Large creatures, accelerated mana, and brute strength, are the features of the color green in Magic: The Gathering. Commander is a format that promotes big, powerful spells; some of the most powerful ones are enchantments. Green’s enchantments synergize well with the strategies the color employs. For multiple reasons, some of the best enchantments aren’t playable in other constructed formats.

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Usually, a spell’s mana cost prohibits it from being played in Standard or Modern. Commander, on the other hand, is an entirely different beast. Large spells are encouraged. Make sure you double-check your deck and see if you can squeeze one of these in.

10 Hardened Scales

MTG Top Warhammer 40,000 Commander Enchantments Hardened Scales

One common green strategy is playing creatures that get counters. +1/+1 counters take a creature with low power and toughness and make it stronger. Various Simic decks commonly use mechanics, like evolve and adapt, that add +1/+1 counters. Hardened Scales simply makes those creatures even larger.

This one-mana enchantment can take a Llanowar Elves from its 1/1 base and turn it into a monstrous 6/6. That example would take a few more spells, but you get the point.

9 Unnatural Growth

Unnatural Growth

Green decks enjoy nothing more than playing big creatures. Imagine taking those behemoths and making them even bigger. That's what Unnatural Growth does, only for five mana. It is a little mana intensive, so playing it in a two or three-color deck might be difficult.

Luckily there are enough mono-green creatures to shove in a deck and take advantage of this enchantment. Unnatural Growth's beauty is that it triggers every combat phase. Not just yours but your opponent's too.

8 Asceticism

Asceticism

Nothing is more annoying in a game of Commander than having your creatures targeted by spot removal or a bounce spell. Don't you just wish all of your creatures could have hexproof? Throw Asceticism into your deck, and removal won't be an issue for you any longer.

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Board wipes won't be an issue either because Asceticism allows you to regenerate any creature as long as you have the available mana. Did your opponent cast Supreme Verdict? Regenerate your Vorinclex for one green and one generic mana.

7 Parallel Lives

MTG Parralel Lives by Steve Prescott

Tokens can get out of control in the right deck. They get even wilder in a deck with Parallel Lives, which essentially doubles token generation. Don't forget that creature tokens aren't the only tokens out there. What about Tireless Tracker? Yes, you can't forget about clue and treasure tokens.

So, if you thought making creatures was going to get out of hand, imagine how much mana you'll have with the right treasure token generators. Throw Bootleggers' Stash into your deck, and you'll be playing out your hand in no time. Scute Swarm, anyone?

6 Guardian Project

Guardian Project

Card draw is a necessity in card games; every color in MTG has its own method for accomplishing it. Green decks are very good at playing creatures, so it's useful for aspects of the game to be tied to that. Give green an enchantment that triggers card draw every time a new creature enters the battlefield, and it will be powerful.

Guardian Project is especially valuable in Commander since it's a singleton format, and this enchantment triggers only if the creatures don't share a name with other creatures you've played.

5 Sylvan Library

Sylvan Library

Sylvan Library is a Vintage staple and possibly one of the most impactful green enchantments in existence. It generates some impressive card advantages while allowing you to control what card you draw next. This is a strong ability when you want to hide a card from Thoughtseize or if you're playing cards with miracle.

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Finding an enchantment that generates as much value as Sylvan Library is difficult for two mana. In a format like Commander, paying four life isn't a terrible trade-off either, so you can draw fresh cards a few times before you need to be cautious with your life total.

4 Garruk's Uprising

Garruk's Uprising

Drawing cards is one thing, but when a spell offers more than one bonus, it's especially valuable. Garruk's uprising is more than an engine for drawing cards. It gives your creatures trample. Every creature on your side of the battlefield having trample is overwhelming for opponents.

It doesn't seem like that big of a deal until every creature is getting damage through because they're bigger than your opponent's defense. That's not that bad of a deal for only three mana.

3 Growing Rites Of Itlimoc/Itlimoc, Cradle Of The Sun

Growing Rites

Using multifunctional cards is efficient for deck-building purposes. It saves space for other spells you want to include in your 100-card deck. That's why the double-faced enchantments from Ixalan are excellent choices because they act as an enchantment until certain conditions are met, then they flip and become a land.

Growing Rites of Itlimoc fetches a creature to your hand. That's not the best part of the card. When it flips into Itlimoc, Cradle of the Sun is when things get good because it's almost like having Gaea's Cradle in your deck.

2 Zendikar Resurgent

Zendikar Resurgent

Want to draw a card every time you cast a creature? The creature spell doesn't have to resolve. Simply cast it, and Zendikar Resurgent immediately replaces it. However, that's not the best part about this enchantment, but you already knew that. Zendikar Resurgent doubles your mana acquired by lands.

If you tap a forest for mana, you get two green mana. If you tap a Breeding Pool, you can choose to have an additional green or blue mana. A mana value of seven seems a little steep, but in a game of Commander, that's just turn four.

1 Beastmaster Ascension

Beastmaster Ascension

Green likes its creatures big and plentiful. Beastmaster Ascension makes that abundantly evident. As long as you play creatures, this enchantment accumulates counters. Once there are seven counters, all your creatures get an additional five power and toughness.

That is a huge buff for your side of the battlefield that your opponent will have a difficult time fending off. A 6/6 Llanowar Elf isn't anything to take lightly.

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