23, Jul, 21

The Best Enchantment Commanders

Playing with Enchantments is a lot of fun, but it's so much better when you're playing with one of the best Enchantment commanders in MTG.
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It’s fun to pick a theme and stick to it when building and playing a Commander deck. There are a lot of different themes out there, but one of the most intriguing is going all-in on Enchantments.

The best Enchantment commanders can do a wide variety of things, but normally what you’re looking for here is pure value. The aim is to simply have a lot more than your opponents, and we’re huge fans of that.

The best Enchantment commanders

Our honorable mention for today is one that a lot of people will be expecting to see on the list. It is, of course, Karametra, God of Harvests. Karametra is a five mana Green and White indestructible 6/7. They’re also an Enchantment Creature who only becomes a Creature if you have devotion to Green and White of seven or more.

Whenever you cast a Creature spell, you get to put a Forest or Plains from your library into play. They’re great, and while they are an Enchantment, they don’t actually do anything for Enchantments. So, let’s get into our proper list of the best Enchantment commanders.

10 – Ghen, Arcanum Weaver

Ghen, Arcanum Weaver is a three mana Red, White, and Black 2/3. They’re also a Human Wizard, which isn’t completely irrelevant, but as always, it’s the ability that makes them good for Enchantments.

For one Red, White, and Black mana, you can tap them and sacrifice an Enchantment to bring one back from the graveyard to the battlefield. It means you can always protect your best enchantments when you want to, along with getting multiple uses out of any you have to sacrifice as part of their cost by bringing them back.

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9 – Hanna, Ship’s Navigator

Hanna, Ship’s Navigator is a three mana White and Blue 1/2. You can technically use them for both Artifacts and Enchantments, but that doesn’t mean they’re not great when you’re really honing your Enchantment game.

For three mana, you can tap them to return an Artifact or Enchantment from the graveyard to your hand. While this isn’t as efficient as bringing them back to the battlefield, it does mean you get any cast triggers you need, along with ensuring you don’t have to sacrifice anything along the way either.

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8 – Eutropia the Twice-Favored

Next up is Eutropia the Twice-Favored. They’re a three mana Green and Blue 2/2. They’re aptly named too, because you get a couple of benefits whenever you trigger their ability.

Whenever an Enchantment enters the battlefield under your control, you get to put a +1/+1 counter on a Creature and then that Creature gains flying until the end of the turn. It lets you bit a little bit more aggressive with your Creatures, and it also means you can avoid some of the pesky ground plebes too.

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7 – Kestia, the Cultivator

Kestia, the Cultivator is a four mana Green, White, and Blue 4/4 Enchantment Creature. You can also, if you want to, choose to bestow them onto a Creature to grant the Creature +4/+4 and the same ability Kestia has.

Kestia allows you to draw a card whenever an enchanted Creature or an Enchantment Creature attacks. This means you’re going to be a little bit more focused on Auras than in some of the other decks in this list, but that’s a lot of fun too.

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6 – Estrid, the Masked

Here we are with a Planeswalker who can be your commander, and that’s always a bit different. Estrid, the Masked is a four mana Green, White, and Blue Planeswalker who comes in with three loyalty. You can gain two loyalty to untap each enchanted permanent you control, which is already pretty powerful.

You can also lose one loyalty to, “create a White Aura Enchantment token named Mask attached to another target permanent. The token has enchant permanent and totem armor.” Finally, you can lose seven loyalty to mill seven cards, and then return all non-Aura Enchantment cards from your graveyard to the battlefield and then do it for Aura cards too. You want recursion, well here you go.

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5 – Alela, Artful Provocateur

We’ve got another Commander who does a lot of different things here with Alela, Artful Provocateur. Alela is a four mana White, Blue, and Black 2/3 with flying, deathtouch, and lifelink. They also grant all of your other Creatures with flying +1/+0.

Alongside that, whenever you cast an Artifact or Enchantment you get to create a 1/1 Fairie with flying. While the deck doesn’t have to be built around Enchantments, it does mean you can lay down anthem after anthem after anthem in order to swarm your foes with an unstoppable army of Faeries.

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4 – Tuvasa the Sunlit

Back to Bant again now with Tuvasa the Sunlit. Tuvasa is a Green, White, and Blue 1/1 who not only gets +1/+1 for each Enchantment you control, but also lets you draw a card the first time you cast an Enchantment each turn.

While a lot of the other decks on this list encourage you to go wide, Tuvasa is far more about swinging in with your commander to win the game. You’re going to be playing aggressively here, so if you’re looking to deal damage, draw cards, and generally win the game pretty efficiently, then Tuvasa might be for you.

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3 – Daxos the Returned

Daxos the Returned is a three mana White and Black 2/2 Zombie Soldier. Honestly, poor old Daxos has had a hell of a ride in MTG, but this might be one of the best versions of them to have as your commander. Whenever you cast an Enchantment, you get an experience counter.

Then, you can pay three mana to, “Create a white and black Spirit enchantment creature token. It has “This creature’s power and toughness are each equal to the number of experience counters you have.”” It means that you can create these incredibly powerful Spirit tokens that will likely overpower whatever’s standing in your way.

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2 – Zur the Enchanter

Zur the Enchanter is one of the most frustrating commanders to play against, but one of the best Enchantment commanders to use because of their incredible ability. Zur is a four mana White, Blue, and Black 1/4 with flying.

They read, “Whenever Zur the Enchanter attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.” That means you can find whatever answer you need whenever they attack. You can build this deck in a lot of ways, whether you’re locking people out of the game, just trying to draw cards, or buffing Zur up with Aura cards.

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1 – Sythis, Harvest’s Hand

Finally, we have Sythis, Harvest’s Hand. Sythis is a Modern Horizons 2 card, so they’re still incredibly new, but everyone knew they were going to be a powerhouse as soon as they saw them. For two mana you get a Green and White 1/2.

Whenever you cast an Enchantment, you get to gain one life and draw a card. This isn’t an unusual effect in and of itself, but on a Legendary Creature, it’s absurd. You can combine this with the various other enchantress cards to draw an overwhelming number of cards with every spell you cast, and it’s very hard to beat that kind of card advantage.

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