Top 10 Best Green Commons for Commander
Commander doesn't have to be expensive. In fact, some of the most powerful cards in the format are Commons. Green, the color of ramp and nature, is especially rich in high-quality commons that form the backbone of countless EDH decks.
Here are the top 10 Green Commons you should be playing (or proxying!) in your next Commander deck.
1. Cultivate & Kodama's Reach
Mana Cost:
We're cheating a bit by lumping these two together, but they are essentially the same card and nearly every Green deck wants both. For just 3 mana, you get to ramp one land onto the battlefield AND put another in your hand to ensure your next land drop.
Why they're essential:
- Card advantage + Ramp in one package.
- Fixes your colors if you're playing 2+ colors.
- Absolute staples for reaching the mid-game.
2. Nature's Claim
Mana Cost:
One mana to remove any Artifact or Enchantment? That is efficiency at its finest. The downside of giving an opponent 4 life is negligible in a 40-life format like Commander.
Why it's great:
- Stops infinite combos instantly.
- More efficient than "Disenchant" or "Naturalize".
- In a pinch, you can destroy your own useless rock to gain 4 life.
3. Sakura-Tribe Elder
Mana Cost:
Affectionately known as "Steve," this card does it all. He chump blocks a massive attacker, then sacrifices himself to get you a land before damage triggers.
Why it's great:
- Blocks and Ramps.
- Goes to the graveyard (which Green decks love for recursion).
- Can be fetched with creature tutors.
4. Wild Growth
Mana Cost:
One of the best turn 1 plays in the game. Unlike a mana dork (like Llanowar Elves), Wild Growth attaches to a land, making it harder to remove with a board wipe.
Why it's great:
- Enchantress decks draw cards off it.
- Untap effects (like Arbor Elf) make it generate huge mana.
- Is not summoning sick; works the turn you play it if the land is untapped.
5. Llanowar Elves (and friends)
Mana Cost:
Whether it's Llanowar Elves, Fyndhorn Elves, or Elvish Mystic, the outcome is the same: Turn 3 plays on Turn 2.
Why it's great:
- Explosive early game speed.
- Cheap sacrifice fodder later in the game.
- Essential for Elf tribal decks.
6. Harrow
Mana Cost:
Sacrificing a land sounds bad, but getting two untapped lands onto the battlefield is incredible. You can cast Harrow and immediately use the new lands to cast a 2-drop.
Why it's great:
- Triggers "Landfall" twice instantly.
- Can be cast in response to land destruction.
- Puts a land in the graveyard for graveyard strategies.
7. Ram Through
Mana Cost:
Green removal often requires fighting, which risks your creature. Ram Through is non-reciprocal (punching), meaning your creature deals damage but takes none. If your creature has Trample, the excess burns the opponent!
Why it's great:
- Instant speed removal.
- Can kill players if you have a massive Trampler.
- Keeps your creature safe.
8. Return to Nature
Mana Cost:
Versatility is king. Return to Nature destroys an artifact, an enchantment, OR exiles a card from a graveyard. That third mode makes it a main-deckable card in almost any meta.
Why it's great:
- Graveyard hate is essential in Commander.
- Never a dead card.
- Strictly better than Naturalize.
9. Evolution Sage
Mana Cost:
Wait, is this really common? Yes, thanks to War of the Spark. If you are playing counters (+1/+1, Planeswalkers, Poison), this card is a win condition. Every land you play Proliferates.
Why it's great:
- One of the most powerful Proliferate engines ever printed.
- Turns fetch lands into double Proliferate triggers.
- Must-answer threat for only 3 mana.
10. Rancor
Mana Cost:
Giving a creature +2/+0 and Trample for
Why it's great:
- Turns big dumb creatures into real threats.
- Resilient to removal.
- Amazing in Voltron or Enchantress decks.
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