Arcane Foundry › Commanders › Kodama of the South Tree
Kodama of the South Tree
Legendary Creature — Spirit · {2}{G}{G} · Green commander
Whenever you cast a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn.
Build a Kodama of the South Tree deck →
What Kodama of the South Tree actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · cast_spellWhenever you cast a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn.
What a Kodama of the South Tree deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 31× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 10× A card that is CAST to trigger the commander — reanimating or blinking it does not count
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 9× Find the exact card the plan needs
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Kodama of the South Tree
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Omarthis, Ghostfire Initiate0 mana
- Ugin's Conjurant0 mana
- Elvish Spirit Guide3 mana
- Kami of Whispered Hopes3 mana
- Kodama of the West Tree3 mana
- Generous Visitor1 mana
- Willow Geist1 mana
- Eidolon of Blossoms4 mana
A card that is CAST to trigger the commander — reanimating or blinking it does not count
- Omarthis, Ghostfire Initiate0 mana
- Ugin's Conjurant0 mana
- Elvish Spirit Guide3 mana
- Kami of Whispered Hopes3 mana
- Kodama of the West Tree3 mana
- Generous Visitor1 mana
- Willow Geist1 mana
- Child of Thorns1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Beast Within3 mana
- Nature's Claim1 mana
- Emerald Charm1 mana
- Shrink1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
- Natural State1 mana
- Umezawa's Jitte2 mana
Answer a whole board at once
- Simplify1 mana
- Aligned Hedron Network4 mana
- Coercive Portal4 mana
- Needle Storm3 mana
- Whirlwind4 mana
- Hurricane1 mana
- Worldslayer5 mana
- Corrosive Gale1 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Celestial Reunion1 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
Refill your hand
- Skullclamp1 mana
- Garruk's Uprising3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Pip-Boy 30001 mana
- Vexing Bauble1 mana
- Elemental Bond3 mana
- Selvala, Heart of the Wilds3 mana
Keep a permanent you control alive through removal
- Innkeeper's Talent2 mana
- Guardian Augmenter3 mana
- Cryptothrall4 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
Get ahead on mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Amber0 mana
- Mox Diamond0 mana
- Mox Opal0 mana
- Birds of Paradise1 mana
- Crop Rotation1 mana
- Delighted Halfling1 mana