Green is the color of big creatures, fast mana, and enchantment and artifact removal inMagic: The Gathering. Consequently, the corruption caused by the Phyrexians in March of the Machine is perhaps most sacrilegious for the green part of the color pie.
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After all, metal and oil are pretty much the antithesis of nature. Strangely enough, the community aspect of green is partly shared by phyrexian doctrine as they seek to unite all as one. Philosophy aside, let’s take a look at the most interesting green cards in March of the Machine.
8Invasion Of Ikoria
Tutorslike this haven’t historically seen a lot of constructed play. That being said, Invasion of Ikoria does offer the opportunity to pretty much win the game outright once it flips.
While the text on Zilortha will turn just about any combat step into a game-winning one, this card does feel a bit win more.

In order for you to take full advantage of Zilortha’s ability, you’re already going to want a couple of big creatures on the battlefield. And if you already have some big creatures on the battlefield, you’re probably doing just fine.
Still, tutors are a powerful interaction especially when they place the creature directly onto the board.

7Sandstalker Moloch
This creature is part of the color-hoser cycle present in the set. Notably, it’s the only creature-type card in the cycle that makes sense for green. Sandstalker offers an inherent two-for-one as long as you’re intent is to play blue or black cards.
That’s a hard deal to pass up in general, but especially when we’re talking about an aggressively statted creature that only costs three mana. This is likely to be an important card in the Standard sideboards of many decks playing green for a long time to come.

6Atraxa’s Fall
This is a new take on Naturalize that looks pretty tantalizing all things considered. Not only does Fall also share the effect of Plummet; it can be used to destroy any of the newly printed Battle cards without dealing direct damage to them.
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Ultimately, this is a difficult card to rate due to the fact that Battles are a brand-new card type. That being said, Naturalize and Plummet in one is already a card you’d consider for the sideboard of green decks, so we’re thinking this will see some legitimate play.
Sorcery speed hurts a bit here, but the card is versatile enough that it makes up for it.

5Doomskar Warrior
Despite its meager toughness, Doomskar Warrior has an above-average chance of replacing itself thanks to backup and the synergy between trample and its combat trigger. Creatures that provide two-for-ones are never a bad deal.
In the best cases, Doomskar Warrior can do even better by having its backup trigger net you a card followed by the Warrior netting you a card on its own when it attacks the following turn. While that’s an incredible deal, it does require setup in the form of a creature with decent power.

Additionally, Doomskar Warrior’s weakness to Lightning Bolt makes us apprehensive about this card’s viability.
4Tribute To The World Tree
Speaking of Mono-Green,this enchantment seems like a great value engineto slot into the sideboard for grindy games. Unfortunately, the existence of Invoke Despair makes this card a lot less effective than it would be normally.
That being said, if the deck happens to have a couple of other enchantments in the mainboard then Invoke Despair becomes a lot less scary. Additionally, a proper Mono-Green deck should have a fast enough clock to not require this enchantment against Despair decks.

The great thing about this enchantment is that no matter what creature card you cast it’s giving you significant additional value.
3Invasion Of Zendikar
We’ve seen effects equal to Explosive Vegetation make the cut in Standard before, and Invasion of Zendikar offers even more value thanks to being a battle. It also helps that it’s tied for the battles with the lowest toughness, making it very easy to flip, and even a single use of the newly printed Volcanic Spite spell will get the job done.
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There are a couple of notable seven drops to ramp into in this format including the all-powerful Atraxa, Grand Unifier. Otherwise, a ramp deck could get some pretty good value out of Herd Migration.
That being said, ramp decks haven’t been around in Standard since the likes of Ulamog, the Ceaseless Hunger graced the format, and neither of these payoffs is nearly as game-ending as Ulamog.
2Polukranos Reborn
Did somebody say Mono-Green? This is an incredibly well-statted creature for its cost and also shores green decks up from one of their consistent weaknesses: flyers. The front side of this card alone would be good enough to see constructed play.
However, the front side is just the beginning of the value train. If Polukranos doesn’t get removed, you can spend six mana and two life later in the game to transform it into a creature that’s nearly impossible to race thanks to Lifelink.
In addition, only exile removal is effective at dealing with it thanks to its death trigger. It’s also worth noting that the trigger works forany Hydra creaturethat dies for you Commander players out there.
1Invasion Of Ixalan
Though this battle only costs two mana, ideally you’re casting it on turn four, five, or six when you’ve already built up a decent board. Invasion of Ixalan replaces itself by finding you a permanent in the top five cards of your library while also transforming into a quite formidable creature once it’s flipped.
The fact that any spell you cast gives Belligerent Regisaur indestructible is nothing short of amazing. Pair indestructible with trample and you’ve got a creature that will quickly put a clock on an opponent’s life total. Nothing much more to say here other than Dinosaurs rule.
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