First making their debut with the release of Lorwyn in 2007, planeswalkers have become a card type that truly distinguishes Magic: The Gathering from any of its other competitors. While the original plan for planeswalkers was that they would be special cards that didn't show up every set, things have certainly changed.

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Nowadays, multiple planeswalkers are printed with the release of each set. Among that number, few are good enough to see competitive play. Nonetheless, a number of planeswalkers have seen play in everything from Standard to Pioneer to Commander. Here are the best green planeswalker cards ever printed.

7 Vivien, Champion of the Wilds

vivien, champion of the wilds

Vivien, Champion of the Wilds is hardly the most exciting planeswalker ever printed. However, her static ability, which allows you to flash in creatures, can be very powerful. Playing creatures on your opponents' turn makes going to combat an absolute nightmare, as they can't be sure what their creatures will be blocked by.

Furthermore, Champion of the Wilds replaces itself in your hand quickly, thanks to its -2 loyalty ability that can find a creature for you to cast later from the top three cards of your deck. Lastly, her +1 ability shores up green's notorious weakness to fliers, while also granting a creature the benefit of vigilance.

6 Nissa, Vital Force

Nissa, Vital Force

Nissa, Vital Force is an incredible card to drop on an empty board. However, if you're already behind, she isn't going to help you much. Consequently, she's a fairly niche card to use but can be especially good against control decks that aren't interested in having much of a board presence.

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Her -3 loyalty ability ensures that she can provide you with some value by returning a permanent card from your graveyard to your hand. All that being said, perhaps one of the best uses for her is to ultimate her the turn after she comes down, so that lands you play draw you cards for the rest of the game.

This is somewhat of a 'buildaround' ability that you'd want to dedicate a large portion of your deck to getting online, though, so it might make more sense to use in a specifically land-centered deck.

5 Nissa, Vastwood Seer / Nissa, Sage Animist

nissa, vastwood seer

Back in Magic Origins Standard, this card used to be a beating. It was very common for players to cast her on turn seven, use the land they found to instantly flip her, and use her -2 loyalty ability to drop a big token onto the battlefield to protect her. All this would happen, and your would still have four mana available for other spells.

Nissa, Sage Animist's power stems from her ability to continue to draw you cards while also providing herself protection thanks to the elemental token she fashions. Her low cost of three mana, as well as the fact she is initially cast as a creature, also make her difficult to interact with via counterspells.

It's also worth mentioning that hitting Nissa, Vastwood Seer with Collected Company is a great combo, and one of the few ways for Collected Company to give you a planeswalker.

4 Nissa, Voice of Zendikar

nissa, voice of zendikar

Speaking of standard beatings, Nissa, Voice of Zendikar would often fashion board states that were impossible to defeat within the next turn of being cast. This is another planeswalker that can protect itself through creating tokens, though they notably don't have any power.

However, Voice of Zendikar's real strength comes from her -2 loyalty ability that places a counter on each creature you control. Decks featuring this card back in the day would often try to curve out creature after creature, fashion a token the turn Nissa came down to protect her, then cast one or two final creatures on turn four before using Nissa's -2 ability to make them all way more powerful than they should be. Not to mention, the following turn you could do it again. If your opponent didn't have access to a board wipe, it was pretty much game over from there.

3 Vivien, Monsters' Advocate

vivien, monsters' advocate

Players who have kept up with recent Standard formats should already know about the viability of Vivien, Monsters' Advocate.

The 3/3 tokens she can continuously pump out wouldn't seem to be all that great, but the ability to choose between a vigilance, reach, or trample counter to put on these tokens is way better than it looks at first glance. Reach helps against green's weakness to flying, vigilance is great to add if you're in a race against another deck, and trample makes it so that your opponent can't just chump block these tokens. Ultimately, each option is quite useful to have.

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Monsters' Advocate also comes with a fairly good static ability that allows you to cast creature spells from the top of your library. In a creature-heavy deck, this is a reliable enough scenario.

Lastly, if you follow this planeswalker up with a big creature (as green often does), her -2 loyalty ability allows you to tutor up another large creature from your library to enter the battlefield alongside it. Creatures with enter the battlefield abilities like the removal that Ravenous Chupacabra offers are perfect targets for this ability.

2 Nissa, Who Shakes the World

Image of the Nissa Who Shakes The World card in Magic: The Gathering, with art by Chris Rallis

We've seen some pretty handy static abilities on this list so far, but Nissa, Who Shakes the World takes the cake for the best one. As long as you control this planeswalker, forests you tap add an additional green mana to your mana pool. In other words, Nissa, Who Shakes the World can effectively double your available mana as early as turn six.

That's a lot of mana to play around with. In fact, it's enough to cast an Ulamog, the Ceaseless Hunger or any other number of absurd creatures with which you can quickly end the game.

This is one of the best ramp (fast mana) cards ever printed, but it does require that you play mostly forests (or run something like Yavimaya, Cradle of Growth to turn them into forests). Beyond her ridiculous static ability, this Nissa can also fashion creatures out of your lands to protect herself.

1 Wrenn and Seven

wrenn and seven

Wrenn and Seven is the only planeswalker on this list who still has some time to shine in Standard. Using its -3 loyalty ability, Wrenn and Seven can create creature tokens with power and toughness equal to the amount of lands you control, and they quite importantly come with reach attached.

Additionally, Wrenn and Seven builds upon its tokens thanks to its +1 loyalty ability that puts additional lands into your hand. Perhaps even more important here though is that nonland cards found with this ability end up in your graveyard. This makes Wrenn and Seven the perfect planeswalker to pair with cards like Tenacious Underdog that can be cast from your graveyard. Beyond that, it also makes Wrenn and Seven a great planeswalker for a Golgari (black/green) reanimation-themed deck.

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