
Karametra, God of Harvests
The Commander
Indestructible
As long as your devotion to green and white is less than seven, Karametra isn't a creature.
Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.
Guide
Gameplan
Karametra turns every creature you cast into a free, tapped basic land, letting you ramp explosively and snowball into huge threats. You flood the board with creatures (especially ETB value and blink targets), accelerate your land count well beyond curve, then close with overwhelming board presence or a landfall/X-spell payoff.
Strengths
- Free ramp on every creature spell that fixes mana and thins the deck
- Indestructible body that's hard to remove and dodges board wipes
- Snowballs land drops to enable huge X-spells, overruns, and landfall payoffs
- Color identity gives access to the best ramp, recursion, and go-wide tools
Weaknesses
- Only fetches basics tapped, so the ramp is slow and can't grab utility lands
- Devotion requirement means she's often just an enchantment, not a blocker
- Vulnerable to exile, bounce, and graveyard/library hate (shuffle effects)
- Wants a creature-dense deck, which can be light on interaction
Key Cards
- Avenger of Zendikar — Each fetched land triggers landfall, and Karametra's ramp can immediately make a massive token army.
- Craterhoof Behemoth — Classic finisher that turns the wide creature board Karametra builds into lethal damage.
- Felidar Retreat — Landfall payoff that pumps or makes tokens every time Karametra drops a land.
- Eternal Witness — Cheap creature that both triggers ramp and recurs your best spells for repeatable value.
- Tooth and Nail — All the extra lands fuel an entwined Tooth and Nail to find and cheat in a game-ending combo.
- Cloudstone Curio — Bounce-and-recast loops with cheap creatures generate near-infinite Karametra triggers and lands.
Upgrade Path
Lean harder into cheap, repeatable creature recursion and blink (Eternal Witness, Restoration Angel, Conjurer's Closet) to maximize triggers, and add bounce-loop engines like Cloudstone Curio for near-infinite ramp. Tighten the curve with efficient mana dorks and tutors (Green Sun's Zenith, Worldly Tutor) and add fast finishers like Craterhoof Behemoth and Finale of Devastation. Improve interaction with Heroic Intervention and Teferi's Protection so your snowball doesn't get blown out by a single wrath.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Craterhoof Behemoth or Overwhelming Stampede alpha strike
- ▸Avenger of Zendikar plus landfall to flood the board with plants
- ▸X-spell finishers like Genesis Wave or Hydra/Walking Ballista off massive mana
- ▸Grinding out value with ETB creatures until the board is unbeatable
Archetypes
- Landfall / Ramp — Every creature cast drops a land, fueling landfall payoffs and explosive mana growth.
- Tokens / Go-Wide — Each token-making creature ramps you and grows a board you can overrun for the win.
- Blink / ETB Value — Flickering creatures lets you re-cast or re-trigger creatures to chain land searches.
- Combo — Bounce engines like Cloudstone Curio with cheap creatures can loop ramp and ETBs for infinite value.
Combos
- Karametra, God of Harvests + Shrieking Drake + Retreat to Coralhelm
→ Put all Forests and Plains from your library onto the battlefield tapped
Combos via Commander Spellbook.
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Same color identity (GW), by popularity.

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