13, Sep, 23

Top Five MTG Best God Cards in Commander

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Article at a Glance

Commander as a format gives players a ton of different directions they can take their decks. Each player gets the opportunity to build around one of their favorite legendary Creatures, constructing a whole theme to support the Commander of their choice. Different Commanders have totally different abilities and impacts on the game, which helps provide players with the chance to construct a deck that is fun for them.

Today, we will be focusing on a somewhat popular Creature type for Commanders. While not overly abundant, Creatures of this type are almost always legendary, and can come with some interesting abilities for Commander. This Creature type is none other than God. Introduced in Theros, Gods are often rather interesting, and in some cases, quite difficult to kill.

Theros Gods themselves even have Indestructible, making them rather reliable in Commander. There were also Gods in Hour of Devastation with the ability that when they die, they get returned to your hand at the beginning of the next end step. If constantly getting your Commander killed and having to invest more and more mana to recasting it has gotten you down, some of these Gods may be right up your alley. Here are the top five best MTG God cards in Commander.

#5 Myrkul, Lord of Bones

Myrkul, Lord of Bones

Myrkul, Lord of Bones is a very unique Commander option. At seven mana, it is a bit expensive, but it can have a big impact on the game. It can also gain Indestructible if you have 20 or less life, which is a nice bonus. Any time another Creature you control dies, you can exile it and get a token copy of the Creature, except it’s an Enchantment and loses all other card types. This ability makes Myrkul a solid Commander option for a deck built around Enchantments and Creatures with powerful activated abilities. Cards like Sanctum Weaver, for example, can tap for a lot of mana, and even if the Creatures themselves die, you can still activate their abilities, just as Enchantments.

This actually makes Myrkul quite strong in conjunction with a handful of cards from Shadowmoor. A few Creatures in Shadowmoor have relevant activated abilities that require tapping to activate. However, you can also choose to untap these Creatures by putting -1/-1 counters on them in order to activate them multiple times in a turn. What this allows you to do with Myrkul on the battlefield is put enough -1/-1 counters on these Creatures to put them into your graveyard yourself, then choose to have them come back as Enchantments. Now, you can activate their abilities over and over, since putting -1/-1 counters on the Enchantments won’t matter.

As such, Devoted Druid can make infinite mana with Myrkul in play. Barrenton Medic can prevent all damage that would be dealt to you and permanents you control, and Cinderhaze Witch can force your opponents to discard every card in their hands. Myrkul definitely requires some effort building around it, but it can be quite strong if you do.

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#4 The Locust God

The Locust God

The Locust God is an excellent card from Hour of Devastation that can completely take over the game. Every time you draw a card, even during your draw steps, you get a 1/1 with Flying and Haste. Obviously, this card works quite well with ways to draw more cards, but the Locust God even comes with an ability to loot built in. This card is very powerful because it asks very little of you, and the more cards you draw, the better.

The Locust God also combos quite nicely with Sage of the Falls. When Sage of the Falls or another non-Human Creature enters the battlefield, you can loot. This causes the Locust God to trigger and make a token. The token entering the battlefield triggers Sage of the Falls, and so on. You can choose to stop the loop at any time to avoid losing via decking, but being able to create a ton of Insect tokens with Haste all at once can be a strong way to close the game.

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#3 The Scarab God

The Scarab God

Much like the Locust God, the Scarab God is another top-tier Commander card that can be returned to your hand soon after it dies, helping to bypass paying extra mana to recast it from the Command zone. The Scarab God has two other extremely strong abilities, as well. First, each opponent loses X life and you scry X, where X is the number of Zombies you control. Obviously, this works perfectly in a deck filled with other Zombies.

However, you can also focus on the second ability of the Scarab God and make token copies of Creatures in graveyards. This ability also makes these token copies into 4/4 Zombies, which feeds into the Scarab God’s first ability. No matter which ability you plan on abusing, the Scarab God delivers.

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#2 Tergrid, God of Fright

Tergrid, God of Fright

Tergrid, God of Fright may not have the same level of protection built in that some of the other God cards have, but the card is quite strong, nonetheless. While you can certainly play the backside of this card, which is an Artifact that forces players to either sacrifice non-Land permanents, discard cards or lose life, the main power comes from the Creature itself. Tergrid states that whenever an opponent sacrifices a non-token permanent or discards a card, you can put that card onto the battlefield under your control. This effect can be devastating, especially in a multiplayer game.

Cards that force each opponent to either discard cards or sacrifice permanents are quite strong. Even if that’s as simple as playing Fleshbag Marauder, you can end up gaining control of multiple opposing Creatures. Throw in cards like Death Cloud, and you can end up with a ton of extra permanents in play under your control. If you build around Tergrid, you won’t be disappointed.

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#1 Esika, God of the Tree

Esika, God of the Tree

Esika is a fantastic Commander option for players who enjoy five-color decks. While Esika itself simply acts as a cool green mana dork, the backside of the card can be quite threatening. By paying one mana of every color, you get access to The Prismatic Bridge, an Enchantment with a very powerful effect. On your upkeep, you get to reveal cards from the top of your library until you reveal a Creature or Planeswalker card, then put it directly into play under your control.

What makes this card so strong is that, as long as you put powerful Creatures or Planeswalkers in your deck, the card is guaranteed to generate a bunch of value. Getting to put potentially enormous Creatures into play for free every turn cycle is super strong. As long as you have access to all five colors of mana, the payoff is certainly there, making Esika one of the best Gods available in Commander.

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