The Essence of Green by Consultant Andy Jones
Green is one of the more simple colors, as it relies mostly on creatures. Those creatures generally have more power and toughness than other creatures of other colors with the same converted mana cost, but generally have fewer abilities. They do, however, have a large number of creatures with trample and reach, which is almost exclusively green. For example, Terra Stomper is a 6 cost green creature with 8/8 with trample that cannot be countered. Green spells typically fall into three categories: Buffing creatures, destroying enchantments and fly, and mana grab.
There are two main types of green creatures: small creatures that get bigger and swarm, and large creatures that overpower the enemy before they can get creatures that can match them. Elves are the perfect example of this. They are absolutely fantastic in large numbers, but are extremely weak in small numbers or individually. Cards like the aforementioned Terra Stomper are examples of the emphasis on big creatures that come out early.
The buffing spells are things like the classic Giant’s Growth which gives creatures +3/+3 for a single mana. Similarly, green spells also tend to use their large creatures for a benefit of some sort, such as they Prey Upon which causes two creatures to “Fight”. Another aspect of green spells is the ability to destroy certain things. One prime example of this is Naturalize which allows for the destruction of an artifact or enchantment. Only white can match green in how often it can destroy things. Green also has spells that Wither, damage or outright destroy creatures with Flying, such as Hurricane which deals damage to all creatures with flying or Plummet which destroys one. Those destroys are more specific than those of other colors, like black, and tend to cost more mana, but can be just as effective in the right situations. The last major aspect of green spells is the ability to both GET lands onto the battlefield quickly and then USE those same lands for greater affects. One simple land grab card is Rampant Growth which simply puts one land from your deck onto the battlefield tapped. Those lands become useful in both getting extra mana to use for cards like Hydras, and boosting creatures and spells that are based on the number of lands you control, such as Timbermaw Larva. Some of the less common types of spells are cards that search your library for creatures and those that put them into play from your hand.
Green can be very powerful on its own, but is possibly one of the most useful combinations with other colors. For example, when combines with white, one of the most common strategies is to combine weak, but skilled, white creatures with plentiful green creatures and buffing spells from both colors. That strategy has actually been made formal as the Selesnya Guild. Another strategy revolves around the many powerful white and green enchantments and the plentiful hexproof available to make an efficient army. A third strategy combines the green land grab to make the powerful white creatures like Angels easier to play and use the removal abilities of white to keep the board mostly clear while you build up your forces.
Green is one of the more simple colors, as it relies mostly on creatures. Those creatures generally have more power and toughness than other creatures of other colors with the same converted mana cost, but generally have fewer abilities. They do, however, have a large number of creatures with trample and reach, which is almost exclusively green. For example, Terra Stomper is a 6 cost green creature with 8/8 with trample that cannot be countered. Green spells typically fall into three categories: Buffing creatures, destroying enchantments and fly, and mana grab.
There are two main types of green creatures: small creatures that get bigger and swarm, and large creatures that overpower the enemy before they can get creatures that can match them. Elves are the perfect example of this. They are absolutely fantastic in large numbers, but are extremely weak in small numbers or individually. Cards like the aforementioned Terra Stomper are examples of the emphasis on big creatures that come out early.
The buffing spells are things like the classic Giant’s Growth which gives creatures +3/+3 for a single mana. Similarly, green spells also tend to use their large creatures for a benefit of some sort, such as they Prey Upon which causes two creatures to “Fight”. Another aspect of green spells is the ability to destroy certain things. One prime example of this is Naturalize which allows for the destruction of an artifact or enchantment. Only white can match green in how often it can destroy things. Green also has spells that Wither, damage or outright destroy creatures with Flying, such as Hurricane which deals damage to all creatures with flying or Plummet which destroys one. Those destroys are more specific than those of other colors, like black, and tend to cost more mana, but can be just as effective in the right situations. The last major aspect of green spells is the ability to both GET lands onto the battlefield quickly and then USE those same lands for greater affects. One simple land grab card is Rampant Growth which simply puts one land from your deck onto the battlefield tapped. Those lands become useful in both getting extra mana to use for cards like Hydras, and boosting creatures and spells that are based on the number of lands you control, such as Timbermaw Larva. Some of the less common types of spells are cards that search your library for creatures and those that put them into play from your hand.
Green can be very powerful on its own, but is possibly one of the most useful combinations with other colors. For example, when combines with white, one of the most common strategies is to combine weak, but skilled, white creatures with plentiful green creatures and buffing spells from both colors. That strategy has actually been made formal as the Selesnya Guild. Another strategy revolves around the many powerful white and green enchantments and the plentiful hexproof available to make an efficient army. A third strategy combines the green land grab to make the powerful white creatures like Angels easier to play and use the removal abilities of white to keep the board mostly clear while you build up your forces.