Green

Card Draw
* Artifacts
* Land
* Enchantments
* Artifacts
* Land
* Planeswalker

Green is the color of nature, instinct, and harmony. Green seeks growth through acceptance.

Popular mono-green commanders include Ezuri, Renegade Leader, Gargos, Vicious Watcher, and Omnath, Locus of Mana.

**See the top Green cards in EDH!**

## **Identity**

Green believes that the world is already complete as is, and the key to true happiness is to accept that. While other colors see a problem with the world and are trying to implement a philosophy to 'fix' it, Green believes that the world is already made right, and that each individual should simply accept the world order and their place within it. Green sees the beauty of nature and the way that animals create communities. They believe that nothing is more beautiful than nature. Nature untouched by human hands is Green’s ideal world. All Green wants to protect this dream and show others this beauty. Green abhors man-made machines that infringe upon nature. This attunement with nature gives green a connection to animals and life that no other color has but it often also means that green can only work through these creatures.

## **Popular Strategies in Mono-Green**

* Landfall**Landfall** is an *Archetype* or deck type, that seeks to get extra lands into play, and get rewards every time they do so, that increase in potency the more of them they draw as the game goes on.
* +1/+1 Counters**+1/+1 Counters** is an *Archetype* or deck type, that seeks to create one or many large creatures by adding, increasing or even doubling counters on them that increase their power and toughness
* Aggro**Aggro** is an *Archetype* or deck type, that seeks to win with Creatures, usually by attacking with lots of them, but sometimes by directly harming their opponents
* Enchantress**Enchantress** is an *Archetype* or deck type, that seeks to be rewarded (*normally by drawing cards*) every time they cast an enchantment, and making most of the things their deck wants to do be done by enchantments.
* Tribal**Tribal** is an *Archetype* or deck type, that seeks to utilize rewards by sticking to a single creature type. Normally an Aggro (*combat based*) archetype, but some tribes or commanders may allow them to play differently. (Elf)

## **Common Tribes in Green**

* Elves
* Dinosaurs
* Hydras

## **Strengths**

### **Ramp**

As the color of nature and growth, Green is the color of Ramp**Ramp** is a term for utilizing that increase your access to mana every turn, ideally leaving you consistently able to cast bigger spells than all of your opponents.. It excels at producing additional resources, which allows it to continue to cast larger and larger spells. Green is one of the only colors able to put lands from its library onto the battlefield. Green's creatures may also produce mana, and green can even use effects that will increase the mana output those resources already provide.
Examples:
* Sakura-Tribe Elder
* Cultivate
* Birds of Paradise
* Mana Reflection

### Big Creatures

Mono-green has some of the biggest creatures in the game. Many mono-green decks will be able to play larger creatures than those found in other colors, as well as using abilities that amplify the power of those creatures even further. Green decks commonly use these creatures in combat to achieve victory, often combining them with keywords such as trample to overrun pesky blockers.
**Examples:**
* Ghalta, Primal Hunger
* Craterhoof Behemoth

### **Tokens**

Green is able to create a large number of Tokens**Tokens** is an *Archetype* or deck type, that seeks to use the effects of cards to create a mass of creatures that are not cards called 'Tokens', often far more than could be created simply by casting creatures., either for small creatures or for large ones. Green can commonly overwhelm a battlefield with tokens of many kinds.
**Examples:**
* Avenger of Zendikar
* Rampaging Baloths

### **Artifact and Enchantment Removal**

Green doesn’t like things that it views as unnatural, particularly artifacts and enchantments. Green has lots of ways to destroy specific artifacts and enchantments, as well as mass removal for these permanents.
**Examples:**
* Krosan Grip
* Reclamation Sage
* Bane of Progress

### **Creature-Based Card Draw**

Mono-green is able to draw many cards, but almost always requires creatures on the battlefield to do so. As long as green is able to keep its creatures in play, it may sustain itself with a consistent flow of card draw.
**Examples:**
* Rishkar's Expertise
* Shamanic Revelation
* Guardian Project

### **Recursion**

Mono-green has many Recursion**Recursion** is a term for returning cards from your graveyard back to your hand. effects that return cards in its graveyard back to its hand. This provides green with the ability to repeat powerful cards multiple times during a game. Green can also frequently return land cards directly to the battlefield.
**Examples:**
* Eternal Witness
* Seasons Past
* Splendid Reclamation

## **Weaknesses**

### **Creature Removal**

Green decks occasionally struggle to remove enemy creatures from the battlefield, as their removal effects are most frequently based upon fight spells (such as Prey Upon). Green decks may have difficulty responding to enemy threats if they are unable to keep their own creatures on the battlefield.
### **Mass Removal**

Green decks tend to be extremely creature-based, and a well-timed Mass Removal**Mass Removal** is the term normally used for cards that get rid of (*destroy, exile or bounce*) all cards, normally of a particular type. They are normally used to 'reset' a board state with a dangerous number of creatures. spell can reset their entire gameplan back to square one.
### Predictability

Green decks tend to be very straightforward, sometimes boiling down to a simple sequence: play creatures, attack, repeat. Though this strategy can be powerful, it can also be easy for other players to anticipate, and plan around it accordingly.
## **Card Categories**

* ~10 cards granting **Hexproof**
* ~4 cards granting **Indestructible**: Heroic Intervention, Inspiring Call, Kamahl's Will, Song of Freyalise
* ~5 cards that can **Regenerate**: Asceticism, Ezuri, Renegade Leader, Full Moon's Rise, Resuscitate, Wrap in Vigor

Green has ~32 cards that act as a Fog, including: **Spore Frog, Constant Mists, Fog, Arachnogenesis, Druid's Deliverance, Moonmist, Blessed Respite, Spike Weaver, Moment's Peace, Respite & Winds of Qal Sisma**

* ~4 cards granting **Indestructible**
* ~11 cards that **Regenerate**

See: **Elderscale Wurm, Elephant Grass, Dawnstrider, Constant Mists, Sandwurm Convergence, Spike Weaver, Spore Flower, Lost in the Woods, Fyndhorn Pollen, Gravity Well, Briar Patch, Asceticism and Creatures with Regenerate**

* **Permanent, all creatures:** Concordant Crossroads, Ellywick Tumblestrom
* **Single Turn, all creatures:** Finale of Devastation
* **Permanent, one creature:** Touch of Vitae, Instill Energy

Green has 5 cards cards including: **Rites of Flourishing, Resurgence & Grothama All-Devouring**

* See: **Ezuri’s Predation, Nacatl War-Pride, Apex Altisaur, Cyclone**