Mono Green
Landfall.
A guide to sitting down with a plan. Twelve opening hands, the deck’s interactions and its sideboard, card by card.
Seven cards.
Do you keep?
12 examplesOpen an example to see all seven cards, the decision and the first turns. Every hand uses cards from the preserved version.
12 examples visible
01The ideal curveKEEP
Game 1, on the play or on the draw
- 2 Forest
- 1 Fabled Passage
- 1 Llanowar Elves
- 1 Earthbender Ascension
- 1 Icetill Explorer
- 1 Mightform Harmonizer
Why. Three lands, Llanowar Elves, ramp and two engines: every turn has a job.
Opening sequence. T1 Forest + Llanowar Elves. T2 Forest + Ascension. T3 cast Icetill using three lands and Llanowar Elves, before playing Fabled. If nobody disrupts you, start the four-landfall sequence.
02Good even without Llanowar ElvesKEEP
Game 1
- 2 Forest
- 1 Ba Sing Se
- 1 Sazh's Chocobo
- 1 Shared Roots
- 1 Icetill Explorer
- 1 Sapling Nursery
Why. Chocobo applies pressure, Roots ramps you toward four mana, and Nursery is a plan for later.
Opening sequence. T1 Forest + Chocobo. T2 Forest, then Roots: two counters on Chocobo. T3 Ba Sing Se enters untapped and provides the fourth mana for Icetill. You can play another land only if you have one available.
03The one-land trapMULLIGAN
Game 1: a cautious choice for tomorrow
- 1 Forest
- 1 Llanowar Elves
- 1 Sazh's Chocobo
- 1 Icetill Explorer
- 1 Mightform Harmonizer
- 1 Sapling Nursery
- 1 Esper Origins
Why. It looks strong, but depends on Llanowar Elves surviving and on your next draws. Too many cards are stuck in your hand.
Opening sequence. I would look for six cards with at least two lands and ways to develop. Being on the draw improves your chance of finding a land, but does not automatically make this a good hand.
04Seven landsMULLIGAN
Game 1
- 3 Forest
- 2 Fabled Passage
- 1 Escape Tunnel
- 1 Ba Sing Se
Why. Perfect mana, but no engine or threat: you depend entirely on your draws.
Opening sequence. Mulligan. Ba Sing Se has a use in the long game, but that is not enough to make this a good opening hand.
05Three lands, no startMULLIGAN
Game 1: especially against fast decks
- 2 Forest
- 1 Fabled Passage
- 2 Icetill Explorer
- 1 Mightform Harmonizer
- 1 Sapling Nursery
Why. You have three lands but no useful play in the first two turns. Your fourth mana is not guaranteed.
Opening sequence. I would look for a hand with Llanowar Elves, Chocobo, Roots, or at least Origins. Having Icetill is not enough if it arrives too late.
06Four lands can workKEEP
Game 1
- 2 Forest
- 2 Fabled Passage
- 1 Sazh's Chocobo
- 1 Earthbender Ascension
- 1 Esper Origins
Why. The lands fuel Chocobo and Ascension. Origins can filter your draws and remains usable from the graveyard.
Opening sequence. T1 Forest + Chocobo. T2 Fabled, then search for Forest: two landfall events. T3 the second Forest from your hand gives you three mana for Ascension.
07Four lands, no green right awayDEPENDS
A possible keep against a slow deck; a mulligan is safer against aggro
- 1 Fabled Passage
- 1 Escape Tunnel
- 1 Ba Sing Se
- 1 Demolition Field
- 1 Llanowar Elves
- 1 Sazh's Chocobo
- 1 Icetill Explorer
Why. You have lands and plays, but no turn 1 start: the first two fetch lands find tapped lands, and Ba Sing Se enters tapped without a basic land.
Opening sequence. If you keep: T1 Fabled, search for Forest. T2 Ba Sing Se now enters untapped: you can play Llanowar Elves and Chocobo. Icetill may still arrive late if you do not draw an untapped mana source.
08Elven Passage with Llanowar ElvesKEEP
Game 1
- 1 Elven Passage
- 1 Forest
- 1 Llanowar Elves
- 1 Sazh's Chocobo
- 1 Shared Roots
- 1 Icetill Explorer
- 1 Mightform Harmonizer
Why. Elven Passage can provide green right away because you can reveal Llanowar Elves from your hand.
Opening sequence. T1 Elven: pay 1 life, search for Forest, reveal Llanowar Elves to untap it, then cast Llanowar Elves. T2 Forest: play Chocobo first, then Roots with the remaining mana. T3 you have three lands and Llanowar Elves for Icetill.
09Resources, but little pressureDEPENDS
More acceptable against control; too slow against fast aggro
- 2 Forest
- 1 Fabled Passage
- 2 Esper Origins
- 1 Shared Roots
- 1 Sapling Nursery
Why. Roots develops your mana and Origins looks for an engine, but for now you have neither cheap creatures nor Icetill.
Opening sequence. Against a slow deck, you can keep and choose between Roots for mana and Origins to find action. Against a fast deck, I would look for an opening that interacts or provides a blocker.
10After sideboarding against aggroKEEP
Using the guide’s aggro plan
- 2 Forest
- 1 Fabled Passage
- 1 Llanowar Elves
- 1 Webstrike Elite
- 1 Meltstrider's Resolve
- 1 Sapling Nursery
Why. You can develop and block early. Webstrike plus Meltstrider can remove a creature and leave you with a sturdy body.
Opening sequence. T1 Forest + Llanowar Elves. T2 Forest: you can cast Webstrike and, if the target is suitable, Meltstrider. Do not force a losing fight; Nursery remains your plan for later.
11Answers without a planMULLIGAN
After sideboarding against Izzet
- 2 Forest
- 1 Fabled Passage
- 1 Warg Tactics
- 1 Soul-Guide Lantern
- 2 Sapling Nursery
Why. You have two answers, but no pressure or ramp. Izzet has time to set up while you wait for Nursery.
Opening sequence. I would look for a curve with a threat. Do not keep just because you drew sideboard cards.
12After a mulligan: which six?KEEP AT 6
You have shuffled back once and drawn seven again
- 2 Forest
- 1 Fabled Passage
- 1 Llanowar Elves
- 1 Shared Roots
- 1 Icetill Explorer
- 1 Sapling Nursery
Why. I would put Nursery on the bottom. You keep three lands, ramp and Icetill: a complete six-card hand.
Opening sequence. T1 Forest + Llanowar Elves. T2 Forest + Roots. T3 you can pay for Icetill before playing your land for the turn. With the London mulligan, choose what to put on the bottom only after deciding to keep.
After a mulligan, draw seven again. Once you decide to keep, put one card on the bottom for each mulligan taken.
Your main deck
18 unique cards · 60 copies
CREATURES - 17
- 4Llanowar Elves
- 4Sazh's Chocobo
- 4Icetill Explorer
- 3Mightform Harmonizer
- 1Surrak, Elusive Hunter
- 1Ouroboroid
OTHER SPELLS - 17
- 4Esper Origins
- 4Shared Roots
- 4Earthbender Ascension
- 3Sapling Nursery
- 1Lumbering Worldwagon
- 1Meltstrider's Resolve
LANDS - 26
Reference images; the printing may differ from your copies.
Your sideboard
8 unique cards · 15 copies
- 3Leatherhead, Swamp Stalker
- 3Mossborn Hydra
- 2Meltstrider's Resolve
- 2Webstrike Elite
- 2Warg Tactics
- 1Sapling Nursery
- 1Soul-Guide Lantern
- 1Surrak, Elusive Hunter
This is your version with 3 Leatherhead, 2 Warg Tactics and 1 Lantern. Origin of Metalbending is not in the 75.
The plans on the sideboard sections always start from the original main deck. Do not automatically combine them.
READING COSTS
{G} = one green mana. {2} = two mana of any type. So {2}{G} costs three mana in total. Tap means turning the card sideways; untap means turning it upright.
Reference images; the printing may differ from your copies.
A hand worth keeping
Look for 2-3 lands, an early play and ways to develop: Llanowar Elves or Chocobo, then Shared Roots / Ascension and a threat.
For tomorrow, I would avoid one-land hands that depend on Llanowar Elves, or hands full of expensive cards with no early plays. Before deciding on a mulligan, check whether you have green mana available right away.
IDEAL SEQUENCE, WITH NO OPPOSING ANSWERS
T1: Forest, Llanowar Elves.
T2: Forest, Ascension with three mana. Animate a land and search for Forest: you have three lands.
T3: three lands + Llanowar Elves pay for Icetill. Only then play Fabled Passage.
The animated land stays tapped if you tapped it to pay for Ascension. Llanowar Elves cannot produce mana on the turn it enters.
Another 12 examples with explanations: opening-hand examples. KEEP = keep your hand; MULLIGAN = shuffle it back and look for a better hand.
Icetill + Fabled
1. Play Fabled Passage.
First land entering.
2. Tap and sacrifice it; search for Forest.
Second land entering.
3. Play the same Fabled from your graveyard, using your additional land play.
Third land entering.
4. Sacrifice it again and search for Forest.
Fourth land entering.
FOUR LANDFALL EVENTS, TWO LAND PLAYS
The Forests you search for do not use up land plays. With one Icetill, you have two land plays in total on your turn, not two extra.
Resolve the triggers and mill one card for each land entering. To play a land again, it must be your main phase with an empty stack.
Do not crack them out of habit
Playing a fetch land gives you one land entering. Sacrificing it to search for Forest gives you another: you can save that second event for later.
With Nursery you get a token; with Chocobo you get a counter. If you need mana to develop your board instead, search for the Forest right away.
WITH ASCENSION: ANOTHER OPTION
You can animate a fetch land already on the battlefield. When you sacrifice it, it dies as a creature: earthbend returns it tapped; the land you searched for enters too. That is two new lands entering.
You cannot immediately sacrifice the fetch again after it returns tapped. Do not confuse this line with the two land plays from Icetill.
Setting up lethal damage
Mightform doubles power whenever a land enters, until end of turn. A power of 4 becomes 8, then 16. Toughness does not double.
Choose a creature that can already attack. A freshly cast Mightform can boost your other creatures, but normally cannot attack. Warp costs {2}{G}, does not give haste, and exiles it at the beginning of the next end step.
Ouroboroid: play it before combat. Its ability distributes counters equal to its power as the ability resolves; that includes counters on itself.
Before attacking, check for trample: an active Ascension, Warg, or chapter III of Maduin. A huge creature without trample can be stopped by a token.
Lumbering Worldwagon
When it enters, search for a basic land and put it onto the battlefield tapped. You do not need to crew it for this effect.
It becomes an artifact creature until end of turn: its power equals the number of lands you control, and its toughness is 4. Crewing does not tap the wagon.
When it attacks, search for another basic land and put it onto the battlefield tapped, before blockers. With five lands it is 5/4; after the search it becomes 6/4.
Creatures that just entered can crew. A wagon that just entered cannot attack without haste.
You can also crew during your opponent’s turn before blockers if the wagon is untapped. You must crew it again: the previous effect ends at end of turn.
Esper Origins
FROM YOUR HAND: {1}{G}
Surveil 2: look at the top two cards, put any of them into your graveyard, and put the rest back on top in any order. You do not draw them. Then gain 2 life; Origins goes to your graveyard.
FROM YOUR GRAVEYARD: FLASHBACK {3}{G}
Cast it again: surveil 2 and gain another 2 life. Then it enters transformed as Esper Maduin 4/4, with a finality counter.
You can use flashback even if Icetill milled Origins directly. You do not have to cast it from your hand first. It is a sorcery: normally you cast it during your main phase with an empty stack.
Maduin’s three chapters
TURN 4: ENTERS, CHAPTER I
Reveal the top card. If it is a permanent card, put it into your hand; otherwise it stays on top. Maduin is 4/4: it can block, but normally cannot attack yet.
TURN 5: CHAPTER II
At the beginning of your first main phase, after your draw, you get {G}{G}. Use it during that phase: you cannot save it for the next turn or for combat. Maduin can now attack.
TURN 6: CHAPTER III
The other creatures you control as it resolves get +2/+2 and trample until end of turn. Then sacrifice Maduin: finality exiles it. Maduin does not attack that turn.
The finality counter is separate from the lore counters: it does not make the Saga start at chapter II.
Ascension and Nursery
EARTHBENDER ASCENSION
When it enters, animate a land already on the battlefield and search for a basic land, which enters tapped. That basic land also starts its landfall count.
Each land entering adds a quest counter. Starting with the fourth, each land entering gives the chosen creature +1/+1 and trample. The counters stay; trample lasts until end of turn.
SAPLING NURSERY
It costs {6}{G}{G}, reduced by {1} for each Forest. With five Forests it costs {1}{G}{G}; with six it costs {G}{G}. Ba Sing Se and fetch lands are not Forests.
Each landfall trigger creates a 3/4 token with reach. Newly created tokens normally cannot attack immediately.
Lands and mana
Fabled Passage: search for a basic land, which enters tapped; then untap it if you control at least four lands. Count your lands after the search.
Elven Passage: pay 1 life and search for a basic land, which enters tapped. You can reveal an Elf from your hand or choose one you control to untap it. Llanowar Elves works.
Escape Tunnel: its second ability makes a creature with power 2 or less unblockable. Let it resolve before making the creature bigger: it will remain unblockable that turn. This mode does not search for a land.
Ba Sing Se: enters untapped if you control a basic land. To earthbend, pay {2}{G} and tap Ba Sing Se: it cannot also pay part of its own activation cost.
Demolition Field: produces colorless mana. To activate it, pay {2}, tap it and sacrifice it; your opponent must have a nonbasic land you can legally target.
Your answers
Warg Tactics - {1}{G}: destroys a creature with flying, or gives one of your creatures a +1/+1 counter, trample and hexproof. Respond to targeted removal before it resolves.
Meltstrider - {G}: the Aura gives +0/+2; when it enters, it makes your creature fight up to one opposing creature. Check power, damage and possible opposing responses. It does not give trample.
Webstrike - {G}{G}: a 3/3 with reach. Or cycle it for {X}{G}{G}: destroy an artifact/enchantment with mana value exactly X, then draw. Tablet needs X=3: you pay five mana.
Leatherhead: must hit the player to destroy an artifact/enchantment. You can remove a +1/+1 counter instead of its hexproof counter, if it has one.
Surrak: lets you draw when your opponent targets your creatures or creature spells; it does not stop their answer from resolving.
Lantern: exiles one card when it enters. Tap + sacrifice exiles the opposing graveyard; {1} + tap + sacrifice draws a card. These are alternative uses.
Who you want to face
Mono-Green: what matters is who starts stronger and who disrupts the opposing engine.
Dimir Midrange: generally good for the archetype; do not put everything into one creature.
Izzet Spellementals: unfavorable. Sunderflock turns the board around.
Selesnya Landfall: close; their removal helps in the mirror.
Azorius Momo / fliers: difficult before sideboarding. Warg and reach help.
4C / Jeskai control: depends on board wipes and answers to Nursery.
Orzhov Lifegain: generally good; power doubling can outpace the life they gain.
Fast combo: difficult; you need pressure and cannot afford much hesitation.
Sideboard: ground and mirror
FAST GROUND AGGRO
IN: 2 Meltstrider, 2 Webstrike Elite
OUT: 2 Nursery, 1 Ouroboroid, 1 Mightform
Stabilize the board before trying to set up a huge attack. Webstrike is a two-mana blocker; Meltstrider removes a threat if the fight is safe.
MONO-GREEN / SELESNYA LANDFALL
IN: 3 Mossborn Hydra, 2 Meltstrider
OUT: 2 Esper Origins, 1 Shared Roots, 1 Worldwagon, 1 Nursery
Hydra adds pressure; Meltstrider can disrupt Icetill or Mightform. Against Erode, consider Warg: to add two, you can remove another 2 Esper Origins from this plan.
Against Lifegain, keep Mightform. If their attackers fly, use the fliers plan on the blue-decks section instead.
Sideboard: Izzet and Dimir
IZZET SPELLEMENTALS
IN: 2 Warg Tactics, 1 Surrak, 1 Soul-Guide Lantern
OUT: 2 Esper Origins, 1 Worldwagon, 1 Mightform
Apply pressure. Lantern can empty their graveyard before they use the cost reductions on Crab / Hearth: doing it after the spell is cast does not increase the cost they have already paid.
DIMIR MIDRANGE
IN: 2 Warg Tactics, 1 Surrak, 2 Webstrike Elite
OUT: 1 Worldwagon, 1 Ouroboroid, 2 Shared Roots, 1 Mightform
Surrak punishes targeted answers. Warg protects a creature or removes a flier; Webstrike can block to stop easy card draws.
AZORIUS MOMO / FLIERS
IN: 2 Warg Tactics, 2 Webstrike Elite
OUT: 1 Ouroboroid, 1 Nursery, 2 Shared Roots
These suggestions are based on what the cards do and on your list, not plans tested over a sample of games.
Sideboard: control and combo
CONTROL WITH BOARD WIPES
IN: 2 Leatherhead, 1 Surrak, 1 Nursery
OUT: 1 Meltstrider, 2 Mightform, 1 Shared Roots
Do not play every threat if your board already applies enough pressure. Save something to rebuild with. Nursery and animated lands can force them to have different answers.
KEY ARTIFACTS / ENCHANTMENTS
IN: 2 Webstrike Elite, 3 Leatherhead
OUT: 1 Meltstrider, 2 Mightform, 2 Esper Origins
Webstrike provides an answer from your hand; Leatherhead needs to hit the player. The second plan is for targets that are central to their strategy, not an incidental artifact.
COMBO
Keep Mightform and a fast curve. If the combo uses the graveyard: +1 Lantern, -1 Worldwagon. Bring in Warg only if it removes a relevant creature with flying.
Before you sit down
Bring: deck and sideboard kept separate, matching sleeves, dice, distinct counters, 3/4 Treefolk tokens, paper and a pen.
Every turn: Maduin’s chapter after the draw; how many lands you have played; landfall triggers and milling; Ouroboroid at the beginning of combat.
After each game: count the cards you sideboard in and out. Before the next match, restore the original 60. Follow the judge’s instructions on using your phone during the event.
Card texts checked on Scryfall on 10 September 2026. Tap names in the lists to open them. The rules come from the card texts; matchups and sideboard plans are reasoned advice for your version.
Notes: Icetill, Mightform, Warp ↗
Notes: Earthbending and Ascension ↗