drawing for at least 4 turns before I can play a single spell. Just nothing but MV5+ spells and lands. The percentages don't make sense to me.
I guess what I'm getting at is that I've always thought that the ratio should go the other way around. Heavy on the lower cost ramp, and include a select few power ramp cards for a huge mid-game push. Generally fueled by the obvious Elvish selection (Llanowar Elves and all of it's counterparts). And yes, I do recognize that your land base is pretty stellar.
To answer your question, some of my favorite mono-green removal spells are already on your list. If I were to list a few others, I would include Manglehorn, Broken Bond, Caustic Caterpillar, Song of the Dryads and Lignify. For colorless, Warping Wail, Ratchet Bomb and Powder Keg. I don't know if stuff like Chalice of the Void, Trinisphere or Thorn of Amethyst would do anything for you, but they might put your opponents on a level playing field with you. And yes, if all else fails, you could at least have a Fog or two or three or four in the mix to at least stave off combat damage whilst you spend turns building resources.
I think that I'd have to actually see you play it to appreciate how it works.
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