
Craterhoof Behemoth | Illustration by Magali Villeneuve
Green does a great job with banger low rarity cards, from commons like Llanowar Elves to uncommons like Up the Beanstalk. But it also has a lot of power at higher rarities, making it a pretty versatile color that’s one of the easier for new player to understand. It is, in fact, easy bein’ green.
Let’s look at the best of the best for green mythics. With a few clocking in at over 50 bucks, it’s a good time to take stock.
What Are Green Mythics in MTG

Nyxbloom Ancient | Illustration by Filip Burburan
Green mythics are cards that are mono-green and mythic.
Okay, sure. But we’ve got a caveat here. WOTC prints non-mythic cards as mythics in special releases, as has happened with Devoted Druid for example. It also raises rarities to mythic over time, as with Channel or Natural Order. So none of those cards qualify to hit this list of “authentic” green mythics.
#27. Hexdrinker
Hexdrinker is a key sideboard card in Modern, especially for Amulet Titan. It’s a good thing to do with a lot of mana.
#26. Awaken the Woods
Awaken the Woods is powerful but hard to use. Always played in cusp-of-cEDH level contender Rosheen, Roaring Prophet, I’m very interested in how it works in Witherbloom, the Balancer decks.
#25. Toph, Earthbending Master
The new hotness.Toph, Earthbending Master is powerful, but it’s more of a phase than long term viable as a commander.
#24. Ashaya, Soul of the Wild
A one-off in Commander builds and Summoner's Pact Modern decks, Ashaya, Soul of the Wild thwarts a lot of nonland interaction from blue and enables powerful infinite combos.
#23. Worldspine Wurm
The finisher for Reid Duke’s Izzet Creativity Pro Tour win, Worldspine Wurm is seeing new life in Raph & Mikey, Troublemakers decks in Commander. And it’s emerging in such decks in Timeless, of all places. The wurm is always waiting for its turn.
#22. Kodama of the West Tree
A trample enabler for decks like Ellivere of the Wild Court, Kodama of the West Tree has waxed and waned in terms of popularity in higher powered EDH, but it is a stalwart across the format.
#21. Lumra, Bellow of the Woods
Once and likely future Standard darling for green, Lumra, Bellow of the Woods yields a big finish, which is why it’s also finding its way as an emergency cEDH commander.
#20. Vengevine
A cool design seeing recent play in Hollow One decks in Modern. I am a big fan of Vengevine decks!
#19. Walk-In Closet // Forgotten Cellar

A nice piece of landfall ramp decks in Commander, especially Simic piles like Tatyova, Benthic Druid, Walk-In Closet // Forgotten Cellar is mostly here for the Crucible of Worlds mimicry behind the first door.
#18. Overlord of the Hauntwoods
Overlord of the Hauntwoods is good for any deck that copies tokens. It fits in lots of places, especially as a one-off across formats.
#17. Nissa, Resurgent Animist
A powerful card looking for a home against a wealth of powerful green cards, Nissa, Resurgent Animist is a typical one-of now in Modern Summoner's Pact and landfall decks. I have some doubts about the long-term success of the card, but it can definitely win big.
#16. Selvala, Heart of the Wilds
Selvala, Heart of the Wilds was once a darling of cEDH, but it’s now more often a 99 player in Sisay, Weatherlight Captain decks. Though it’s not super competitive, it’s a solid green commander that gets out of hand in a hurry.
#15. Nyxbloom Ancient
An awesome effect that is probably too costly to get down, except in Kinnan, Bonder Prodigy cEDH decks, where Nyxbloom Ancient almost feels superfluous, a bit? Almost.
#14. Ghalta, Stampede Tyrant
A fun finisher in a Standard where it is easier to win before ever getting close to casting this dinosaur, Ghalta, Stampede Tyrant works particularly well in Neoform combo decks.
#13. Cavalier of Thorns
A key piece of Mono-Green Devotion in Pioneer, Cavalier of Thorns lives and dies based on the health of that format these days. It is an elemental, however, so I imagine we’ll see more of this once Commander players nail the best build of Ashling, the Limitless.
#12. Vorinclex, Monstrous Raider
A decent commander and all around good card in any green Commander deck, Vorinclex, Monstrous Raider hammers opposing counters strategies and is particularly nettlesome to planeswalkers. It doesn’t see a ton of play in other formats, as even in Pioneer, you need 6-drops to do more than serve as a control piece.
#11. Titania, Protector of Argoth
A nice Cube card and Modern sideboard staple, Titania, Protector of Argoth can dominate the game in a land recursion deck.
#10. Avenger of Zendikar
Avenger of Zendikar’s best days are behind it. Still, it’s fun in The Necrobloom and other decks that get it out regularly and can recover from the inevitable board wipes. A great card.
#9. Ouroboroid
A Standard finisher at the moment, Ouroboroid is a reasonably ridiculous card in any creature-friendly format.
#8. Finale of Devastation
Finale of Devastation is an amazing tutor; not only does it find any creature and put it into play, the haste + pump mode makes it an infinite mana outlet.
#7. Old Gnawbone
A powerful card in Commander in the 99 of dragons decks, Old Gnawbone springs to life in cEDH builds of Raph & Mikey, Troublemakers as one of a very limited suite of creatures to grab.
#6. The Great Henge
The fact that this bonkers card was printed into Standard and wasn’t in the best deck until a few bannings show you how wild the era of F.I.R.E. Design was. It’s trivial to get this down reasonably early in a green deck, and then the life and card draw just cashes in. This card is money in Commander, but its fortunes in 60-card formats rise and fall with the health of the Pioneer format, which hasn’t been awesome lately. But we have hope!
#5. Turntimber Symbiosis / Turntimber, Serpentine Wood
Perhaps the most enduring MDFC from Zendikar Rising, which wasn’t the predication on release, Turntimber Symbiosis // Turntimber, Serpentine Wood is awesome in the big mana decks that cards like Badgermole Cub enable. It becomes as powerful as Natural Order when you can cast it on turn 3. And it’s always just a land when needed. This card sees increasing play across all formats where the Cub is making waves.
#4. Allosaurus Shepherd
Allosaurus Shepherd on turn 1 can set back a control or tempo opponent long enough to close the game, depending on your draw. It’s a great big-mana finisher. It’s a must-include in go-wide green decks at any bracket level of EDH, and it’s a one-of in Natural Order Legacy decks.
3. Badgermole Cub
An absolutely ridiculous card seeing play across formats, Badgermole Cub’s presence in Standard warps the entire format around it, for better or worse. It’s that good.
#2. Primeval Titan
Something that still anchors what is sometimes the best deck in Modern should likely be at the top, but I just had to go with the crowd (dis)pleaser, the Hoof. Primeval Titan is an insane card though, that, when paired with Amulet of Vigor, makes for a deck high in power with a rich toolbox of options in many situations.
#1. Craterhoof Behemoth
It just has to be Craterhoof Behemoth, the walk off home run in card form that has ended so many untold games of Magic. Tutoring this big guy up with a Fierce Empath is the classic way for green Elfball and go-wide decks to win, no matter how much life your opponent(s) have.
What Are the Most Expensive Green Mythics?
At the moment, the most expensive individual green mythic prints include the Fracture Foils from Foundations, like the borderless Hisashi Momose Llanowar Elves clocking in at more that $700. But we’re looking here at the 10 most expensive green mythics in terms of their cheapest printings so you can figure the damage for your fave EDH deck:
- Last March of the Ents – $29
- Vorinclex, Monstrous Raider
- Finale of Devastation – $34
- Ouroboroid – $36
- Bristly Bill, Spine Sower – $41
- Toph, Earthbending Master – $43
- Allosaurus Shepherd – $50
- Old Gnawbone – $51
- Badgermole Cub – $57
- The Great Henge – $58
Wrap Up

Hexdrinker | Illustration by Forrest Imel
Green has awesome cards at all rarities. The mythics in this color are more situational and toolbox-y than the mythics of other colors, which are often all purpose game breakers. Everything in this list works as a build-around for the classic green themes like go-wide creatures, mana ramp, and landfall.
I respect that design, especially in a Commander world where figuring out what green cards to cut is much harder than figuring out what to include. Green gets a bad rap as a color of big dumb idiots, on the field, and perhaps by extension, amongst the players. But nothing in here is an auto-include across the range of green decks, and that speaks to the skill to properly wield the color.
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