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18, Feb, 21

The 10 Best Mono-Green Commanders

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They say going green can save the planet. We say it can help the planet fight back.
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We’re going to be doing a few of these because it’s important to know which commanders are the ones worth keeping an eye on.

With mono-colored decks, you lose a little bit of flexibility, but you never have to worry about mana, so it can sometimes be worth it.

Never is that truer than with mono-Green, because it’s the color of ramp and big old monsters.

Here are our picks for the ten best mono-Green commanders.

The 10 best mono-Green commanders

As ever we’ve got to give a shoutout to a couple of cards that didn’t quite make the cut for us. The first of these is Fynn, the Fangbearer, who needs a little bit more support on the deathtouch front in Green to be a true powerhouse.

Our other honorable mention is Kodama of the East Tree. This particular Kodama gives you the ability to put multiple permanents into play for free, and that’s the kind of thing we’re very much here for. It’s also a partner commander, so you can bet you’ll be seeing it on the site again soon. Now then, onto the list of the ten best mono-Green commanders.

10 – Yeva, Nature’s Herald

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First up, we’ve got Yeva, Nature’s Herald. Yeva is a 4/4 for four-mana who not only has flash herself, but also gives all of your Green Creature cards flash as well. This means that you can cast every Creature in your deck at instant speed.

Given Green’s propensity for massive, dangerous monsters and its ability to have far more mana than is reasonable, having flash allows you to suddenly deploy an army of blockers to defeat an incoming attack, or to set up a massive swing to kill your opponent out of nowhere. We were going to say there’s nothing flashy about Yeva, but that’s simply not true.

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9 – Azusa, Lost but Seeking

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Azusa, Lost but Seeking is a three-mana 1/2 that lets you play two additional lands each turn. This isn’t a combat-heavy ability; it’s one designed to allow you to play an obscene number of lands and allows you to focus on abilities that benefit from having a lot of lands enter the battlefield in one turn.

Ideally, you want to fill your deck with cards that take advantage of this, cards like Zendikar’s Roil and Scute Swarm, and then just make sure you can keep drawing and playing land cards until you eventually overrun the board with obnoxiously strong beasts that can trample through your enemies. Azusa is a simple card, but there’s no denying the power of having way more lands than the other people in your group.

Read More: Have a look at the best ramp cards in Commander

8 – Ashaya, Soul of the Wild

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Ashaya, Soul of the Wild is another of the best mono-Green commanders for players who like land, lots of land under starry skies above. Ashaya is a five-mana Elemental that has a power and toughness equal to the number of lands you control. You’d think that would mean they were a 5/5 when you play them, but you’d be wrong.

You see, the second ability of Ashaya turns all of your nontoken Creature into Forests in addition to their other types. This means that they can now tap for one Green mana apiece, but it also means that Ashaya gets even stronger based on how many Creatures you have out as well. In short, Ashaya is a tank, and all you need to do is give them fuel to win the game.

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7 – Ayula, Queen Among Bears

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Having a Bear commander is the best thing, and Ayula is quite the powerhouse in her own right too. As a 2/2 for two, Ayula is very much an MTG Bear; the thing that makes her such a great commander is that you can go all-in on being a tribal deck to great effect.

Her ability triggers every time a Bear enters the battlefield under your control, and it allows you to either put two +1/+1 counters onto a Bear, or to make one of your Bears fight a Creature you don’t control. Basically, you’ll spend a couple of turns making your fluffy friends absolutely massive, and then you can kill off everything that enters from then on.

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6 – Selvala, Heart of the Wilds

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Selvala, Heart of the Wilds is a fun commander. Now, obviously, we think all of the ones on our list are fun, but Selvala can be used pretty comfortably as a political piece thanks to her abilities. As a 2/3 for 3, her stats aren’t all that great, but her first ability allows any player to draw a card if a Creature enters the battlefield that has more power than any other Creature.

This applies to your opponents, too, so you’ll either need to stack your deck with big old beasties, or you’ll be helping out other people too. This allows you to make friends and maybe even sweet-talk your way to victory. Her second ability gives you mana equal to the highest power among the Creatures you control, which is a nice bonus.

Read More: How to crush your opponents in a Kaldheim draft 

5 – Vorinclex, Monstrous Raider

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It’s always nice to write a list like this and get to put a new card on it. Vorinclex, Monstrous Raider is from the wonderful plane of Kaldheim, and while we don’t think it’s the best Commander from the set, it’s certainly one worth mentioning here thanks to its ability to double the counters you’re putting on things. It makes all of your Planeswalkers capable of using their ultimate the turn you play them, and if you combine it with cards like Doubling Season and Hardened Scales, you can almost instantly turn a 1/1 into a 10/10 with no issue.

It helps that this version of Vorinclex also limits the counters your opponents can make, which means their Planeswalkers are weaker, and you can hose any strategies that are trying to do the same thing as you. Vorinclex is aptly named, and is sure to be a monstrous opponent for anyone that can’t take it out.

Read More: Our picks for the five best Kaldheim cards for Standard

4 – Omnath, Locus of Mana

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Look, Green has a thing, and that thing is mana generation. Omnath, Locus of Mana, was the first version of Omnath we saw, and they’ve been gaining colors every since. This one is a three-mana 1/1 that makes it so that your Green mana doesn’t empty from your mana pool. This means that you can basically store up mana as much as you want.

Aside from the fact that this gives you the ability to cast big old spells, Omnath also gets +1/+1 for each Green mana in your mana pool. This can very quickly make Omnath unstoppable, and that’s basically all you can ask for from your big Green boi.

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3 – Gargos, Vicious Watcher

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While Omnath is all about mana, Gargos, Vicious Watcher, is all about massive Creatures, specifically Hydras. Gargos is a six-mana 8/7 with vigilance that makes it so that whenever a Creature you control becomes the target of a spell, Gargos can fight another creature for you.

Also, Gargos makes it so that your Hydra spells cost four generic mana less to cast. Hydra’s are cool anyway because a lot of them have X as part of their casting cost, and that means they’re basically always on curve. With them now costing four less, it also means they’re substantially stronger most of the time. When you then throw in cards like Apex Devastator, which is suddenly a six-mana 10/10 with four cascade triggers, you’re basically constantly generating value.

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2 – Ezuri, Renegade Leader

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We’ve talked about good old Elfball in Commander before, but there are few commanders that do the strategy justice as well as Ezuri, Renegade Leader. As a three-mana 2/2, Ezuri stands above the others thanks to two abilities.

The first ability lets you pay one Green mana to regenerate another Elf, which saves them from destruction. The second ability costs five-mana and grants all of your Elf Creatures +3/+3 and trample until the end of your turn. What’s cool about both of these is that the only limit on using them is your mana, and Elf decks are incredibly good at generating mana.

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1 – Yisan, the Wandering Bard

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Finally, the top spot of our ten best mono-Green commanders is held by Yisan, the Wandering Bard. Yisan is a three-mana 2/3 with an ability that lets you end games with ease. For three mana, you can tap Yisan and put a verse counter on him. This allows you to search your library for a Creature card with a converted mana cost equal to the number of verse counters and then put it into play.

What this means, is that you can build your deck in a way that means you can have an answer for every problem at different mana costs. You can then just bring them out nearly at will, and it makes it absurdly easy to pull of game-ending combos with very little effort. Yisan isn’t a beast on their own, but you’d be a fool to underestimate this bard.

Read More: Our picks for the five best Kaldheim cards for Standard

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