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14, Jun, 21

10 Amazing Green Commander Cards For Under A Dollar

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How about some more budget Commander picks to help you out? Well, we're doing one article on them each day, and today is all about Green.
Article at a Glance

Commander doesn’t have to be expensive, although you’ll already know that if you checked out our piece on some of the commanders you can get for under a dollar.

We’re going to be doing a few more pieces along the same lines as that one, and this time around, we’re focussing on some of the amazing Green Commander cards you can get your hands on for under a dollar (at the time of writing this). Let’s dive in.

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10 amazing Green Commander cards for under a dollar

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So, a quick note, we’re aiming for cards that work in nearly every strategy in Green, so it’s a big old net we’ve cast here. With that in mind, we’re kicking things off with Scavenging Ooze.

Scooze, to their friends, is a two-mana 2/2 that lets you pay one mana to exile a card from a graveyard. If that card was a Creature, it gets a +1/+1 counter on it, and you gain one life. It’s a little bit of everything all of the time, and it’s a great one to have in your deck.

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10 – Abundance

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Abundance is four mana Enchantment that basically lets you choose whether you’re going to draw a Land or a nonland card. This is, incredibly useful at basically any stage of the game.

It technically reads, “If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.” But we think our explanation is a little more succinct.

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9 – Tempt with Discovery

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Tempt with Discovery is a four mana Green Sorcery that also happens to be one of the best ramp spells going. It reads, “Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.”

The main thing here is that it doesn’t say Basic Land, which means you can go ahead and get your Nykthos, Shrine to Nyx and whatever else you want to get. Nobody can resist this tempting offer, and that means you’re about to get a lot of Land.

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8 – Mosswort Bridge

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Mosswort Bridge is a Land card, which means it doesn’t technically have a color, but shush. Along with tapping for Green, it also has hideaway, which means you get to look at the top four cards of your library and then exile one of them facedown.

Then, you can pay one Green mana and tap it to play the exiled card for free as long as your Creatures have a total power of ten or greater. Free cards are good, but free cards that aren’t normally free are much better.

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7 – Shamanic Revelation

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Shamanic Revelation does a lot of work. All it asks of you is that you can pay five mana and also have a lot of Creatures out. As long as you do that, you’re going to win big.

You see, you get to draw a card for each Creature you control, which is good, but you also gain four life for each Creature you control that has four power or more. That’s not a hard thing to manage in Green, so you’re going to be very well-off after this one.

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6 – Terastodon

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Now, we realize that Terastodon is just a gigantic eight mana 9/9, but honestly, what more could you want? What’s that? Do you need more from your Commander cards? Fine!

Well, along with being massive, you also get to destroy three NonCreature permanents as Terastodon enters the battlefield and replace them with a 3/3 Elephant token. It’s a pretty good way to either give yourself more Creatures, or simply get rid of problematic Enchantments and Artifacts.

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5 – Destiny Spinner

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Destiny Spinner is a two-mana 2/3 Enchantment Creature that makes it so that your Creature spells and your Enchantment spells can’t be countered.

That’s not all though; you can also pay four mana to turn a Land into an X/X Elemental, where X is the number of Enchantments you control until the end of the turn. It’s an odd mix of abilities, but they’re both pretty powerful.

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4 – End-Raze Forerunners

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Craterhoof Behemoth is an excellent card, but it’s also not exactly a cheap one. The good news is though, that you can actually do a pretty good impression of one using End-Raze Forerunners.

This gaggle of Boars costs eight mana, is a 7/7, and has vigilance, trample and haste. When it enters the battlefield, it also then gives other Creatures you control vigilance, trample,. and +2/+2 until end of turn. It’s a pretty good impression indeed.

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3 – Hydra Broodmaster

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Hydra Broodmaster is a big old mess of snakes, and that’s basically all you can possibly want from a Hydra. for six mana, you get a 7/7 with Monstrosity X that costs XX and one Green.

When it becomes Monstrous, not only does it get +1/+ counters on it, but you also get to create X X/X tokens equal to the Monstrosity X value. That’s probably going to be a lot of big old Hydras, and we think that’s just the best.

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2 – Rampaging Baloths

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Rampaging Baloths is a six mana 6/6 with trample. Also, they create a 4/4 Beast token whenever a Land enters the battlefield under your control.

It’s very easy to have a lot of Land entering the battlefield in Green, and that makes this, combined with any potential token nonsense you might be doing, an incredibly powerful card for a very low cost. That’s kind of the whole point of the list, but wait, there’s one more.

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1 – Garruk, Primal Hunter

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It’s absolutely wild to think that we live in a version of the world where there are Planeswalkers that cost under a dollar, but here we are. Garruk, Primal Hunter, is a five mana Planeswalker that enters with three loyalty.

You can add one loyalty to make a 3/3 Beast token, which is nice. You can spend three loyalty to draw cards equal to the greatest power among the Creatures you control, which is also nice. Finally, you can spend six loyalty to create a 6/6 Green Wurm token for each Land you control, which is by far the nicest. It’s a good suite of abilities, and a very easy fit in basically any Green deck.

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