Enchantments to turn your Commander games around

If there’s one thing almost every Commander player should be doing, it’s playing more enchant removal. Each color has varying degrees of success against enchantments, so you can trust these cards to stick around longer than creatures or artifacts.

There are plenty of powerful enchantments to consider, and while everyone knows how landing an Omniscience can pretty much win the game, there are tons of cards that most players miss out on. Here are some awesome enchantments that can turn the tide of your game.

Best time

This strange enchantment on Alara Reborn does something few Bant cards do; provide additional combat phases. Traditionally seen on red cards, Finest Hour gives you an extra combat step as long as you only attack with one creature the first time.

Finest Hour’s big drawback is its relatively restrictive mana cost. Most Bant commanders don’t care too much about combat, instead looking to outmaneuver their opponents through lands and other shenanigans. However, if you find yourself building a Bant Voltron roster, Finest Hour might just be what you need to start taking opponents out of the game.

Bind the Old Gods

Sagas are often underestimated in Commander, particularly those like Binding the Old Gods. For four mana you can blow up the biggest problem on the board. In the next chapter, you can increase and fix your mana at the same time, by grabbing any Forest, basic or non-basic, and putting it directly into play tapped. Late ch is mostly irrelevant most of the time, but if you can proliferate at instant speed later in the game, you can use it defensively, even though the window is narrow.

The downside of Binding the Old Gods, like all sagas, is that once you reach the last chapter, you have to sacrifice it. But consider playing it in a deck like Muldrotha, Gravetide, where you can spawn cards from your graveyard, or with Go-Shintai of Life’s Origin, where you can keep running through your sagas every turn.

Nahiri’s determination

A newcomer to the game, Nahiri’s Resolve does two powerful things that your opponents will likely underestimate. First, he gives your creatures +1/+0 and haste. While five mana is a bit of a trade off for this effect, being able to attack and activate abilities right away can be huge.

The best part of Nahiri’s Resolve is that it can protect your board and help reactivate battlefield effects at the end of your turn. You can exile any number of artifacts and creatures you control, returning them only at your next upkeep. This allows you to dodge board wipes during your opponents turn and helps you get multiple instances of impactful ETB triggers.

uncivil riots

Another enchantment that requires a bit of compromise is Uncivil Unrest, a five mana damage doubler with a specific condition. To double the damage a creature you control would deal, it needs a +1/+1 counter.

Since it riots all of your non-token creatures, you can choose to give them the counter or haste them. Since you can choose how the creature comes into play, you can use it with other cards like Renata, Called to the Hunt, which automatically gives it a +1/+1 counter, allowing you to rush your new creature and damage it twice. in turn comes into play.

ascension of the luminarch

Playing Luminarch Ascension is a bit risky in Commander games. All it takes to start creating 4/4 Angel Tokens is not taking damage for four of your opponents’ turns, putting a counter on Luminarch Ascension on each of your opponents’ turns so you don’t lose life.

As soon as you play it though, you’ll want to paint a big target on your back, especially as you start to get closer to that four-counter threshold. If you can play Luminarch Ascension on a relatively empty board or one where you’ve set up some good defenses, you’ll soon have an army of Angels.


If you’re playing a commander that relies on attacking to trigger abilities or one that tries to win through commander damage, there’s no reason not to play Reconnasiance. This one mana white enchantment allows you to pay zero mana to remove an attacking creature you control from combat and then untap it.

You can do this at any time during combat, allowing you to attack with cards like Etali, Primal Storm, and Death Smiler Alesha, which have powerful attack triggers, are removed from combat so you don’t risk losing them to blockers. .

the greatest reborn

Yet another saga, but this time with an absolutely wild seven-for-one effect. In the first chapter, you force each opponent to sacrifice a creature or planeswalker. Mileage for this effect will of course vary, especially against token decks. You can always wait to drop The Eldest Reborn until after the board is cleared to prevent players from rebuilding.

In the second chapter, all of your opponents discard a card, forcing them to make tough decisions about how they want their next turn to go. And finally, you can steal a creature or planeswalker from any graveyard and return it to the player under your control. In the right deck, like Tergrid, God of Fright, you can rack up tons of value with it.

Shadow in the warp

The Tyranid Warhammer 40,000 Commander deck had a lot of underrated cards, but Shadow in the Warp might just be one of the best in the deck series. There are two abilities in Shadow in the Warp, the first reduces your first creature spell you cast in a turn by two mana. This can allow you to cast a six mana creature on turn four if you hit your earth blobs, launching you like a rocket past your opponents.

Its other ability punishes your opponent for not playing enough creatures, dealing two damage to them after they cast their first noncreature spell each turn. Does your opponent want to counter your creature? Take two damage. Do you want to draw cards before your next turn? Two other damages.

descent into hell

Commander games can take hours sometimes, so what if you play an enchantment to speed it up a bit? Descent Into Avernus is the magical equivalent of putting a bomb on the table and letting everyone else disarm it. The way it works is in its maintenance. You put two counters on it, then they all take damage and make the Treasure tokens equal to the counters on it.

Next time, there are four counters, they all take four damage and make four treasure. Assuming no one is gaining life in this game, and you play it on your third turn, Descent ensures that all players will drop below zero life on your ninth turn. Your opponents are more likely to have some kind of response, or they will band together and eventually take you out. Hopefully, you’ll be able to beat the game on your own before then.

rabble agitation

The white version of a cycle of hiding enchantments from Streets of New Capenna, Rabble Rousing is a fantastic token generator that can eventually give you at least one spell. Each time you attack with one or more creatures, you create that many 1/1 Citizen tokens. If you have ten or more creatures when this ability triggers, you may play the card you hid for free.

Chip decks love Rabble Rousing, but even playing it on a semi-aggressive roster will double your attackers in no time. The tokens don’t attack, so you can hold onto them as blockers or use them as fodder for sacrifice effects like Thalia and The Gitrog Monster.

Ryan Hay (he/he) has been writing about Magic: The Gathering and video games for years, and he loves absolutely terrible games. Send him your bad game shots On twitter where he does not stop talking about the Lord of the Rings.