Green
From MTG Salvation Wiki
Green is one of the five colors of mana in Magic. It is drawn from the power of forests and embodies the principles of instinct and interdependence. The mana symbol for green is represented by a tree. On the Color Pie, it is the ally of white and red, and the enemy of blue and black.
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[edit] Flavor
Green is the color most in tune with nature. Whereas the other colors seek to modify the world around them, green believes that the best course of action is to simply allow nature to take its course. Thus, green is often seen as the least confrontational of the colors: it does not seek to impose its values on others; it just wants to coexist as peacefully as possible. This does not mean that green will not defend itself when it feels threatened, but it generally will not seek to impose its opinion on others.
Green therefore also places value on the concept of community. Although it does not take this as far as white does, green sees intrinsic value in coming together for the benefit of the whole group. It draws this example from nature, having observed such examples as the way that bees gather pollen from flowers to make honey and in doing so allow the flowers to cross pollinate, or the way that thallids produce saprolings, which in turn nourish the thallids again, embodying the circle of life. Green communities seek to live in the same harmonious way, taking only what they need from others and giving back to them in due course.
Tying in with green's affinity with nature, another of the color's core principles is strength and the concept of the survival of the fittest. Green sees the struggle between predator and prey as a central part of the natural order and so places great value on strength. When in battle, green does not favor trickery or evasion to steal victory, relying instead on pitting its natural strength against that of its opponents. The strong will triumph, the weak will fall. Whether green wins or loses the contest, it has filled its place in the natural order.
Green also relies on instinct. Green embodies this in the primal sense, being the color most attuned with wild animals. However, even green's more intelligent users dislike over-thinking matters, preferring to rely on their gut instinct to make judgments, rather than wasting time thinking about things. This primal aspect can lead to conflict with others, as green does not restrain the wild animals it is in tune with, allowing them to attack others as their instincts dictate: if they cannot defend themselves, then they were simply filling the role of prey in the natural cycle. Furthermore, green's reliance on gut instinct and first impressions can make it vulnerable to deception
One of green's more negative outlooks is its hatred of the artificial. It dislikes the trappings of civilization, believing that the natural laws are the only laws that should be obeyed. It has a particular dislike of magical creations, seeing them as distortions of the real.
[edit] Rules
The following keywords are associated with the color green:
- Deathtouch (shared with black)
- Flash (shared with Blue)
- Shroud (shared with Blue)
- Landwalk
- 30 creatures with Forestwalk (62.5%), 12 with Swampwalk (25%), 5 with Islandwalk (10.4%), 1 with Plainswalk
- Reach
- Regeneration
- Trample
[edit] Mechanics
[edit] Anti-Flying
Green has the fewest flying creatures. However, Green is the best when it comes to dealing with flying creatures. Green has cards that remove flying from a creature until end of turn (e.g. Canopy Claws), cards that deal damage to creatures with flying (from Alpha’s Hurricane to numerous versions like Needle Storm), cards that destroy creatures with flying (a flying creature with Gloomwidow's Feast and Wing Snare, all flying creatures with Whirlwind), punishing an opponent for having flying creatures (Wing Storm), and the keyword reach (e.g. Giant Spider).
What few flying creatures Green has are usually birds, insects, and other small animals like Birds of Paradise, Killer Bees, and Uktabi Drake that make up for their physical weakness with useful abilities. Planar Chaos took a brief look at an alternate color pie arrangement in which Green had more air power.
[edit] Artifact and Enchantment Destruction
Along with White, Green is hostile toward artifacts and enchantments: Since Green cares about the natural and the real, it has little patience for unnatural objects and illusionary glamers. Quick removal was originally White's domain with the iconic spell Disenchant, but over the years it shifted more towards Green, and by 8th Edition, Naturalize had become the game's iconic artifact and enchantment remover. Green was also the first color to receive a mass enchantment removal spell, Tranquility, but this ability has moved to white with more efficient cards like Tempest of Light and Patrician's Scorn. Creatures such as Scavenger Folk and Elvish Lyrist show off this side of Green.
Like White, however, green also may take a positive stand towards enchantments. Argothian Enchantress and Verduran Enchantress allow you to draw a card each time you play an enchantment, while Yavimaya Enchantress gets +1/+1 for each enchantment in play.
[edit] Card Drawing
Though it ranks far behind blue in terms of drawing power, Green has card drawing as a minor theme, representing the color's reflective, inward-focused side. Harmonize, Sylvan Library, and Verduran Enchantress show this side of Green.
[edit] Land Destruction
Land destruction is traditionally strongest in red, but green has land destruction as a minor theme, representing nature's ability to wear down anything. Creeping Mold, for instance, is an iconic green card. Other notable green land destruction cards include Feast of Worms and Mwonvuli Acid-Moss. In Alpha, green was given Ice Storm, a land destruction spell equal in power to red's Stone Rain, but it was removed from the core set after Unlimited.
[edit] Luring
- Creatures able to block this must do so.
Green has many spells and creatures that force opposing creatures to block, Lure being the iconic card. More creatures with the provoke ability appeared in Green than in any other color. This ability can be used to force opponents to block smaller creatures so larger ones can get through (e.g., Elvish Bard); as a means of creature removal, making smaller creatures die to more powerful ones (Hunt Down); or both (e.g., enchanting a Thicket Basilisk with Lure is a popular tactic).
[edit] Mana
Green is one of the fastest colors of Magic. From tutoring for lands, creatures that produce mana and mana fixing; green has the best selection of helping itself out to cast spells quicker and is used as a secondary color in two-color decks for mana purposes.
[edit] Mana production
Green is the top color of mana production and acceleration. It has in its arsenal; land tutors (i.e. Explosive Vegetation, Rampant Growth, Sakura-Tribe Elder), creatures that produce mana (i.e. Birchlore Rangers, Birds of Paradise, Gemhide Sliver) and enchantments that increase their lands mana production (i.e. Heartbeat of Spring, Overgrowth, Wild Growth). Also, Green can break the "play one land each turn" rule with certain cards.
[edit] With enchantments
Green is the only color with aura — enchant lands (and 1 enchant forest specifically — Utopia Sprawl) that when that land is tapped for mana, the mana production increases.
As green is the lead in mana production, the red card Mana Flare was functionally moved to green as Heartbeat of Spring. It was thought that it would see print in a core set as Mana Flare was, but it hasn't been reprinted yet.
[edit] With creatures
By far, Green has the most creatures that can produce mana. From the Boreal Druid which can tap for
all the way up to Rofellos, Llanowar Emissary which can tap to add
to your mana pool for each forest you control; green has a wide selection from creatures that can produce more then one color to creatures that can filter for another color.
[edit] With tutors
Green is famous for its land tutoring capability. Some search for a forest, some for a basic land while the rarest search for any land.
[edit] Playing additional lands
Green is the only color with creatures that can break the "play one land per turn rule" (Rule 305.4 Main Phase). Green has 5 creatures that allow you to play an extra land each turn. Green also has the enchantments Exploration and Fastbond which allow it to play additional lands each turn and Burgeoning which allow it to play a land whenever any opponent plays a land.
[edit] Mana fixing
Green also specializes in mana fixing: It has numerous cards that produce mana of other colors (Birds of Paradise) or fetch lands other than forests (Rampant Growth). Many five-colored decks use green as their base, including some of the preconstructed theme decks from the Invasion block.
[edit] Temporary growth
- +X/+X until end of turn
Green's growth spells (such as Giant Growth, Monstrous Growth, etc.) provide boosts to power and toughness together, not strictly just power or just toughness. Green also has creatures (such as Briarhorn, Ghost-Lit Nourisher, etc.) which can provide a temporary boost to another creature.
[edit] Uncounterability
- this can't be countered
One of green's enemies is blue, and as such green has developed precautions against some of blue's favorite tactics. Along with red, green has several creatures or spells that cannot be countered (such as Scragnoth) or that interfere with counterspells (such as Insist).[1]
[edit] Venom and Deathtouch
- whenever this creature blocks or becomes blocked, destroy the opposing creature at the end of combat
- whenever this creature deals damage to a creature, destroy that creature
Green has the most creatures with the "Venom" ability, named after the card Venom. Of the 18 creatures that naturally have the Venom ability, 11 are green (61%), 5 are black (28%) and 2 are multi-colored (11%) both of which require green in their casting cost.
Deathtouch is a keyworded version of the Venom ability with a slight difference in wording that allows it to work outside of combat. Green shares deathtouch with black.
Venom and Deathtouch are a few of green's creature removal abilities.
[edit] Poison
- whenever this creature deals combat damage to a player, that player gets a poison counter; a player with ten or more poison counters loses the game
Poison is similar to venom/deathtouch in theme, but affects the defending player rather than other creatures. Like deathtouch, green shares poison with black.
[edit] Green-Aligned Tribes
- Apes
- Archers (shared with white)
- Aurochs
- Basilisks
- Bears
- Beasts (shared with red)
- Cats (shared with white)
- Centaurs
- Druids
- Dryads
- Elementals (shared with blue and red)
- Elephants (shared with white)
- Elves
- Faeries (shared with blue and black)
- Fungus
- Insects
- Kavu (shared with red)
- Monks
- Ouphes
- Plants
- Shamans (shared with red and black)
- Snakes (shared with blue)
- Spiders
- Spikes
- Squirrels
- Treefolk
- Trolls
- Warriors (shared with red)
- Wolves
- Wurms
- Yeti (shared with red)
[edit] Interactions with other colors
[edit] Agreements
In white, green sees another color interested in benefiting the community, rather than taking advantage of others. They see great benefit in servicing the needs of the community and living in harmony with each other. They also both have a strong spiritual side.
In blue, green recognizes the desire for evolution and growth. Whilst green disagrees with blue's desire to speed up and interfere with the natural process of change, it nonetheless appreciates the underlying desire to build upon what exists to create something better.
Green appreciates black's pragmatic view of death. Both the colors see death as a natural part of life and do not look to prevent it happening (at least, to others), instead recognizing the necessary function it serves. Green also respects the value that black places on strength, as both colors believe that life involves conflict and the strong will prevail.
Both red and green place high value on instinctual behavior, dislike over-thinking and do not agree with being bound by artificial laws. Both colors also dislike deception, preferring to fight their enemies face-to-face, although red does enjoy a good trick.
[edit] Disagreements
Green dislikes white's emphasis on civilization and creating laws. Green believes that the only important laws are the universal laws of nature, those of civilization are arbitrary and go against people's instincts. For example, if someone took an apple from another person's tree, white would chastise them. Green would not, as it would not see the tree as anyone's property, but would recognize that the "thief" was hungry and obeying their natural instincts.
Green sees blue as the enemy of nature, seeking to create its own artificial world order that overrules with what already exists. Green sees this as an absolute violation of the natural world that must be stopped. Furthermore, blue's emphasis on knowledge and thought goes against green's value of instinct, with green seeing blue as overly cerebral when a quick reaction is necessary. Finally, blue's reliance on deception, trickery and indirect conflict goes against green's value of physical might.
Green's other enemy is black, which it hates for its parasitic nature. Unlike green, black seeks to exploit others for its own benefit, depriving others of the means to live out of pure greed. Additionally, black's use of undead shows a flagrant disregard for the natural order of life that green finds abhorrent.
Green dislikes red's chaotic, destructive nature. Although green appreciates red's reliance on instinct, green dislikes the short-sighted impulsiveness of red that often leads it to destroy or permanently use up resources.
| White | Blue | Black | Red | Green | Colorless | Multicolored |
|---|---|---|---|---|---|---|
| Law & Order | Logic & Technology | Parasitism & Amorality | Chaos & Impulse | Instinct & Interdependence | Nothing? | Everything? |
[edit] References
- ↑ "Green's uncounterable creatures", by "Magic Arcana", MTG.com, Tuesday, February 24, 2004.


