Is mono green good for commanders?

Yes, Mono-Green is very good for commanders, offering powerful ramp, card draw, and large threats, making it versatile for big stompy, tribal (like Elves or Beasts), token, or combo decks, capable of being both fun and highly competitive by leveraging green's core strengths in mana acceleration and creature power, though it can lack interaction compared to multi-color decks.
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Is mono-green a good starting Commander color?

Green already has a ton of really powerful Commander spells, so not having access to other colors isn't as much as a liability as playing some of the other colors. Let's take a look at what we might want to consider when building around these three!
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Are mono-green Commander decks good?

It's still a good deck and does what mono green wants to do. Karn was just a broken ingredient that added a lot of spice. That spice is gone, but the deck is still good.
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Is mono color good in Commander?

Mono coloured can be very good. Usually much cheaper as the land base is easier. There are some very well regarded mono coloured commanders. Urza, Tergrid, Krenko, Light-paws, Marwyn and Selvala come to mind.
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Is mono-green viable in high power Commander?

Is Mono-Green Good in Commander? Yes, mono-green commanders can be very good. Magic players love to debate which mono-colored decks are best in Commander. While it's hard to say any one color is the best, I've rarely seen anyone claim that green is the worst color.
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Mono Green Commanders - Most Fun | MTG EDH

What is the 75% rule in MTG?

The MTG "75% rule" is a popular, unofficial deck-building philosophy, mainly for Commander, about creating decks powerful enough to compete but not so dominant they ruin the fun for casual players, finding a middle ground in power level by intentionally leaving out the most optimal, expensive, or meta-defining cards. It's about building a deck that's "75% as strong as it can be," allowing it to challenge optimized decks occasionally while still being fair in more casual games, making it adaptable for various playgroups.
 
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What is the strongest color in Commander?

Really its black. Black is by far the strongest color in a vaccum. It can pay life to do practically anything the other colors can do, and it has access to the tutors that can grab anything. And they have access to graveyard manipulation, allowing for basically a second hand of cards they have access to.
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What's a good win condition for mono-green?

Finally, the clear winner for mono-green win conditions is the ultimate Overrun variant- Craterhoof Behemoth. The number of games I've won curving Avenger of Zendikar into Craterhoof is… well, a slightly distressing number in all honesty, but what works, works!
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What are the weaknesses of mono-green decks?

By far, Mono-Green Stompy's biggest weakness is that its interaction is extremely limited. By playing so many spells with green-heavy casting costs, you don't have the luxury to utilize Stubborn Denial or elite off-color removal spells.
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What is considered the best Commander deck?

The "best" Commander decks depend on playstyle, but popular top contenders include strong precons like World Shaper (Edge of Eternities) for land/graveyard strategies, Counter Blitz (Final Fantasy) for spell-slinging, and Hearthhull (Bloomburrow) for enchantment/artifact threats, with The Ur-Dragon and Thrasios/Tymna (often cEDH) consistently powerful options for optimized play. For beginners, commanders like Trelasarra, Moon Dancer offer accessible, fun gameplay. 
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How much ramp is in a mono green Commander deck?

Generally speaking a commander deck has an amount of ramp + lands that add up to slightly below 50. The ratio of which depends on the deck's overall construction and the mana values of the ramp spells, but the total usually hovers around the same total.
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How many lands should be in a mono green Commander deck?

Aim for 36 lands in a Commander deck. You can always increase or decrease the land count from there. The more aggressive your deck is and the lower your curve is, the fewer lands you need and vice versa. Ensure that you can consistently cast your commander on curve.
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Is 40 lands too much Commander?

40 lands in a Commander deck isn't inherently "too much," but it's on the higher end for typical decks; it's often perfect for high-mana curve decks, <<<>>landfall strategies, or decks with little card draw, but fewer lands (35-38) might be better if you have lots of ramp and draw spells. It depends heavily on your deck's strategy, average mana cost (CMC), and inclusion of mana rocks/ramp, with many players finding 36-40 a solid baseline for casual play. 
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What are the best 3 colors to combine?

If you're looking for a few basic but perennially popular 3 color combinations to kickstart your color palette, think about combinations like:
  • Yellow, red, and blue.
  • Green, orange, and purple.
  • Teal, magenta, and gold.
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What is the most overpowered card in Clash Royale?

There's no single "most overpowered" card, as it shifts with balance changes, but historically, Phoenix, Goblin Machine (Evo), Monk, and sometimes Hog Rider or Firecracker are top contenders for being broken on release or in certain metas, with the Evo Goblin Machine being nearly unbeatable on its debut due to its sheer spam potential. Cards become "OP" due to high stats for cost (Hog Rider), unique mechanics (Phoenix respawn, Evo Machine swarms), or powerful synergy (Executioner + Tornado). 
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Is a 60% win rate good in Clash Royale?

As long as your not fighting anybody that's overleveled or using mid ladder menace spam 60% win rate is fine.
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Is 34 lands enough for Commander?

Yes, 34 lands can be enough for a Commander deck, especially if you have significant ramp (mana rocks/dorks) or low-cost spells, but it's generally considered low; 36-38 is a safer, more standard baseline, while 34 lands risk too many "mana screw" games, meaning you won't hit your land drops consistently. You can make 34 lands work with low mana curves, heavy card draw (cantrips), MDFC (Modal Double-Faced Cards), or specific land-based strategies, but for most decks, you'll want to add more. 
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What is the most annoying Commander in MTG?

The Most Annoying Commanders to Play Against
  • #8. Korvold, Fae-Cursed King. ...
  • #7. Uril, the Miststalker. ...
  • #6. Edgar Markov. ...
  • #5. The Ur-Dragon. ...
  • #4. Kaalia of the Vast. ...
  • #3. Narset, Enlightened Masterr. ...
  • #2. Zur the Enchanter. ...
  • #1. Meren of Clan Nel Toth. Our last card and made for Commander is next!
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What is the fakest color?

The color purple has long been a symbol of royalty, creativity, and mystery. But according to science, it's also something else: a figment of our imaginations. While it looks just as real as red or blue, purple is actually an optical illusion crafted by your brain.
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What is the weakest color combo in EDH?

From my understanding, the colors in a vacuum are blue > green > black > white > red. So Boros is generally seen as the worst two-color combo and Mardu the worst three-color combo, followed by Rakdos and Naya.
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Can I have a colorless Commander?

Yes, you can absolutely have a colorless commander in Magic: The Gathering's Commander format, but it imposes a strict deckbuilding restriction: all cards in your 99-card deck must also have a colorless color identity, meaning they cannot contain any colored mana symbols (white, blue, black, red, green) in their cost or rules text, even artifacts or lands. This creates a fun challenge, as you're limited to cards without colored symbols, including artifacts, lands, and specific colorless creatures, using only colorless mana.
 
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