
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.
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.
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.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite ETB, Infinite death triggers, Infinite LTB
Combos via Commander Spellbook.
Same color identity (G), by popularity.