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Commander Legends Set Review - Green
Big, Green, and Angry
Welcome to the EDHREC set review for green in Commander Legends. There are a lot of cards to talk about, so let's get right into it.
Kamahl, Heart of Krosa
The first thing I noticed aboutwas his mana cost. Eight mana is a lot, but Kamahl works best when you have plenty of lands in play. Pair him with another green Partner, like or , to help get extra lands into play, and then make them into 4/4 creatures with haste, indestructible, vigilance, and trample with 's two effects. Kamahl will only let you attack with a third of your lands, though, so including and helps make sure you can deal enough damage.
Kamahl will also reward you for branching out into white and going as wide as possible with tokens. Big spells likeand will give you a scary board very quickly. in particular is useful if you Partner Kamahl with , since each token comes in with at least one keyword. The new Akroma is also a good Partner for a ramp deck. She and Kamahl combine to make your lands into 8/8s during combat. You could also use for a mana outlet in the command zone, and an extra buff for creature tokens. is another good candidate for this strategy, and gives us access to red for multiple combats.
triggers at the beginning of combat on our turn, buffing your whole team by three for each successive combat step. Even if we can't make infinite combat steps, Kamahl can make sure that just one or two is enough to end the game. We can even stack the extra power with , especially since we're going to need to be ramping a lot in order to cast Kamahl. is a good candidate for a Gruul pairing as a free attacker with good keywords, while helps you go wide.
is a very big, very silly card. Sitting at ten mana, will let you Cascade into just about any spell you can imagine. This Chimera Hydra is obviously great in any deck that cares about Cascade. Both and will love this many-headed friend. I usually think of as having a much lower mana curve, but it could be fun to stack as many instances of Cascade onto as possible. If you use as your commander, you could have , , and active at the same time, for a total count of seven Cascade triggers for five mana.
could also find its way into decks that play individually powerful cards that reliably hit ten mana. In particular, I'd expect to see this in Temur and Sultai "goodstuff" decks, although Naya and Jund creature decks could certainly find a spot for it as well. offers a steep discount, possibly casting for two mana. For Sultai, is often built as a big mana deck that plays powerful spells that you'll never mind finding off a quadruple Cascade. is also a fantastic hit when you activate , and is a great place to use the ten mana that creates.
Reshape the Earth
Ramp decks with and as payoffs. A Temur deck with and will be right at home with at the top of its curve.feels a lot like . In a dedicated lands deck, will almost always search for at least ten lands, and enables the same combos as for roughly half the mana cost. The two cards have the same effect, but they are very different in the ways they achieve it. Sacrificing your lands can come with hefty risks, especially if you know that your opponents might respond with or . avoids those risks, and actually ramps you on your next turn, where leaves you with the same number of lands in play. Reshape will have a place as a redundant mass land search spell, but it will really shine in
is also great for decks. With as the commander you can find early, and then immediately get all ten Gates you need to win the game. You might also choose to play that deck with as the commander to cast for only five mana. Even if you don't plan on assembling a game-ending combo with , it will also find a spot in most Landfall or lands matter decks. and will both draw you a ton of cards. You can also use to have all ten lands come into play untapped. If one of those happens to be , then you can put back on top of your library to do it all over again.
Kodama of the East Tree
is an incredibly flexible card. It clearly fits quite easily into big stompy decks, whether you are playing creatures, enchantments, artifacts, or even planeswalkers. A better home for it, though, is in reanimator decks. If you cast to bring back with in play, you can then immediately drop from your hand. This helps when a big creature would otherwise be stuck in your hand for several more turns, and puts a ton of pressure on your opponents. is the perfect Partner for this strategy. If you also want to put extra lands into play alongside your big creatures, will create a Zombie token alongside each reanimated creature to put a land into play with the Kodama's trigger.
Notably,also triggers when you play lands. will put two lands into play, one of them untapped. Bounce lands also come in for free, since you can put the land you bounce back into play. If you make a token, you can put a land into play for free alongside it. and a go infinite with Kodama in play, since the Growth Chamber will bounce itself only for the Zombie to trigger over and over again. Pair with or for access to and as many bounce lands as possible.
Magus of the Order
Continuing the "Magus of" cycle,is a creature version of . is an ever-so-slightly absurd card that lets you trade an for , or , or any other creature you can think of. According to the data on EDHREC, is played most in Green combo decks, like , to put into play, and , to get or .
is likely a turn too slow for more optimized decks, though. It will shine not as a combo-enabler, but as an additional in creature-based toolbox decks. It feeds experience counters, and fills your graveyard for . can easily give haste and is a versatile leader for reanimator decks.
Becauseand chain their way up mana costs, there is pressure to end the game before you reach the top of your curve. doesn't have that restriction, so you can perfectly respond to the needs of the game. No other card will let you go from to and back down to so easily.
lets you choose between making your lands into 1/1 Elemental creatures with vigilance, indestructible, and haste, or having each creature you control deal damage equal to its power to a creature you don't control. If you have a commander in play, you can choose both. Turning your lands into creatures has several uses, including combos with , and a backup plan in Ramp decks like . decks could combo with to turn a wide board of tokens huge. And, of course, this works well with .
The fight mode on this spell is neat, but not the reason to play it.doesn't provide you with draws from , so I think this fits better into decks that want it for the first mode and that can occasionally make use of the second.
is an interesting variant on , growing exponentially with each new copy buffing every other copy as they go. The best place for is in decks that want to abuse tokens, such as or the new . There are also some fun creature stacks you could replicate in a Mutate deck helmed by or . As the only Ooze lord, as far as I know, it will also definitely fit into any Ooze-themed decks. The tribe has been getting more and more support in recent sets, so I won't be surprised to see those decks popping up in the wild soon.
Court of Bounty
Being the Monarch always feels great, but Commander Legends comes with a cycle of enchantments to make it even better.is great for Ramp decks, letting you put extra lands into play and potentially dropping your creatures for free. might appreciate that, and definitely will. is among the best ways for Jared to reclaim his throne. And of course group hug decks will be able to make great use of this card. Using effects to protect the Monarch token is already a solid game plan, and each Court makes that strategy stronger. An Abzan deck also gives you access to and as potential win conditions, perhaps with as a commander.
This is a strange ramp card. It could be right at home in a Group Hug decks but could draw more attention than you'd like. Players tend to dislike effects that steal permanents, and lands are especially sacred in Commander.will let each player ramp by two, and they can choose not to, so it should avoid some of those bad feelings, but that will vary player by player. The search being optional is important to remember, though, in case anyone is planning to follow this with .
does combo nicely with , however. shows up often in and decks, so the Druid might find a home there. Overall, though, all players have to do is agree not to search and this card will be quite disappointing to play.
Anara, Wolvid Familiar
lets you turn any other Partner into . She offers excellent support to an aggressive deck when paired with or , where the addition of green adds much needed ramp and card draw. Anara also pairs with the other keyword soup commanders in the set, and . I think she works best with , though, so you get access to the best board wipes, and Equipment tutors to swing with while keeping your commanders on the field.
Gilanra, Caller of Wirewood
Green is the color of big creatures and even bigger mana.celebrates this by rewarding you every time you cast a spell which costs six or more. Gilanra has potential as a Partner for , but could also find a spot in decks. You might also consider Gilanra if you are going to build a Cascade deck with or at the helm. Getting a free spell, a land from your library, and drawing a card off of is a lot of extra value.
If you'd rather just play aggressively and attack,and are both big enough to draw you a card. is another option to make an aggressive deck. Naya has a lot of great creatures to choose from, and Bruse makes sure they deal a lot of damage very quickly.
Halana, Kessig Ranger
is a great card for fight-based strategies. She fits right into and , both of which want to fight and play big creatures. Halana also synergizes with to power out one big creature by casting another. Gruul is a great color combination for , giving you access to haste and trample for your big creatures, which she lets clear out any potential blockers as they enter play. Playing a tribal deck opens up the possibility of utilizing to always be able to pay for Halana's ability. Dragons are probably the best choice, thanks to and . slots in nicely as well to throw extra damage around, either to take out any creatures bigger than your Dragons, or to put pressure on life totals.
Numa, Joraga Chieftain
Elves take up the Golgari colors in Commander Legends, with green being represented by. While you can spread the +1/+1 counters across your creatures, they will have a bigger impact if they're stacked onto key creatures. and can create monstrous amounts of mana, and will pump the rest of your team for each counter it gets. To make sure you have as many Elves as possible, pair with . Every time Nadier leaves play you make a 1/1 Elf Warrior token equal to Nadier's power, which works perfectly alongside the +1/+1 counters from Numa. Numa's trigger only happening at the beginning of combat limits your ability to do anything too crazy, although, with the help of and , perhaps, although both cards should go into a Numa/Nadier Partner deck anyway.
Moving on to another commander that cares about +1/+1 counters, we've got another Ooze. If you focus on going wide and spreading your +1/+1 counters out over your tokens evenly,might be a decent Partner for . A more effective Partner might be , who allows you to sacrifice your creatures on your own terms. Throwing three creatures into the graveyard at once gives the rest of your creatures an immediate three power boost at instant speed. That is a neat little that also draws a couple cards.
could be another decent Partner for Slurrk. They help get counters onto your other creatures, and also have a relevant ability that triggers when a creature with a +1/+1 counter on it dies. is a temping Partner as well, but white cards like and are almost too powerful to leave out.
Slurrk also fits intodecks that seek to reanimate a large number of zero-power creatures all at once, along with . This giant Ooze could also find a home in and Aristocrat decks as another source of +1/+1 counters for your board.
Ich-Tekik, Salvage Splicer
Splicers are an interesting concept, and ideas for Splicer Tribal (technically Golem tribal) decks have been floating around for a little while now.finally gives us the perfect commander for this strategy. Not only does it create the all-important 3/3 Golem artifact creature tokens, it rewards us for sacrificing those tokens. You'll want to pair Ich-Tekik with a white commander to gain access to most of the other Splicers and the flicker support to be found in Selesnya colors. is an excellent choice, as she will also grow alongside your Golem army. If you'd rather focus on graveyard interactions, will let you play blink and reanimator, and also functions as an anthem for your tokens.
If your preference is to play artifacts rather than tribal, then you might consideror . Keskit can make excellent use of the Golem tokens to feed your graveyard and grow Ich-Tekik. On the other hand, Armix doesn't benefit from the Golem tokens, but Ich-Tekik doesn't need the artifacts hitting the grave to be tokens, either. A Golgari deck is certainly not something I have seen before, but it seems like a real possibility now.
Cascade, Cascade, Cascade, Cascade
And that brings us to the end. There are a couple of great reprints in this set, including, which I am very excited for but didn't have the space to talk about. I'm also excited to see very powerful cards mixed in with lower-powered, more unique cards that open up new possibilities. These include Golgari artifact decks, and a number of different Naya Equipment decks. What decks are you looking to brew with the new cards? Some new Partner pair, or are you just adding to existing decks? Let me know in the comments!