Top 30 Big Green Creatures in Magic: The Gathering
Jeremy casts spells in between his careers as a chemical analyst and campus manager.
Green Fatties in Magic
In Magic, "fatties" refer to expensive but powerful creatures, looming threats if left unchecked. Of all colors, green most emphasizes "big dumb creatures." These guys cost lots of mana, and some could use more built-in protection, but they hit like no other.
Still, some behemoths deserve more attention than others—which reign supreme? Here are 30 awesome green titans for commander format of Magic: The Gathering!
30. Impervious Greatwurm
CMC (Converted Mana Cost): 10
Greatwurm looks costly at ten mana, but convoke lets you tap creatures to pay for one mana each, swiftly discounting his price, especially in token-swarming decks. Either way, he's an incredibly-strong 16/16 with indestructible, making exile the one way for foes to eliminate him.
Notably, he doesn't have trample, so try providing it with cards like Aggressive Mammoth.
29. Carnage Tyrant
CMC: 6
Tyrant's great anywhere, especially against blue since he can't be countered. He's also got impressive 7/6 stats, dinosaur synergy, trample, and the valued hexproof trait, a rarity that prevents foes from targeting him.
This means it takes a board wipe to affect him—single-target removals and counterspells won't work, making him arguably the hardest of today's creatures to bypass.
28. God-Eternal Rhonas
CMC: 5
5/5 stats normally do just fine, but Rhonas has deathtouch just in case. He's also got zombie synergy, and when entering the field, he doubles the power (but not toughness) of your other creatures and gives them vigilance for the turn.
That's an awesome boost and it means you get a benefit even if Rhonas is hit with a removal. And if he dies or is exiled, you can put him three cards down in your deck, so he'll soon be back.
27. Woodfall Primus
CMC: 8
Trample and 6/6 stats are decent for the cost here, and some decks will appreciate the treefolk subtype. But Primus's biggest boon is his ETB effect, destroying a non-creature on arrival. Also, persist means he revives with a -1/-1 counter if destroyed, and this'll reactivate his removal.
26. World Breaker
CMC: 7
Devoid means Breaker has no color despite his cost, meaning protection from green won't hinder him. Try casting him instead of gimmicking him into play, as doing so lets you exile an artifact, enchantment, or land, even if he gets countered.
From there, you have a sturdy 5/7 with reach who can return himself from graveyard to hand by spending three mana and sacrificing a land.
25. Thragtusk/Pelakka Wurm
CMC: 5/7
These guys are very similar, but differ slightly in cost and power. On entry, Thrag gives five life while Pelakka provides seven. When Pelakka dies, you draw, and when Thrag leaves the field, you create a 3/3 token.
So 5/3 Thrag is cheaper, and I like that his exit effect triggers whether he's killed, exiled, or bounced. Pelakka only gives you the draw on death, but has superior 7/7 stats and trample.
24. Primalcrux
CMC: 6
You only want Primalcrux in mono-green, but he puts his devotion to good use, gaining power/toughness equal to the green symbols among your permanents. Counting his own, he's at minimum 6/6 and quickly skyrockets, with trample and elemental synergy as icing on the cake.
23. Elder Gargaroth
CMC: 5
Geez, a 6/6 for five with three keywords: vigilance, reach, and trample. Stopping there, you'd have a good card, but Gargaroth also gives an effect when he attacks or blocks, letting you make a 3/3 token, gain three life, or draw.
All useful effects that, when combined with reach, heavily discourage enemy aggression. Gargaroth's one failing is a lack of anything to prevent removals, but if you can guard him with hexproof or shroud, he'll quickly prove his value.
22. Ulvenwald Hydra/Beanstalk Giant
CMC: 6/7
Both these aces have power and toughness equal to the lands you control, gradually gaining in strength as the game progresses. Also, both search lands from your deck; Ulvenwald plays any land tapped on entry while Beanstalk lets you cast Fertile Footsteps to play a basic (untapped, so you can use it immediately).
A lack of reach or trample seems odd for Beanstalk (Ulvenwald has reach), but he's still a good card and cheaper than most of today's units thanks to being uncommon instead of rare; you can nab him for less than a dollar!
21. Terastodon
CMC: 8
Like Woodfall Primus, Terastodon destroys non-creatures on entry—this time up to three! The catch is that for each, its controller gets a 3/3 token, but that's a small price to pay, especially since Terastodon easily handles them thanks to 9/9 stats.
If you have weak creatures, you can even target them to effectively upgrade their stats, though usually you want to hit some opposing lands or such.
20. Thunderfoot Baloth
CMC: 6
Baloth's failcase is a 5/5 trampler, not bad for his price. But while you control your commander, he gives your other creatures trample and both them and himself +2/+2! That's an amazing boost that's easier to trigger with partner commanders like…
19. Kodama of the East Tree
CMC: 6
I highly recommend Kodama as commander, since you can have another if it also has partner. But whether as general or regular deck member, Kodama has strong 6/6 reach stats and an incredible effect: whenever a permanent enters your field, you can freely play an equal-cost or cheaper permanent from hand (but then you stop until a new permanent arrives).
The free card can but doesn't have to match the first's card type, and remember this also works with lands—playing anything, spell or land, effectively gives you another land drop.
18. Loyal Guardian
CMC: 5
4/4 trampling Guardian offers a slightly-cheaper commander boost compared to Thunderfoot, giving all your creatures (including himself) a +1/+1 at the start of your combat each turn if you control your commander.
Again, partners help keep this active, and where Thunderfoot's boost fades when he dies, any counters Guardian has placed will remain.
17. End-Raze Forerunners
CMC: 8
I consider Forerunners generally better than Craterfoot Behemoth, himself a revered beatstick. Eight mana is expensive, but you get a 7/7 with trample, vigilance, and haste who gives your other creatures +2/+2, vigilance, and trample the turn he arrives.
Between the +2/+2, piercing damage, and haste, you'll be swinging for more much than foes expect, very possibly winning that turn.
16. Moldgraf Monstrosity/Worldspine Wurm
CMC: 7/11
These two are similar in that both are powerful beatsticks that summon monsters when killed (but not exiled, so watch out). 8/8 Monstrosity is comparatively cheaper, and he'll exile himself on death to return two random monsters from your graveyard to the battlefield.
Meanwhile, Worldspine costs tons of mana, so try cheating him into play. But he's a ridiculous 15/15 trampler who summons three 5/5 tramplers on death, meaning he can eventually give 30/30 total stats.
15. Ancient Greenwarden
CMC: 6
Greenwarden lets you play lands from your graveyard (great with fetch lands like Fabled Passage), and lets your landfall abilities trigger twice per land. That's great in landfall decks, but even if that's not your theme's focus, a 5/7 reacher with elemental synergy and land support still justifies the cost.
14. Dawnglade Regent
CMC: 8
I consider this card a big upgrade over Archetype of Endurance, both big monsters focused on giving your cards hexproof. Regent is dominating at 8/8, and he makes you the monarch on entry, letting you draw at the end of your turn (until someone steals monarch status by hitting you with combat damage).
Also, as long as you're the monarch, Regent gives all your permanents hexproof! This includes not just himself and your other creatures, but your lands, artifacts, etc. Make sure you have some reachers to prevent monarch being stolen via aerial attacks.
13. Kalonian Hydra
CMC: 5
Hydra arrives with four +1+1 counters and trample, decent for five mana. But when he attacks, he doubles the number of +1/+1s on all your creatures! This means he swings as an 8/8, then 16/16, and so on. Deadly by himself, this works even better in proliferate strategies.
12. Avenger of Zendikar
CMC: 7
With an ETB and an ongoing effect, Zendikar is lethal both immediately and as the game continues. On arrival, he creates a 0/1 plant for each land you control. Then, whenever you play a land, he gives all your plants +1/+1.
Plant isn't the most common subtype, but some worthwhile cards have it, so Zendikar can empower things beyond the tokens he creates.
11. Battle Mammoth
CMC: 5
A 6/5 trampler is great for five, and you can foretell Mammoth for two to later cast him at a slight reduction of four mana. More than that, he lets you draw whenever your permanent (creature or otherwise) gets targeted by an opposing spell or ability.
Without a field-blasting nuke, opponents will now grant you card advantage whenever they target anything of yours.
10. Vigor
CMC: 6
Another 6/6 elemental trampler, Vigor offers an amazing shield to your other creatures, preventing any damage they would take and giving them a +1/+1 for each one prevented. This negates one weakness of fatties—deathtouchers—and works on both combat and non-combat damage. Just remember Vigor himself isn't protected.
9. Cloudthresher
CMC: 6
Heavy on his color requirement, Cloudthresher can be awkward outside mono-green. But you can flash him in at instant speed, catching attacking foes by surprise with a 7/7 reacher. He also deals two damage to all flying creatures on entry, and you can evoke him for four if you just need the effect (but then he'll sacrifice himself).
8. Regal Behemoth
CMC: 6
Regal is a fierce 5/5 dino trampler, and he makes you the monarch on entry. Plus, while you're the monarch, he lets your lands tap for an extra mana each, rapidly increasing your resources.
To make best use of him, try paying for as much of his cost as possible with non-land mana sources like elves and Sol Ring. Then, when he arrives, you'll have several untapped lands to immediately make use of the bonus.
7. Kogla, the Titan Ape
CMC: 6
Based on King Kong, Kogla is a mighty foe who heckles foes in numerous ways. He lacks trample but wields 7/6 stats and fights a creature on entry, taking out an opponent's threat. He also destroys an artifact/enchantment the defending player controls when he attacks.
So opponents will want to eliminate him as quickly as possible, but he makes it difficult with his activated ability, spending two mana and bouncing a human back to your hand to gain indestructible for the turn.
6. Nyxbloom Ancient
CMC: 7
An enchantment-creature, Nyxbloom works well in enchantment-based decks, and he's a solid 5/5 elemental with trample. More than that, he lets all your permanents tap for triple mana! This works with creatures and artifacts in addition to lands; just make sure you have an outlet for all the surplus mana you'll produce.
5. Gargos, Vicious Watcher
CMC: 6
An 8/7 hydra with vigilance is terrific for six, and Gargos rewards you for utilizing his subtype, making your other hydras cost up to four colorless less! As if that weren't enough, he fights a creature whenever any of your creatures (including himself) is targeted by a spell.
This punishes opposing removals and combos with your spells too, quickly clearing the board when you play auras or instant/sorcery power-boosters.
4. Ghalta, Primal Hunger
CMC: 12
Despite technically having today's highest cost, Ghalta usually ends up cheap because he costs X less, where X is the total power of creatures you control (down to a minimum of two).
No matter what you spent on him, Ghalta joins the fray as a monstrous 12/12 dinosaur trampler, absolutely demanding a removal.
3. Vorinclex, Voice of Hunger
CMC: 8
Vorinclex is a 7/6 trampler who lets your lands tap for an extra mana each. Even better, opposing lands don't untap during their next upkeep when used for mana! This really slows opponents down, and even if Vorinclex leaves the field, any lands he's stalled will remain dulled for a turn.
2. Vorinclex, Monstrous Raider
CMC: 6
Vorinclex is even better here, costing less mana and being far more aggressive thanks to trample and haste (plus 6/6 stats). He also doubles any counters you place on permanents/players and halves the ones opponents place, rounded down!
This empowers tons of strategies, from infect poison counters to +1/+1s, but it's especially brutal with planeswalker loyalty, doubling yours while preventing most opposing ones from gaining any. It also shuts down sagas, with can't gain their lore counters.
1. Apex Devastator
CMC: 10
This guy's a contender for best MTG creature of all time. Yes, ten mana is a lot for someone with no battle traits, but 10/10 stats are strong, and hydra synergy can come in handy.
But those are bonuses; the real treat is four cascades on casting, meaning you get the next four cheaper spells from your deck for free! If a little chaotic, this means Devastator simply doesn't care if he gets counterspelled or destroyed; you're still up four other cards.
Supporting Creatures in Magic
Today we saw green's best beatsticks; how can you back up their ranks? Try cards like Lightning Greaves, which provides haste and shroud, and Garruk's Uprising, which gives trample and draws whenever a creature with four or more power enters.
You'll also want some mana ramp to help quickly afford their hefty prices, but for now, vote for your favorite gargantuan and I'll see you at our next MTG countdown!
© 2021 Jeremy Gill