Guardian Project | Illustration by Chris Rallis
Enchantments weren’t very prominent in green back when Magic was first starting. There were some good green enchantments here and there, but it was better known as the color that had cards like Hush, Reverent Silence, Tranquility, and Tranquil Grove, that last enchantment having a repeatable ability that destroys every other enchantment.
The current game state is far from that enchantment-hating meta. Nowadays all colors have access to all card types in mostly viable ways. There are a ton of green enchantments out there that synergize greatly with the most viable strategies in this color.
But what are the best ones out there? Let’s find out!
Utopia Sprawl | Illustration by Ron Spears
Green enchantments and enchantment creatures have green in their casting cost and synergize well with green-heavy strategies. There are some good enchantments that go outside of what green typically does in the color pie, and they may drop in the ranking or be outright excluded for that reason.
Carpet of Flowers can grant you lots of mana in the right circumstance, but it’s less reliable because it depends on the lands that your opponents play.
I chose to add Survival of the Fittest here because it won’t be an amazing card in a lot of decks. I’ve personally seen a Sultai () build use this card to amazing results despite its possible drawbacks.
Enchantments have become a viable strategy in green decks. Cards like Sythis, Harvest’s Hand can be really useful, but I think it falls a bit behind when you see how many mono-green cards have similar or better effects.
Hardened Scales is a good card because green plays a ton of +1/+1 counters. It just feels a bit lackluster when compared to some of the counters-support enchantments out there.
Destiny Spinner is at its best in enchantment-focused decks for obvious reasons, but it’s also extremely useful in regular green decks. Making your creatures impossible to counter for only two mana makes it a worthy addition even if you don’t play many enchantments.
The mana cost on Unnatural Growth makes it hard to add to multicolored decks, but that’s a reasonable drawback considering the card’s effect. Playing this in a big creature mono-green deck can allow you to quickly and easily overpower your opponents in combat.
Asceticism gives all your creatures hexproof, which is undeniably one of the best protective abilities in Magic. It also allows you to regenerate a creature for two mana, so you can save your most important creatures if an opponent plays a board wipe.
Colossal Majesty is an amazing card in basically any deck with big creatures. You more than likely have a creature with power four or greater if you’re playing green decks. You might as well draw an extra card every turn too!
Ramp spells are amazing and let you rush ahead of your opponents. Zendikar’s Roil can give those spells an extra advantage by giving you creature tokens for each land you play for basically no drawbacks. It’s far from the strongest enchantment, but it’s a good utility piece in a landfall deck.
#24. Bear Umbra
I actually love most totem armor cards. They feel flavorful and fun to play while giving you some amazing advantages. Bear Umbra is arguably the best of them thanks to its land untap effect that can be a complete game changer in a good green deck.
Putting three quest counters on Khalni Heart Expedition is way easier than it may seem at first. It’s probably not the greatest ramp spell, but it can be useful in decks that care about sacrifices.
This card’s biggest advantage is its low mana cost. I prefer other cards with similar effects because Utopia Sprawl feels too constrained, only letting you add one extra color and always needing a Forest to enchant. How is this $2?
For a single mana more than Utopia Sprawl you can play Fertile Ground. This card can enchant any land and adds any color you may need, so it has more versatility. Not to mention it costs less than $1.
Before green became the color that does absolutely everything in Magic, it was the color of creatures and having tons of mana. Cryptolith Rite is a card that plays perfectly into it’s strengths.
I honestly think I don’t even have to explain why having a card that triples the amount of mana you generate is amazing. Nyxbloom Ancient has a high mana cost, but the possible rewards are more than worth it.
Rancor isn’t just the card with one of the best flavor texts out there, it also has a more than decent effect. I used to play four of it in a Modern infect deck, and it changed the direction of a game more than once.
I’ll take no criticism about playing infect, by the way.
Burgeoning lets you constantly cheat lands into play and keep up with your opponents’ ramp. It’s solid on its own, but there’s no way you’ll fall behind on mana if you combine it with something like Land Tax.
Wild Growth only costs a single mana and can enchant any type of land. It can be really good to get ahead in the game’s early stages, even if it only generates green mana.
Green decks tend to attack often, whether with a handful of large creatures or a massive army of tokens. Getting quest counters on Beastmaster Ascension won’t be hard at all and it essentially gives you an overpowering board state.
Some people prefer Colossal Majesty since it passively gives you a card each turn just for having one large creature. I like Elemental Bond more because you could draw a ton of cards on a good turn. And you should still be consistently playing creatures with power three or greater in a green deck even on a not-so-good turn.
Zendikar Resurgent’s mana cost can be steep, but the rewards you could reap are absolutely worth it. It’s a card that plays perfectly into green’s strengths and can be a consistent utility card.
If you’ve played Arena the past couple of years you probably know Scute Swarm pretty well. Green is a color that enjoys creature tokens a lot, and Parallel Lives is there to emphasize that and create some powerful token armies.
#9. Growing Rites of Itlimoc / Itlimoc, Cradle of the Sun
Gaea’s Cradle is obviously easier to play since you don’t have to play an enchantment and reach a creature threshold to transform it. And Itlimoc can still add mana even if you don’t control any creatures.
Sometimes it’s better if a card is simple and straightforward. Exploration lets you play two lands each turn and build a huge mana base quickly. What else could you need?
#7. Garruk’s Uprising
This is my personal favorite out of all these types of enchantments. Garruk’s Uprising gives creatures trample and is an undeniable advantage in any deck that plays big creatures at a consistent rhythm.
Maybe I lied a little when I said that simpler is better. Dryad of the Ilysian Grove lets you play an extra land each turn, and instantly makes your entire mana base 5-colored. It’s an amazing addition to any multicolored deck, especially decks that play three or more colors.
This is one of my favorite cards from the last Ravnica block. Riot was an absolute banger of an ability. It’s by far the best mechanic the Gruul () Clans have had, and it’s easy to see why.
Rhythm of the Wild gives all your non-token creatures riot and makes them uncounterable. It’s an amazing card for any aggro deck.
Doubling the number of tokens you create and the amount of counters you can put on a permanent is objectively amazing. Word to the wise; that doubling also affects the loyalty counters your planeswalkers enter with.
Tired of duplicating things yet? I’m not.
Mirari’s Wake boosts all your creatures’ attacks and makes them way easier to cast by doubling the amount of mana your permanents can produce.
This enchantment was pretty much made for Commander. Guardian Project is a consistent card advantage generator in any deck. It can also be used for infinite draw combos with Intruder Alarm, any creature that can return itself to your hand, and a mana dork creature.
Sylvan Library is the best card on the list and is just incredible. Any effect you may have that triggers when you draw cards activates two extra times each turn. You then get to choose the order in which those cards go into your library, or you can keep them for a more than affordable life cost.
Green tends to have plenty of ways to recover life, so paying four life to keep a card every now and then isn’t bad at all.
There’s plenty of EDH enchantment decks out there. Go-Shintai of Life’s Origin is arguably one of the best commanders for this theme, but Tatsunari, Toad Rider and Tuvasa the Sunlit are close seconds.
A funny thing about green enchantment synergy is that a lot of cards that work well with them are other green enchantments. Enchantress’s Presence, Sterling Grove, Sanctum Weaver, and Eidolon of Blossoms are all incredible payoffs for a deck focused on green enchantments, and they’re green enchantments themselves.
Herald of the Pantheon and Satyr Enchanter are great cards to have in enchantment decks. You can also consider things like Sphere of Safety and Archon of Sun’s Grace if you’re building a multicolor deck.
Doubling Season | Illustration by Richard Wright
Green has gone from an enchantment-hating color to one that takes great advantage of them and has some of the best in the game. I personally love some of these cards and play them in one or more of my EDH decks.
What do you think? Do you think a green enchantments deck is a viable strategy? Would you add some other enchantment to this list? Feel free to leave a comment down below or over on Draftsim’s Twitter. Unless you’re gonna criticize me for playing an infect deck in Modern. We can discuss that another time.
That’s all from me for now. Have a good one, and I’ll see you next time!Follow Draftsim for awesome articles and set updates: