Ancient Greenwarden is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Complete guide
Ancient Greenwarden is a powerhouse for land-based strategies, acting as both a recursive tool and a massive amplifier for your effects. By turning your graveyard into a second hand for lands and doubling your Landfall triggers, this Elemental ensures you never run out of steam. It provides a sturdy defense with Reach while setting up game-ending value loops.
Playing Lands from the Graveyard
The first major benefit of Ancient Greenwarden is the ability to play lands from your graveyard. This follows all normal timing rules for playing a land: you must be in your main phase, the stack must be empty, and you must have a land play available for the turn. It does not allow you to use activated abilities like Cycling from the graveyard, nor does it allow you to play the nonland side of a modal double-faced card.
Understanding the Trigger Doubler
The third ability causes triggered abilities that occur when a land enters the battlefield to trigger an additional time. This applies to the land's own 'enters-the-battlefield' abilities and any other permanents with Landfall. Note that this only affects triggered abilities (starting with 'when' or 'whenever'); it does not affect replacement effects like 'enters the battlefield tapped' or entering with counters. If you control multiple Greenwardens, the effect is additive: two Greenwardens result in three triggers total.
Common Mistakes
A common point of confusion is the difference between 'playing a land' and 'a land entering the battlefield.' Ancient Greenwarden only doubles triggers that look for a land entering. If an ability triggers specifically when you 'play' a land, it will not trigger an additional time. Additionally, remember that this ability is not a copy effect; you must choose targets and make choices separately for each of the two triggers put onto the stack.
When to Play It
Ancient Greenwarden is best deployed when you have already established a board of permanents with Landfall or when you need to recover utility lands from your graveyard. Because it has Reach and a high toughness, it can be played defensively to stabilize the board against flyers while you prepare to take over the game with superior resource generation.
Interaction examples
With Ancient Greenwarden on the battlefield, you play a land from your hand or graveyard. This causes Avenger of Zendikar's Landfall ability to trigger twice. Instead of putting one +1/+1 counter on each of your Plant tokens, you will put two +1/+1 counters on each of them, doubling the efficiency of every land drop.
If you have a Evolving Wilds in your graveyard, Ancient Greenwarden allows you to play it. When Evolving Wilds enters the battlefield, any Landfall triggers you control will fire twice. You can then sacrifice the Wilds to search for a basic land; when that land enters, your Landfall abilities will trigger two more times, providing massive value from a single graveyard recursion.
While Seedborn Muse allows you to untap your permanents on every player's turn, it does not provide extra land plays. Even with Ancient Greenwarden, you are still restricted to your normal number of land plays during your own turn. The Muse helps you keep your Reach blocker ready and your mana open, but the Greenwarden's graveyard ability remains restricted to your own main phases.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Ancient Greenwarden
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Ancient Greenwarden doesn't change the times when you can play those lands. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
No other card is named in this ruling.
- #2· Wizards of the Coast
Ancient Greenwarden doesn't allow you to activate abilities (such as cycling) of land cards in your graveyard.
No other card is named in this ruling.
- #3· Wizards of the Coast
Ancient Greenwarden allows you to play a modal double-faced card's land face, but not a nonland face.
No other card is named in this ruling.
- #4· Wizards of the Coast
Ancient Greenwarden's third ability affects a land's own enters-the-battlefield triggered abilities as well as other triggered abilities that trigger when that land enters the battlefield, such as landfall abilities. Such triggered abilities start with "when" or "whenever."
No other card is named in this ruling.
- #5· Wizards of the Coast
Replacement effects are unaffected by Ancient Greenwarden's third ability. This includes any abilities that apply "as [this land] enters the battlefield" and any ability that says the land enters the battlefield with counters.
No other card is named in this ruling.
- #6· Wizards of the Coast
Ancient Greenwarden's effect doesn't copy the triggered ability; it causes the ability to trigger twice. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to put counters on a permanent, are also made individually.
No other card is named in this ruling.
- #7· Wizards of the Coast
The trigger event doesn't have to specifically refer to "lands." For example, an ability that triggers "whenever a creature enters the battlefield under your control" would trigger twice if the entering land is also a creature.
No other card is named in this ruling.
- #8· Wizards of the Coast
An ability that triggers whenever you play a land won't trigger an additional time.
No other card is named in this ruling.
- #9· Wizards of the Coast
Look at each permanent as it exists on the battlefield, taking into account continuous effects, to determine whether any triggered abilities will trigger multiple times. For example, if you control Ashaya, Soul of the Wild, a nontoken creature entering the battlefield will cause any appropriate abilities to trigger an additional time.
No other card is named in this ruling.
- #10· Wizards of the Coast
If you control two Ancient Greenwardens, a land entering the battlefield causes abilities to trigger three times, not four. A third Ancient Greenwarden causes abilities to trigger four times, a fourth causes abilities to trigger five times, and so on.
No other card is named in this ruling.
- #11· Wizards of the Coast
If a land entering the battlefield at the same time as Ancient Greenwarden (including Ancient Greenwarden itself if an effect causes it to be a land) causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Walk the Aeons + Azusa, Lost but Seeking + Ancient Greenwarden
- 1Play Islands from your graveyard until you control at least three Islands.
- 2Cast Walk the Aeons for its buyback cost by paying
and sacrificing three Islands, taking an extra turn after this one.
- 3Pass the turn.
- 4Repeat.
Aesi, Tyrant of Gyre Strait + Walk the Aeons + Mystic Sanctuary + Ancient Greenwarden
- 1Cast Walk the Aeons by paying
, sacrificing Mystic Sanctuary and two other Islands, causing you to take an extra turn after this one and returning Walk the Aeons to your hand.
- 2Play any Island except Mystic Sanctuary from your graveyard.
- 3When the land enters the battlefield, Aesi triggers twice, allowing you to draw two cards.
- 4Move to your next turn.
- 5Cast Walk the Aeons by paying
, causing you to take an extra turn after this one.
- 6Play any Island except Mystic Sanctuary from your graveyard.
- 7When the land enters the battlefield, Aesi triggers twice, allowing you to draw two cards.
- 8Play Mystic Sanctuary from your graveyard.
Ancient Greenwarden + Mina and Denn, Wildborn + Lotus Cobra + Retreat to Coralhelm
- 1Activate Sakura-Tribe Scout by tapping it, putting a land from your hand onto the battlefield.
- 2The land enters the battlefield, triggering Lotus Cobra and Retreat to Coralhelm twice.
- 3Resolve both Lotus Cobra triggers, adding
.
- 4Resolve the first Retreat to Coralhelm trigger, causing you to either tap or untap a creature, or scry 1.
- 5Resolve the second Retreat to Coralhelm trigger, untapping Sakura-Tribe Scout.
- 6Activate Mina and Denn by paying
and returning the land from the battlefield to your hand, giving target creature trample until end of turn.
- 7Repeat.
Ancient Greenwarden + Mina and Denn, Wildborn + Retreat to Coralhelm + Lotus Cobra
- 1Activate Llanowar Scout by tapping it, putting a land from your hand onto the battlefield.
- 2The land enters the battlefield, triggering Lotus Cobra and Retreat to Coralhelm twice.
- 3Resolve both Lotus Cobra triggers, adding
.
- 4Resolve both Retreat to Coralhelm triggers, untapping Llanowar Scout and choosing either to untap another creature or scry 1.
- 5Activate a land by tapping it, adding at least
.
- 6Activate Mina and Denn by paying
and returning a land from the battlefield to your hand, giving a creature trample until end of turn.
- 7Repeat.
Ancient Greenwarden + Mina and Denn, Wildborn + Retreat to Coralhelm + Tireless Provisioner
- 1Activate Llanowar Scout by tapping it, putting a land from your hand onto the battlefield.
- 2The land enters the battlefield, triggering Tireless Provisioner and Retreat to Coralhelm twice.
- 3Resolve both Tireless Provisioner triggers, creating two Treasure tokens.
- 4Resolve both Retreat to Coralhelm triggers, untapping Llanowar Scout and choosing either to untap another creature or scry 1.
- 5Activate a land by tapping it, adding at least
.
- 6Activate both Treasure tokens by tapping and sacrificing them, adding
.
- 7Activate Mina and Denn by paying
and returning a land from the battlefield to your hand, giving a creature trample until end of turn.
- 8Repeat.
Ancient Greenwarden + Mina and Denn, Wildborn + Retreat to Coralhelm + Lotus Cobra
- 1Activate Walking Atlas by tapping it, putting a land from your hand onto the battlefield.
- 2The land enters the battlefield, triggering Lotus Cobra and Retreat to Coralhelm twice.
- 3Resolve both Lotus Cobra triggers, adding
.
- 4Resolve both Retreat to Coralhelm triggers, untapping Walking Atlas and choosing either to untap another creature or scry 1.
- 5Activate a land by tapping it, adding at least
.
- 6Activate Mina and Denn by paying
and returning a land from the battlefield to your hand, giving a creature trample until end of turn.
- 7Repeat.
Ancient Greenwarden + Mina and Denn, Wildborn + Nissa, Resurgent Animist + Retreat to Coralhelm
- 1Activate Sakura-Tribe Scout by tapping it, putting a land from your hand onto the battlefield.
- 2The land enters the battlefield, triggering Nissa and Retreat to Coralhelm twice.
- 3Resolve both Nissa triggers, adding
.
- 4Resolve the first Retreat to Coralhelm trigger, causing you to either tap or untap a creature, or scry 1.
- 5Resolve the second Retreat to Coralhelm trigger, untapping Sakura-Tribe Scout.
- 6Activate Mina and Denn by paying
and returning the land from the battlefield to your hand, giving target creature trample until end of turn.
- 7Repeat.
Dryad Arbor + Deadeye Navigator + Lotus Cobra + Ancient Greenwarden
- 1Activate Dryad Arbor by paying
, blinking it.
- 2Dryad Arbor enters the battlefield, triggering Deadeye Navigator's soulbond ability and Lotus Cobra twice.
- 3Resolve both Lotus Cobra triggers, adding
.
- 4Resolve both Deadeye Navigator triggers, repairing it and Dryad Arbor.
- 5Repeat.
Legal formats
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Meta decks with Ancient Greenwarden
No archived Top 8 deck with this card yet.



Avenger of Zendikar
Seedborn Muse









