Updated date:

Top 10 Mono-Green Lands in Magic: The Gathering

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

Basic Forest land

Basic Forest land

Green Ramp in Magic

In Magic, green offers beefy creatures, wielding impressive power/toughness, and mana ramp, playing lands and producing resources faster than other colors. And it's got plenty of great terrain options, from basic forests to creature-lands and more.

Some green lands enter tapped but have powerful bonus effects—which reign supreme? These are the ten best mono-green lands in Magic: The Gathering!

Dryad Arbor mtg

Dryad Arbor mtg

10. Dryad Arbor

When you're running effects empowered by the number of creatures on your field, Arbor helps by providing you an odd land-creature. It's weak at 1/1, and since it's affected by summoning sickness, you can't tap it immediately like most lands, but simply having a free blocker can really save your bacon. Plus, Arbor counts as a forest, useful for forest-related abilities.

Tree of Tales mtg

Tree of Tales mtg

9. Tree of Tales

Tree of Tales effectively works like a forest, simply tapping for one green, but it counts as both an artifact and a land. Admittedly, this makes it susceptible to additional removal, but also strengthens your artifact-related effects. True, green isn't the most artifact-synergistic color, but the bonus type can still be useful for cards with affinity for artifacts and such.

Jungle Basin mtg

Jungle Basin mtg

8. Jungle Basin

Every color has a land like Basin, which enters tapped and requires you bounce an untapped land (in this case a forest) to your hand. That's definitely a sizable downside, but in exchange, Basin taps for both a green and a colorless.

Considering you can later replay the forest you bounce, Basin offers the power of two lands in one if you're willing to look past its delay.

Khalni Garden mtg

Khalni Garden mtg

7. Khalni Garden

Garden enters tapped, but creates a 0/1 plant token on entry. Pitifully weak yes, but a great blocker that (unlike Dryad Arbor) maintains your land even if you have to chump block. Plus, the plant subtype can come in handy with cards like Avenger of Zendikar, who gives +1/+1s to plants whenever you play a land.

Mosswort Bridge mtg

Mosswort Bridge mtg

6. Mosswort Bridge

Each color also has a hideaway land, which enters tapped but exiles a card among your deck's top four cards (putting the rest on the bottom). Later, you can play the spell for free by meeting conditions unique to each faction.

In Mosswort's case, you can tap it and spend a green mana to play the exiled card if your creatures have at least ten total power. That's one of the best hideaway criteria, a relatively lenient condition considering green's big monsters, and it's a great way to freely cast costly spells like Primal Surge or the eldrazi titans.

Llanowar Reborn mtg

Llanowar Reborn mtg

5. Llanowar Reborn

Reborn enters tapped, but arrives with a +1/+1 counter. Though it isn't a creature and thus won't make use of its counter, graft lets you transfer it to a creature entering your field, bolstering your key units. This works especially well if you can continuously proliferate Reborn's counter, letting it provide multiple boosts.

Oran-Rief, the Vastwood mtg

Oran-Rief, the Vastwood mtg

4. Oran-Rief, the Vastwood

Similar to Llanowar, Oran-Rief enters tapped but can strengthen your creatures. In this case, Oran can tap for a green, or it can tap to put a +1/+1 on all green creatures that entered the field that turn. That's a great outlet whenever you have an extra mana, and it works with green tokens too.

Castle Garenbrig mtg

Castle Garenbrig mtg

3. Castle Garenbrig

Castle Garenbrig will enter untapped as long as you control a forest (basic or not), so you'll rarely need to wait for its mana. Like a forest, it can tap for a green, but you can instead spend four mana and tap it to generate six green, though you can only use it on creatures or creature abilities.

Still, turning five mana into six puts you one turn ahead in mana ramp and can access your biggest monsters all the sooner.

Pendelhaven mtg

Pendelhaven mtg

2. Pendelhaven

Pendelhaven's only real downside is that it's legendary, so you won't be able to control more than one. Other than that, it works like a forest, entering untapped and providing one green. But its alternate use gives a 1/1 creature +1/+2 for the turn, making weak units sturdy survive some mid-game attacks and hit back a littler harder.

Gaea's Cradle mtg

Gaea's Cradle mtg

Itlimoc, Cradle of the Sun mtg

Itlimoc, Cradle of the Sun mtg

1. Gaea's Cradle

The undisputed king of ramp lands, Cradle might not ever get reprinted because it's just so darn overpowered (though still legal in commander). It enters ready to use and taps for one green per creature you control; with the tiniest bit of swarming, it easily scores ridiculous amounts of mana.

For a more-affordable alternative, look at the enchantment Growing Rites of Itlimoc, which transforms into the land Itlimoc Cradle of the Sun when you end your turn with at least four creatures. From there, it can tap for green per creature you control, just like Cradle.

Colorless Lands for Green Decks

Today, we saw several great lands that produce green mana, but there's a few more to consider that generate colorless but use green for their effects:

  • Blighted Woodland (sacs itself for two basic lands)
  • Wirewood Lodge (untaps elves)
  • Yavimaya Hollow (regenerates creatures)

With these backing up your main lands, you're well-prepared for a green victory, but for now, vote for your favorite card and I'll see you at our next MTG countdown!

© 2021 Jeremy Gill

Related Articles