When it comes to overwhelming your opponents with creatures, nobody does it like mono-green does. With access to the best ramp cards inMagic: The Gathering, mono-green decks focus on generating a ton of mana, then using it to drop huge creatures onto the battlefield. From Dinosaurs, to Elves and Elementals, mono-green is stacked full of some of the most powerful tribes in the game.
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If you’re looking for a creature focused deck and prefer to settle your games by slugging it out during combat, consider trying out one of these commanders for your next Historic Brawl deck.
10Ghalta, Primal Hunger
Not many cards epitomize mono-green like Ghalta, Primal Hunger. However, Ghalta is not the engine of this deck. Rather, it’s a dangerous result of this deck doing what it wants to do: pump out high-power creatures and try to overwhelm the table with sheer force.
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Ghalta’s cost is reduced by whatever the total power of creatures you control is. That means this commander can be cast for as little as two mana. A two mana 12/12 with trample is going to be hard for any opponent to match head-on with creatures. Since you’ll be ramping, you can quickly get out huge power creatures like Gigantosauros to reduce the cost and start stomping through your opponent’s defenses.
9Toski, Bearer Of Secrets
The plane of Kaldheim brought with it some incredible adaptations of classic Norse mythology characters, such as Toski, Bearer of Secrets, a reimagined version of the Norse Squirrel messenger Ratatoskr. An indestructible commander is a huge asset, and opponents will be limited in the ways they can get Toski off the board.
The strategy with this deck should be to build a wide board and attack as much as possible, using Toski’s ability to draw a card whenever one of your creatures deals combat damage. It’s okay if you lose some attackers in the process. The whole point is to dig through your deck for the most powerful green creatures like Silverback Elder. Since Toski is indestructible and has to attack each turn, you can beef them up with equipment and auras for some extra damage.
8Rhonas The Indomitable
Like so many other mono-green commanders, Rhonas the Indomitable cares about big creatures and making them bigger. Rhonas requires you to control another creature with power four or more if you want to attack or block with him, which is an easy task when playing green.
However, if you’re struggling to summon a creature to fulfill Rhonas’s requirement, you can activate his ability to give another creature +2/+0 and trample until the end of the turn. Mono-green staples like Lotus Cobra can be boosted to four power, giving you an incredibly affordable 5/5 indestructible creature with deathtouch to use in combat.
7Ashaya, Soul Of The Wild
The mono-green experience can be summed up in the following six words: ramp good, land good, power good. Ashaya ticks off all three of these boxes. Ashaya’s ability turns all of your nontoken creatures into forests, along with their other types, giving you a ridiculous amount of land. Not to mention, Ashaya’s power and toughness are equal to however many lands you have.
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The strategy is simple. Use a combination of mana generating creatures and ramp spells such as Cultivate to get Ashaya to the battlefield as soon as possible. Then, start slinging out creatures to build your mana pool before dropping game-ending cards like Rampaging Brontodon.
6Vorinclex, Monstrous Raider
The Praetors are a nasty, unfair bunch of creatures which is why they make such powerful commanders. Like most Praetor cards, Vorinclex, Monstrous Raider takes an element of the game - in this case, counters - and makes them better for you while making them far worse for your opponents.
The focus of this deck is to create a huge amount of +1/+1 counters and double them with Vorinclex to make your small creatures huge and your huge creatures gigantic. Use planeswalkers like Nissa, Who Shakes the World, and enchantments such as Fight Rigging to create a steady stream of +1/+1 counters turn after turn.
5Marwyn, The Nurturer
It wouldn’t be a mono-green list if Elves didn’t show up, and Marwyn, the Nurturer is a great choice for anyone looking to make a deck out of one of Magic: The Gathering’s most celebrated tribes. Not only does Marwyn get a +1/+1 counter when another Elf (including Elf tokens) enters the battlefield, but by tapping her, you can add green mana equal to the number of Elves you control to your pool.
Withso many synergies between Elves, you can quickly build an imposing board and use cards like Elven Ambush to double the number of Elves you control. Use all the extra mana Marwyn generates to draw a bunch of cards with spells like Return of the Wildspeaker, filling your hand with more Elves, casting them, and then repeating the process.
4Goreclaw, Terror Of Qal Sisma
With a name like Goreclaw, you know using this creature isn’t going to be a battle of wits. Goreclaw, Terror of Qal Sisma incentivizes you to run high power creatures, making any creature with four or more power cost two less to cast. In addition, any creature with four or more power is buffed during combat, given +/1/+1, and trample whenever Goreclaw attacks.
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The strategy here is to take a handful of your favourite high-power green creatures, shuffle them together with some lands and then play. Since this is a power focused deck, add in green removal spells like Ram Through and Bite Down to make a clear path for your attackers.
3Kodama Of The West Tree
Kodama of the West Tree focuses on the relatively new modified ability introduced in Kamigawa: Neon Dynasty. With Kodama, each creature with an attached equipment, aura or a counter gets trample. You get to put a basic land from your library onto the battlefield when a modified creature damages your opponent.
There are two main ways to build this deck. First, you could run this deck with fewer but stronger creatures and beef them up with auras and equipments.You could also go the counter routeand build a wide board with weaker creatures like Nessian Beetle and Barkhide Troll. Each has its pros and cons, but both ways will surely generate a lot of ramp with Kodama of the West Tree.
2Fynn, The Fangbearer
Those who know the terror ofplaying against an infect deckwere hit with terrible game night flashbacks when Fynn was released. Fynn makes it so that when a creature you control with deathtouch deals damage to a player, that player gets two poison counters. If you have ten poison counters you lose the game.
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Fynn decks don’t need to deal a lot of damage; they just need to deal damage to an opponent five times with creatures with deathtouch, and green is full of low-cost creatures with deathtouch. Since Fynn can be cast on turn two, you’re able to start dealing poison counters early in the game with creatures like Fang of Shigeki. Even if your opponent blocks your creatures, they’ll die. So include instants like Snakeskin Veil to help keep your deathtouch creatures on the board.
1Azusa, Lost But Seeking
Azusa, Lost but Seeking, is clearly seeking to have the most mana on the board, allowing you to play two extra lands from your hand each turn. Not basic lands. Any lands. Use planeswalkers like Wrenn and Seven to fill your hand withpowerful lands like Lair of the Hydraand Castle Garenbrig to build a huge mana pool with various tactical abilities.
With all that land, you’ll want to include creatures who get more powerful the more land you have, such as Cultivator Collossus and Multani, Yavimaya’s Avatar. You may be lacking on defense in the early game as you build your mana pool, but once Azusa has had a couple of turns on the board, you’ll be ready and able to drop the biggest creatures mono-green has to offer.