Ever since I've been playing Magic: The Gathering, Green has been my favorite color; as such, I felt it was time to revisit my old Mono-Green Commander deck and share with everyone why I loved it so much, while also sprucing it up a bit.

Green magic relies on the powerful force of nature and believes in coexisting with the natural world. It's defining principles are that of strength, growth, instinct, and natural order.

Strength - As the color of nature and growth, green mages are able to summon powerful creatures to aid them in a fight. Although other colors have access to cheap creatures or strong creatures, Green alone has access to efficiently-costed and well-rounded creatures at any cost.

Growth - Green's focus on growth enables it to permanently expand its mana base, varying from creatures that produce mana, enchantments that generate additional mana, land tutors, and putting additional lands into play.

Pump Effects - Green's philosophies of strength and growth both mean it can boost the power and toughness of its creatures, making them more effective in combat. These boosts can either be temporary, through instants and sorceries, or permanent through enchantments and +1/+1 counters. Green also has creatures that can provide a temporary boost to another creature or gain a temporary boost when blocking.

Instinct - Green's reliance on instinct is reflected in the tactics of combat. Excess damage to creatures and its controller results as trample; lure is a passive ability to force opposing creatures to block, making smaller creatures to be killed by the larger creatures.

Natural Evasion - Green creates its own way to achieve evasion to prevent damage from the other colors. It has the ability to be "uncounterable" and "untargetable" (reflected by shroud and ultimately hexproof) by spells or abilities. Unique "anti-flying" tactics including dealing damage/destroying creatures with flying, removal of flying ability, punishing opponent for having flying creatures, and the keyword ability reach.

The Natural Order - Green hates illusions and the artificial, seeing them as perversions of the natural world. Thus, green actively works to destroy such things.

About the Deck

Kamahl, Fist of Krosa, was my first EDH Commander and is a fantastic multiplayer card. He's got an Overrun on tap for each 2GGG you want to spend, and if you're lacking in creatures to boost he can recruit your own lands to attack!

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 5 years
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

41 - 0 Rares

10 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.85
Tokens Beast 3/3 G, Emblem Nissa, Who Shakes the World, Plant 0/1 G, Wurm 6/6 G
Votes
Ignored suggestions
Shared with
Views