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The Five Best Green Cards for Commander from Tarkir: Dragonstorm

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Green has always been a juggernaut in Commander - and arguably the format's best color. From ramp spells that leapfrog the curve to massive creatures that end the game with a single swing, the color has earned its place at the top of the power table. In Tarkir: Dragonstorm, Green claims a fresh batch of cards that deliver value, recursion, and raw, creature-based dominance.

So take note of all the cards below if you're brewing mono-Green stompy, a graveyard grinder, or a lands-matter midrange build, this set gives you tools to refine your Green game plan.

Honorable Mention: Craterhoof Behemoth (Reprint)

Craterhoof Behemoth

Yes, it's still here. Yes, it still ends games. And no, I couldn't leave it off entirely.

Craterhoof Behemoth is the poster child for Green finishers in Commander. The moment your board is wide enough, dropping this hoofed beast often reads: you win. But since it's a reprint in this set, not a newcomer, it takes a respectful seat on the sidelines while we explore fresh new cardboard faces.

5. Heritage Reclamation

Heritage Reclamation

Efficient answers. Elegant versatility.

This unassuming 2-mana instant packs exactly the kind of flexibility any Green deck needs: it destroys an artifact, an enchantment, or exiles a card from a graveyard AND replaces itself with a card draw.

In Commander, that kind of modular value goes a long way. It's a smart include for decks that want to keep interaction density high without loading up on niche hate cards. Graveyard exile is also more relevant than ever, with commanders like Muldrotha, Meren, and Tymna still being popular choices.

  • Works in: Any Green deck (especially mono-Green)
  • Sleeper synergy: With recursion engines like Eternal Witness or Seasons Past
  • Why it's #5: It's not splashy, but it always shows up to do the work. A flexible utility player, not a haymaker.

4. Floral Evoker

Floral Evoker

A landfall engine that turns growth into resurrection.

This 2/3 Snake Druid rewards land drops with +1/+1 counters and converts dead cards in hand into land recursion. That's a potent loop in any graveyard-hungry build.

Its second ability--discard a creature card to return a land from graveyard to the battlefield tapped--plays extremely well in Lands Matter, reanimator, and even +1/+1 counter shells. Imagine triggering Landfall twice a turn, fueling The Gitrog Monster, or bringing back utility lands like Field of the Dead, Blighted Woodland, or Boseiju, Who Endures.

3. Warden of the Grove

Warden of the Grove

The bigger it gets, the stronger your entire team becomes.

On its own, this 2/2 Hydra steadily grows at every end step. But the real magic happens with its Endure trigger: every time a nontoken creature enters under your control, it inherits Warden's strength via +1/+1 counters or an X/X token if it would die.

This makes it a powerhouse in decks that blink, flicker, or flood the board with creatures turn after turn. It turns your ETB decks into armies of growing threats, and doubles as a buffer against board wipes since it immediately bulks up replacements.

2. Steward of the Harvest

Steward of the Harvest

Your graveyard just became a resource-rich vault. Abzan and Sultai graveyard decks just found their new love.

This card is a perfect example of Green's mastery over the graveyard. When Steward of the Harvest enters the battlefield, you exile up to three lands from your graveyard. Then, all your creatures gain the activated abilities of those lands.

Yep, all of them.

This is a toolbox enabler for land-centric strategies that abuse activated land abilities. Think: your mana dorks now tap like Command Beacon, Strip Mine, and Ghost Quarter. The ceiling here is absurd.

  • Works in: Landfall, Graveyard, Toolbox decks
  • Deck fit: Gitrog Monster, The Necrobloom, Muldrotha,
  • Why it's #2: Wildly unique effect with a high skill ceiling. Needs the right setup, but delivers unmatched utility.

1. Nature's Rhythm

Nature's Rhythm

Green Sun's Zenith meets Unearth. Then cranks it up.

This is the most exciting Green spell in the set--bar none.

For X and 2 Green mana, you search your library for a creature with mana value X or less and slam it onto the battlefield. Already powerful. But with Harmonize (no not the sorcery Harmonize), you can cast it from the graveyard--tapping creatures to reduce the cost based on their power. That means a late-game Craterhoof, Avenger of Zendikar, or Prime Speaker Vannifar is just a tap away.

Nature's Rhythm isn't just flexible--it's a game-changer. It's a tutor, a ramp target, a graveyard engine, and a finisher enabler all in one.

  • Works in: Big Mana, Pod, Toolbox, or Graveyard decks
  • Deck fit: Muldrotha, Yisan, the Wanderer Bard, basically any Green deck!
  • Why it's #1: Instant board impact. Graveyard recursion. Late-game inevitability. This is a Green spell you build around.

A Bountiful Harvest

Green doesn't need flash--it needs function. And in Tarkir: Dragonstorm, it reaps a fresh crop of Commander-ready tools that reward smart sequencing, big plays, and relentless value.

These cards don't just support what Green already does best--they bump it up several notches up and then some. From ramp to recursion, pressure to payoff, this harvest of Green cards is one of the richest we've seen in recent sets. Add them to your Green decks and overrun the competition.

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