Centaur Glade

Enchantment

{2}{G}{G}: Create a 3/3 green Centaur creature token.

CMC
5
Mana cost
{3}{G}{G}
Color identity
G
Rarity
uncommon
Set
Onslaught
Price
$0.20
EDHREC rank
#22974
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Centaur Glade card art
Centaur Glade converts excess mana into a steady stream of 3/3 tokens — but at five mana to cast and three green per activation, it asks for a lot before it gives anything back. Slow, expensive, and easily disrupted; run it only if you're already drowning in mana and need a sink that scales.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Centaur Glade sees essentially zero play in Legacy and Vintage — formats where five mana enchantments that don't immediately win the game are unplayable. Commander is its only real home, and even there it occupies a narrow slot: late-game mana sinks in dedicated big-green or token-go-wide builds. The activation cost of three green pips makes it miserable in multicolor decks and actively bad in anything that wants to be doing things with its mana rather than just spending it. If your deck regularly hits ten or more mana and lacks a place to put it, Centaur Glade is a serviceable option — but most Commander decks at that stage would rather run a card that doesn't require three untapped green sources every turn.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.20 bulk tier

At $0.20, Centaur Glade is deep bulk — the price reflects its narrow playability, not a sleeper waiting to break out. It's a safe pickup for casual big-green builds without any financial risk, but don't expect the price to move.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.