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Enchantments Cards in Commander

Enchantments are the most durable permanent type in Commander, and that durability is the whole point. Unlike creatures, they don't die to most removal. Unlike artifacts, they dodge Naturalize variants in most metas. The payoff for playing enchantments isn't flash — it's compounding advantage over a long game, turn after turn, with no ongoing cost.

The format's most-played enchantments are engines, not answers. Rhystic Study and Mystic Remora are the clearest examples: both tax the table's spells and convert that friction into cards, effectively punishing opponents for playing the game normally. Smothering Tithe does the same with mana, generating Treasure tokens at a rate that quickly warps the game if it sits unanswered for even three or four turns. Phyrexian Arena and Black Market Connections trade a small sustained cost for a steady card advantage stream that most other card types can't replicate at the same efficiency.

The second major role enchantments fill is taxation and deterrence. Propaganda and Ghostly Prison don't stop attacks — they make attacks cost mana, which in Commander effectively shuts down token swarms and creature-heavy strategies that can't afford to pay every turn. These cards do nothing the turn they land and everything over the following turns, which is a pattern enchantments repeat across nearly every subtype.

Enchantments also anchor the format's most explosive synergy payoffs. Doubling Season is the clearest example — it doubles counters and tokens simultaneously, and with planeswalkers it enables immediate ultimates that would otherwise take five or more turns. Hardened Scales provides a cheaper, narrower version of the same effect for dedicated counter strategies. Impact Tremors converts token production directly into damage, functioning as a win condition for any deck that generates creatures in bulk. Rhythm of the Wild solves two problems at once in creature-heavy red-green decks, granting either haste or a counter to every nontoken creature that enters.

On the ramp side, Wild Growth is a one-mana enchantment that outperforms many two-mana ramp spells by attaching to a land rather than adding one — it accelerates without changing land count and survives board wipes that sweep creatures. Urza's Saga operates in a completely different space, functioning as a land that converts into an Construct token engine and a tutor for zero- and one-mana artifacts, making it one of the most efficient cards ever printed for artifact-based strategies.

The through-line across all of these is persistence. Every enchantment on this list either generates resources or restricts opponents on a recurring basis with no additional investment after the initial cast. That's why enchantment-heavy builds tend to pull ahead in longer games — the advantage compounds quietly until the gap is unrecoverable.

More on Scryfall: https://scryfall.com/search?q=t%3Aenchantment

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