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best green cards mtg Top 10 and Blue in Magic: The Gathering Commander Theory — Top Green

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Illustrated by Zuzanna Wuyk Standard Not Legal Alchemy Not Legal Pioneer Not Legal Historic Not Legal Modern Not Legal Brawl Not Legal Legacy Legal Comp

best green cards mtg Top 10 and Blue in Magic: The Gathering Commander Theory  Top Green

An effect like Impulse doesn't have the word draw in it, so it doesn't count for Sheoldred

best green cards mtg Top 10 and Blue in Magic: The Gathering Commander Theory  Top Green

By sticking closely to the baseline formula of 37 lands, 10 ramp pieces, and 10 card-draw engines, you ensure that your deck will fundamentally function, cast its spells on curve, and actively participate in the game loop

best green cards mtg Top 10 and Blue in Magic: The Gathering Commander Theory  Top Green

If they cast a counterspell, removal, or any other sort of instant during another players turn, theyll trigger our man

best green cards mtg Top 10 and Blue in Magic: The Gathering Commander Theory  Top Green

Thats an interesting comparison

best green cards mtg Top 10 and Blue in Magic: The Gathering Commander Theory  Top Green

Constructed formats like Standard and MTG Modern require a minimum of 60 cards, but there's no maximum deck size

best green cards mtg Top 10 and Blue in Magic: The Gathering Commander Theory  Top Green

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