
Haru, Hidden Talent
The Commander
Whenever another Ally you control enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Guide
Gameplan
Flood the board with Ally creatures to repeatedly earthbend, turning your lands into a growing army of hasty creatures while the rest of your board develops. You win by attacking with an animated manabase backed by counter payoffs and overrun effects, all while your lands keep coming back tapped after combat.
Strengths
- Cheap two-mana commander that builds an offense from your lands, sidestepping traditional creature counts
- Earthbend's death-recursion clause means animated lands return tapped instead of being lost, making attacks low-risk
- Mono-green Ally synergy plus +1/+1 counter payoffs gives two overlapping growth engines
- Resilient to board wipes since your real threats are lands that come back
Weaknesses
- Mono-green lacks interaction; struggles against fast combo and protected wincons
- Land-creatures are vulnerable to land destruction and Wrath effects that exile or sweep before recursion
- Earthbend only triggers off Allies entering, so non-Ally green staples don't advance the plan
- Tapping lands for combat can strain your mana and slow spell development
Key Cards
- Hardened Scales — Doubles every +1/+1 counter from earthbend, turning each Ally drop into a much bigger land-creature.
- Cathars' Crusade — Each Ally entering also pumps your whole team, stacking with earthbend triggers explosively.
- Craterhoof Behemoth — Turns your wide board of animated lands and Allies into a one-shot kill.
- Tireless Provisioner — Generates extra bodies and ramp, and Treasures/Food fuel the go-wide plan.
- Doubling Season — Doubles the +1/+1 counters earthbend places, making each land an immediate threat.
- Branching Evolution — Another counter doubler that supercharges earthbended lands and counter synergies.
Upgrade Path
Add counter doublers (Doubling Season, Branching Evolution, Hardened Scales) and proliferate enablers to make every earthbend trigger overwhelming. Pack green ramp and tutors (Three Visits, Worldly Tutor, Green Sun's Zenith) to consistently find Craterhoof or your best Allies, and include protection like Heroic Intervention and Boots/Greaves. Improve resilience with extra payoff creatures that enter as Allies so the earthbend engine never stalls.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Alpha strike with a wide team of animated lands and Allies
- ▸Overrun effects like Craterhoof Behemoth or Overwhelming Stampede
- ▸Trample beats from a single massive counter-loaded land creature
- ▸Counter-based commander damage if Haru is built up
Archetypes
- Tribal (Allies) — Each Ally entering triggers earthbend, rewarding a dense Ally creature base.
- +1/+1 Counters — Earthbend places counters, so counter doublers and proliferate payoffs scale the whole deck.
- Tokens / Go-Wide — Animated lands plus Ally tokens create a broad board that overruns opponents.
- Lands Matter — Your manabase doubles as your army, supporting landfall and recursion synergies.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (G), by popularity.

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