
Trample, reach
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
(As this Saga enters and after your draw step, add a lore counter.)
I — Mill ten cards. Put up to two creature cards from among the milled cards onto the battlefield.
II — Distribute seven +1/+1 counters among any number of target creatures you control.
III — Until end of turn, creatures you control gain ": This creature fights target creature you don't control." Exile this Saga, then return it to the battlefield (front face up).
Drop Vorinclex on turn five as a trampling beater that ramps you two Forests, then later sink to flip him into a Saga engine that cheats fatties into play, fattens your board with +1/+1 counters, and turns your creatures into a fight-based removal squad. You play a classic mono-green ramp-into-threats curve, snowballing your mana and your board until you crash in with trample.
Lean into fast mana and mana doublers—Sol Ring, Nyxbloom Ancient, Mana Reflection, and Mirari's Wake—so you can flip the Saga the turn after deploying him. Add counter doublers (Doubling Season, Branching Evolution) and proliferate to magnify chapter II, plus self-mill enablers and elite reanimation targets to maximize chapter I. Top it off with reliable finishers like Craterhoof Behemoth or Pathbreaker Ibex and protection such as Heroic Intervention and Tyvar's Stand.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (G), by popularity.