Last updated on September 22, 2023
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.
#35. Kenrith’s Transformation
#34. Destiny Spinner
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.
#33. Unnatural Growth
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.
#31. Colossal Majesty
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!
#30. Zendikar’s Roil
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.
#29. 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.
#28. Khalni Heart Expedition
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.
#27. Utopia Sprawl
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?
#26. Fertile Ground
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.
#25. Moldervine Reclamation
#24. Cryptolith Rite
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.
#23. Nyxbloom Ancient
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.
#22. Aura Shards
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.
#19. Wild Growth
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.
#18. Beastmaster Ascension
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.
#17. Elemental Bond
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.
#16. Zendikar Resurgent
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.
#15. Parallel Lives
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.
#14. 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?
#12. 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.
#11. Dryad of the Ilysian Grove
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.
#10. Drop of Honey
Drop of Honey is powerful and distinctly doesn’t feel like a green card, which means it gives green decks a tool that wouldn’t normally have access to. Destroying the smallest creature works in two scenarios. The first is when you don’t have many (if any) creatures, which is why you see it as a sideboard card in Legacy Lands. The second is when your creatures are just the biggest. If you’re playing 8/8s, it takes a while before the Drop starts destroying your own creatures, letting you eat away at your opponents’ boards.
#9. Greater Good
Turning a creature into cards is an incredible deal, especially when looking at some monstrous green creatures like Ghalta, Primal Hunger, Worldspine Wurm, and Yargle and Multani. Getting a free discard outlet can also work wonders alongside cards like Reanimate and Living Death. The best way to maximize this effect is with Pattern of Rebirth to draw tons of cards and something to utilize them.
#8. Rhythm of the Wild
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.
#7. Mirari’s Wake
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.
#6. Guardian Project
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.
#5. Doubling Season
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.
#4. Survival of the Fittest
When you have the best creatures of all colors, finding the one you need when you need it takes top priority. Survival of the Fittest is one of the best creature tutors ever thanks to its repeatability. Filling your graveyard for cards that care about that isn’t bad, but this card’s value comes from finding what you need. Turning excess Llanowar Elves into answers like Reclamation Sage or Kogla, the Titan Ape or game-ending threats like Craterhoof Behemoth makes this incredibly valuable in any creature-based toolbox strategy.
#3. Food Chain
Turning creatures into mana is a great way to get an unfair win. Food Chain attempts fairness by restricting the mana to creatures only and exiling the creatures you make mana from, but it’s all for naught. You get infinite mana with Eternal Scourge, Squee, the Immortal, or Misthollow Griffin that makes an infinitely large Walking Ballista. You can also use something like Rocco, Cabaretti Caterer to assemble a different combo.
#2. Carpet of Flowers
Your opponents need to be running Islands for Carpet of Flowers to be impactful, but who isn’t playing Magic’s best color? It’s reasonable to expect at least one blue player in a pod of Commander. This only needs to make a single mana a turn to have similar value to a Llanowar Elves, which is a fine floor when you consider the card’s ceiling of an extra 3 or 4 mana a turn. It’s also useful in Legacy sideboards for decks to minimize the impact of Wasteland decks loaded with Volcanic Island and the like.
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: