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Best Green Cards from Avatar: The Last Airbender

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Green always shows up big in crossover sets, but Avatar: The Last Airbender takes a different route. Instead of the usual ramp-and-rumble formula, this set treats Green like a philosophy: stability, harmony, and the kind of patient strength you'd expect from Earthbenders... until, of course, the moment the ground erupts beneath your opponents.

Today we're looking at five standout Green cards from Avatar: The Last Airbender. No rankings, just the cream of the crop and where they shine in Commander.

The Legend of Kyoshi

The Legend of Kyoshi

A five mana Saga that draws cards, reshapes your mana base, then comes back transformed into a mana engine is already intriguing. But The Legend of Kyoshi goes even further by tying all three chapters together in a clean mechanical arc: cards become lands, lands fuel power, and that power turns into mana.

Chapter I draws equal to your strongest creature, which is amazing in decks with commanders like Ghalta, Primal Hunger. Chapter II turns any land into an Island in addition to its other types, a subtle but meaningful fix for commanders who want reliable Blue. Chapter III brings the whole thing back as Avatar Kyoshi, a 5/4 that gives your lands trample and hexproof, and taps for massive bursts of mana equal to the greatest power you control.

Great in: Big-creature decks, Simic shells, landfall, mana-sink strategies.

Key Cards:

Badgermole Cub

Badgermole Cub

A two-mana 2/2 that brings earthbend 1 on entry and then turns your creature-tappers into mini-Gaea's Cradles is honestly better than it looks. Badgermole Cub belongs to that special class of Green creatures that break parity by giving you an exponential mana advantage. You drop it early, you get a pseudo-land that's also a creature that grows itself, and suddenly every mana-dork you tap gives you one extra mana.

Decks that use counters-based ramp will love this thing.

Great in: Counters strategies, creature-heavy builds, token decks, any commander who taps creatures for value.

Key Cards:

Avatar Destiny

Avatar Destiny

This is the kind of Aura that looks niche at first and then becomes a build-around powerhouse. Avatar Destiny buffs a creature based on how many creatures are in your graveyard. In self-mill decks, aristocrats builds, or anything playing the long game with recursion, this turns your commander into a one-shot missile.

But the real juice is the death trigger: when the enchanted creature dies, you mill equal to its power, return the Aura to your hand, and resurrect one creature milled this way directly to the battlefield. This is a reusable reanimation loop and self-mill engine stapled together.

It works beautifully in Sultai, Golgari, and any deck with commanders who naturally get tall and want to die on purpose.

Great in: Any graveyard-centric build.

Key Cards:

The Earth King

The Earth King

If you like ramp, tokens, and Bear tribal (or maybe just one of those three), The Earth King feels like a brilliant glue card. He brings his own 4/4 Bear on entry (which is already efficient at 4 mana) and then rewards you every time a creature with four or greater power attacks by tutoring any basic land and putting it onto the battlefield tapped.

This is essentially a steady Rampant Growth engine that scales with each combat step. Pair him with token doublers, extra combat phases, or just a collection of medium-to-large creatures, and you'll thin your deck of basics while gaining a huge mana advantage.

And yes, technically, he does synergize with Bear tribal. But really, he's a land-ramp commander hiding behind a bear hug.

Great in: Gruul tokens, Green big-creature decks, Naya combat, landfall ramp.

Key Cards:

Great Divide Guide

Great Divide Guide

Now this card is deceptively strong. Any land you control and any Ally you control suddenly taps for 1 mana of any color. This turns your mana base into a perfect rainbow without needing Triomes, shocks, fetches, or rocks. In five-color decks, this becomes a dream for casting cost-intensive spells. In Ally decks, it's almost mandatory. And in creature-based ramp builds, it quietly fixes every awkward draw for the rest of the game.

The stat line is perfectly playable at 2 mana, but the real value here is mana smoothing. Smoothing wins games. The kind of smoothing that takes you from hoping you draw your third color to casually casting your five-color commander on turn five.

Great in: Five-color piles, Allies, and landfall colors-matter decks.

Key Cards:

Final Rumbling Thoughts

Green is great in Avatar: The Last Airbender as these cards are efficient, synergistic, and surprisingly flexible, giving Green its classic strengths with a cross-franchise twist.

Watch out for Green Commander players in the wild after the set drops because you will definitely encounter big Green shenanigans augmented by these 5 cards above!

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