Old One Eye
GLegendary Creature — Tyranid

Old One Eye

Mana value6EDHREC#6,493

The Commander

Trample

Other creatures you control have trample.

When Old One Eye enters, create a 5/5 green Tyranid creature token.

Fast Healing — At the beginning of your first main phase, you may discard two cards. If you do, return this card from your graveyard to your hand.

Guide

Gameplan

Old One Eye is a mono-green beatdown commander that anchors a big-creature stompy deck: cast huge threats, grant the whole team trample, and crash in for massive chunks that ignore chump blockers. Each cast nets a 5/5 token, and Fast Healing lets you recur it from the graveyard for two cards even without a black recursion suite. Ramp into Old One Eye early, build a wide board of fatties, then overrun with trample damage.

Strengths

  • Trample anthem makes every blocker into chump-fodder, turning a stalled board into lethal damage
  • Free 5/5 token on every entry plus self-recursion gives relentless, mana-efficient pressure
  • Mono-green means cheap, consistent ramp and rock-solid mana for casting expensive monsters
  • Resilient commander that returns itself, dodging commander-tax punishment and removal value

Weaknesses

  • No evasion beyond trample—flyers and ground gridlock can still race or stonewall you
  • Mono-green has very little interaction, removal, or answers to combo and control decks
  • Board wipes are devastating since the deck commits heavily to the battlefield
  • Fast Healing costs card advantage (discard two), straining a color already weak at card draw
  • No built-in card advantage engine; can run out of gas against grindy tables

Key Cards

  • Craterhoof BehemothThe premier green finisher—pairs perfectly with the trample anthem to convert a wide board into one-shot kills.
  • Pathbreaker IbexPumps the whole team based on your biggest creature and grants trample, mirroring Old One Eye's plan for explosive alpha strikes.
  • Garruk, Primal HunterRefills your hand off your fatties and makes 3/3 Beasts, directly answering green's card-draw weakness.
  • Doubling SeasonDoubles the ETB token and supercharges any planeswalkers or token producers for an exponential board.
  • Heroic InterventionCheap protection against board wipes and targeted removal, shielding your all-in battlefield.
  • CultivateRepresentative of the ramp backbone that accelerates you into Old One Eye and the giant payoffs ahead of curve.

Upgrade Path

Tighten the ramp curve with Sol Ring, Nature's Lore, and mana doublers so Old One Eye lands on turn three to four, then add redundant overrun effects (Triumph of the Hordes, End-Raze Forerunners) for multiple wraths-proof finishers. Shore up green's blind spots with protection (Asceticism, Veil of Summer) and reusable card draw (The Great Henge, Beast Whisperer). For higher power, lean into a Craterhoof-with-haste line via Fierce Empath tutors and a fast token engine to enable consistent turn-six kills.

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

  • Overrun-style alpha strike with Craterhoof Behemoth or Pathbreaker Ibex granting team-wide trample damage
  • Grinding incremental beatdown with recurring 5/5 tokens that ignore blockers
  • Trampling over with a single massive creature pumped by counters or Fight effects
  • Token swarm buffed by anthems like Beastmaster Ascension for lethal commander-damage chunks

Archetypes

  • Big Mana StompyRamp into oversized creatures and beat down behind a universal trample anthem.
  • Tokens / Go-WideThe free 5/5 each entry plus token makers turn the trample buff into overwhelming alpha strikes.
  • +1/+1 CountersTrample maximizes pump effects, making each buffed creature push extra damage through chumps.
  • Reanimator-liteFast Healing rewards filling the graveyard, supporting green self-mill and recursion shells.

Combos

Combos via Commander Spellbook.

Related Commanders

Same color identity (G), by popularity.

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