Top 10 Green and White Cards in Magic: The Gathering

Updated on September 9, 2018
Jeremy Gill profile image

Jeremy casts spells in-between his careers as a chemical analyst and campus manager.

Green and White in Magic

Often thought of as the "good" Magic colors that oppose evil, green and white are allied factions in the game's lore. When paired, the two colors combine white's defensive prowess with green's emphasis on big creatures to form a potent duo. White's enchantment-removal abilities also help remove any obstacles from the field that would hinder your army's path, further warranting a mashup.

But with dozens of great cards to choose from, which green and white spells reign supreme? These are the ten best green and white cards in Magic: The Gathering!

Elderwood Scion
Elderwood Scion

10. Elderwood Scion

CMC (Converted Mana Cost): 5

Although he costs a fair chunk of mana (five), right off the bat this creature combines two classic traits from green and white. Trample lets Elderwood Scion's excess combat damage bleed through blockers and lifelink restores a corresponding amount of health whenever inflicting combat damage.

Plus, being a 4/4 (four power and four toughness) creature with those abilities already impresses, and then Elderwood Scion lets you cast spells that target it for two mana less, allowing you to easily attach enchantment auras and other boosts to it. However, spells your opponents cast that target it cost two more mana, often making it more trouble than it's worth for your foe to remove this powerful beast of the forest.

Fleecemane Lion
Fleecemane Lion

9. Fleecemane Lion

CMC: 2

Speaking of strong beasts, Fleecemane Lion wields an impressive 3/3 for his low price. Beyond being a simple beatstick, he offers a monstrosity ability if you can ever spare five mana: you put a +1/+1 counter on Fleecemane and he gains both hexproof and indestructible.

These traits boost him to a 4/4 while making it impossible for your opponents to target or destroy him, rendering him a nightmare to remove. But even if you never reach the point of affording his upgrade, even his base 3/3 stats justify his usage. As a final bonus, you can often obtain this force of nature for under three dollars! I highly recommend him to give yourself access to a powerful low-cost creature with potential to improve, letting Fleecemane work well both in both my short-term standard decks and long-haul commander builds.

Selvala, Explorer Returned
Selvala, Explorer Returned

8. Selvala, Explorer Returned

CMC: 3

As a legendary creature, Selvala, Explorer Returned adheres to the legend rule, meaning you can only control one of her at once; it's not hard to see why considering her impressive traits. For just three mana, she's a 2/4, able to withstand common removals like Lightning Bolt, and she belongs to the popular elf creature type, letting her boost elf-dependent effects.

Even better, Selvala wields an excellent parley ability: both players reveal the top card of their library (deck). For each nonland card revealed this way, you add one green mana to your mana pool and gain one life. Then, both players draw a card. This both ups your mana production while raising your precious life points, letting you play your game-changers faster and ensuring you have enough health to survive any assault.

Captain Sisay
Captain Sisay

7. Captain Sisay

CMC: 4

Another legendary creature, Captain Sisay's wields rather low 2/2 stats considering her price. However, her amazing tap ability lets you search your library for another legendary card, reveal it, and add it to your hand.

The ability to search from a wide variety of impressive legendary cards (artifacts, enchantments, creatures, and more) works wonders in matches and makes Captain Sisay a popular commander in EDH format. Be sure to guard her fragility with white cards like Mother of Runes.

Mirari's Wake
Mirari's Wake

6. Mirari's Wake

CMC: 5

This daunting enchantment functions the same as the colorless artifact Caged Sun—but it costs one mana less. First, all creatures you control receive a nice +1/+1 boost, strengthening your army and helping ensure they'll triumph in battle.

Even better, whenever you tap a land for mana, you add another mana to your pool of any type that land could produce. This essentially doubles your mana production, giving access to high-cost spells ridiculously early in the game. You didn't expect that 10-cost eldrazi so early, huh? Green and white doesn't always have to play defense.

Gaddock Teeg
Gaddock Teeg

5. Gaddock Teeg

CMC: 2

Once again, both green and white emphasize their creatures, so anything that helps guard them instantly catches our gaze. Enter Gaddock Teeg, a legendary creature who offers a fair 2/2 stats for only two mana. However, his first ability excellently locks down opposing decks—noncreature spells with a CMC of four or higher cannot be cast! This shuts down powerful enchantments, instant counters, field-wiping sorceries, and almost all planeswalkers to clear the way for your creatures.

Additionally, Gaddock also prevents the usage of noncreature spells with X in their cost, disabling your opponents from circumventing his first trait with variable-mana spells. Of course, the lockdowns apply to you as well, so be sure to construct a deck with few or no high-cost noncreature spells to prevent blocking your own cards.

Hunting Grounds
Hunting Grounds

4. Hunting Grounds

CMC: 2

This simple enchantment offers a tremendous effect at an amazingly low price—if its condition is met. When threshold is active, meaning you have at least seven cards in your graveyard, Hunting Grounds lets you field a creature from your hand whenever your opponent casts a spell—for free!

Green and white both enjoy access to several high-cost monsters (Avacyn Angel of Hope, Worldspine Wurm, etc.) that you can gimmick into play tremendously easily with this awesome trait. And other than destroying Hunting Ground, your opponent can't really fight back. What are they going to do, not play cards? Either way, you win.

Dragonlord Dromoka
Dragonlord Dromoka

3. Dragonlord Dromoka

CMC: 6

It always stinks to have one of your bigger spells countered and negated by pesky blue, and just the possibility might make you hesitate to play them even when you have enough mana. Enter the legendary Dragonlord Dromoka, one of the game's most powerful dragons who cannot be countered, ensuring his successful entry. Like most dragons, he wields flying, letting him soar over ground-based blockers, plus he has the useful lifelink trait and his 5/7 stats let him overwhelm most enemies in battle.

But most importantly, Dromoka prevents opponents from casting spells during your turn. This not only negates counters, it also shuts down other instants to let you proceed with your move unimpeded. Finally, note that Dromoka offers a rare blend of airborne prowess to the mostly land-based green and white camps.

Fracturing Gust
Fracturing Gust

2. Fracturing Gust

CMC: 5

Fracturing Gust offers one of the best field-wipes in the game. For five mana (with the option of spending either green or white), Gust simply destroys all artifacts and enchantments on the field. This annihilates two types of cards for a reasonable price, and since it doesn't target, even shrouded or hexproofed units will be obliterated.

And we're still not done—you gain two life for each permanent destroyed this way. This adds insult to injury and means that even if you accidentally wipe out a few of your own cards, they'll only be adding to your health reservoirs. Finally, since Gust is an instant, you can play at any time on any phase—making it a great way to ruin your opponent's turn with a well-timed response.

Aura Shards
Aura Shards

1. Aura Shards

CMC: 3

For a creature-centered theme, anything that rewards you for playing creatures works wonders. Take Aura Sharda, an enchantment costing only three mana that lets you destroy a target artifact or enchantment whenever a creature enters the field under your control.

This is a continuous effect that can destroy two types of permanents at a great bargain. Plus, since you don't need to cast the creature, the effect can work even when you simply create a creature token or gimmick a creature onto the field without casting it. Ongoing, versatile, and accessible—Aura Shards belongs in any green-white blend.

Which card do you prefer?

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Future of Green and White

A superb defensive blend, the green and white combo offers many fearsome guardians alongside some unexpected offensive tricks, and with several impressive cards to choose from, narrowing today's list to just ten wasn't easy. Luckily, thanks to Magic going stronger than ever and amassing more players every day, we'll undoubtedly encounter more powerful green-white duos in future expansion sets.

But for now, as we eagerly await more forests and plains-using spells, vote for your favorite card and I'll see you at our next MTG countdown!

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© 2018 Jeremy Gill

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