When there is a social contract that prevents you from countering green's strengths, it is in fact easy playing green.
Ramp
Green's main strength is ramp. With this group of cards, you will be able to put lands directly onto the battlefield. This is superior to artifact ramp because of the social contract. Artifacts are great until an artifact board wipe goes off. With Skyshroud Claim, Nature's Lore, and Farseek you are able to search up the recently printed in retro frame shock lands and of course the OG duals. I have not yet played Open the Way but on MTGgoldfish they rave about this card. I do like that it is able to put utility lands onto the battlefield. For a list of great utility to lands to put into your deck, click this link.
Mana Dorks
Who remembers hearing the phrase "Bolt the bird" in the early days of magic? There is no shortage of 1 mana value dorks out there and several of them even tap for other colors. While the power level of mana dorks is debatable because they are so easily removed, they certainly accelerate your game plan. If you are running card draw options like Guardian Project or Beast Whisperer they are a can trip in the late game and at the very worst, a chump blocker.
Card Draw
Card draw comes in all styles in green. While green is not the best per se at card draw, it certainly gets by. There are lot of newer card draw options out there that have not yet made it into the retro frames. I kind of like that the retro restriction limits. your power level a little though to be honest. Green has gotten out of hand in recent years.
Removal
Removal is where green starts to have some real weaknesses. Beast Within is premier removal, in my opinion, because you are able to target any permanent type. When you sit down at a table, and you're playing mono green, just know your job is to remove artifacts and enchantments. Keep that Beast Within in your hand until you absolutely need it. Hopefully in time we will get some better options. This category is the reason where I start to think of green as being better as a color splashed into another deck.
Enchantment Synergies
Enchantment strategies are really strong in commander. As you can see from above, this strategy gives us exceptional card draw capabilities as well as ramp. These are literally the two most powerful terms in magic. There are no shortage of enchantment ramp pieces so I've only attached some of the strongest ones. While there are a lot of newer enchantresses that have been printed recently, new decks have gotten to the point where you don't even run all of them. I think the amount that we have is appropriate and keeps games entertaining for your opponents still.
"Good Stuff"
Green has so many amazing cards sprinkled in. Several of the ones on this list are on the reserved list so price can be an issue. The two big offenders for that are Survival of the Fittest and Earthcraft. Hall of Gemstones is a fun card but be careful what pods you play this in as it is sure to be salt inducing. Titania's Song is fantastic tech against artifact ramp and treasures. Food Chain is a notorious combo piece, if you play this card you will certainly raise some eyebrows.
Legends
Mono green commanders are actually pretty varied in what they are trying to do and several of them are unique within the format as well. Titania is the one that I have built a deck for that I will share eventually.
As you can see from this post, even with a retro card frame restriction, green does a lot of stuff really well. Green caters to the inner "Timmy" in all of us. As I mentioned above, I typically enjoy splashing green instead of playing a full green deck so that I can get the benefits of greens ramp without the weaknesses. Green lacks stack interaction with a few exceptions and can be weak to flyers. If you find yourself having issues with flyers there are several cards that are in green that help you combat them.
Let me know in the comments section what cards I missed or what you would really love to see reprinted in a retro card frame. Who would you pick to command your deck?
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