White Enchantments That Are Crazy In The Commander Format



Finishing it off with the white enchantments that might make interesting includes in commander games.

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44 thoughts on “White Enchantments That Are Crazy In The Commander Format”

  1. Energy storm could be good if you’re playing a lot of planes walkers. It keeps them safe from direct damage spells and helps against flyers which are the other big threat to planeswalkers.

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  2. A few great and fun way to use Transcendence is to do one of the following:
    1)Prevent loss of life for all players, gain immortality
    2)Use donate-effects to give it to your opponents to kill them as soon as they receive it. Remember rule 800.4a will return it back to you as soon as they die unless it is gifted through sudden substitution, fractured identity or some other method that avoids this ruling.
    3)Play with Lich's Mastery to prevent the lose the game trigger and then every point of life loss turns into sac/discard/exile from grave 1 card, then draw 2.
    4)Utilize some sacrifice outlet to respond to the triggered ability of "whenever u lose life, gain 2 life for each 1 life lost" when you activate something like Aetherflux Reservoir to gain 50 life AFTER the transcendence has been sacrificed, leaving you with enough life to activate the Aetherflux Reservoir 2 more times to kill all 3 opponents.

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  3. Eye of Singularity has a really interesting interaction with phasing, as it's 2nd ability only triggers on ETB, which phasing in does not do. Exploit this how you see fit 🍻

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  4. Transcendence goes well with Platinum Angel, lol

    One enchantment you missed is Brave the Sands. It gives vigilance to your creatures and each one can block one extra creature. It's great for tribal/token decks and it's pretty cheap in both mana and $!

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  5. Cold Snap is interesting…. but generally useless unless you're in a group that regularly runs snow lands.
    Energy Storm on the other hand sounds much more promising, particularly if you have a way to remove counters. The fact that it's anti burn AND anti flying means that it's likely to always be useful.

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  6. What are the odds that your opponent is playing a snow covered land deck for cold snap to be relevant ?

    In the rare circumstance they are, you have basically put a clock on them, requiring that they go all out for several turns to specifically target you .

    It was playable when Kaldheim was just released but it goes back into storage until another snow covered land set is released.

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  7. Looking for a rule clarification on hidden retreat. Can you activate without an instant or sorcery on the stack that deals damage ?

    It would be very important for whether you can use it in a Yennett deck.

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  8. I run defensive formation in my blue white forced combat deck. Its surprising how scared people are of it, even when i dont have profitable blocks, people wont attack into it

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  9. Transcendence feels really fun with cards that say you can't lose the game. I agree with the Selenia idea, but paying life counts as loss of life, so the plan would be to combo with Gideon of the Trials and Felidar Guardian in order to win the game on your upkeep. Or else go the other direction and prevent the life gain in order to use Ad Nauseum as a win con.

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  10. Cold snap is going in my darien deck. It's so hard to find ways to deal damage to yourself in white. This card can be tutored, and for 2 mana a turn I can deal more damage than most or all of the artifacts that are currently in it. Super niche card. Thanks for sharing!!!

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  11. Defensive formation could go in a token or small creature matters deck, block with 20 speard it out so nothing dies. Im considering putting it in my arcades the strategist deck so my 0/3 walls dont die…and for transcendence Selena was my first thought but what about a boros players cant gain life combo u can't lose but your opponents can please respond with ur thoughts on this

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  12. For a brief stint, i was using celestial dawn as a second chromatic lantern in my edgar markov deck. I ended up cutting it because it turns off utility lands and i kept running into an animar player at the lgs.

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  13. so i've seen a few platinum angel comments with transcendence. this is how it works: "If your life total is 20 or more and you control an effect that states “you can't lose the game”, then an infinite loop is formed. If neither player wants to end the loop by removing one of these two cards from the battlefield, the game ends in a draw."

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  14. Celestial Dawn is great for Sen Triplets in helping you colour-fix outside of your own colour identity – you've got an Esper commander, but it casts cards from opponents' hands without any innate colour-fixing, so you need ways to cast green/red spells somehow, and this does that!

    I also just love it for how transformative it feels, it tickles me.

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  15. Hidden Retreat is interesting tech for a top-deck-matters deck, but I prefer Penance. While Hidden Retreat requires a target instant or sorcery on the stack, the choice for Penance is made on resolution, doesn't target, and doesn't actually require anything red or black on the stack or battlefield to activate. Works great in my Aminatou Miracles deck.

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  16. Transcendence and aetherflux reservoir seems to me like an instant win as long as you have less than 20 life when transcendence enters. You pay 50 life and go negative –> kill an opponent. Wash, rinse, repeat until all opponents are dead. This is assuming that paying life and losing life aren't the same thing when interacting with the card (I don't know the rulings about loss of life). Otherwise you are just eliminating yourself and up to one other player.

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  17. Hidden Retreat is a HOUSE in my Yennett, Cryptic Sovereign deck. If you end up drawing one of your 7 or 9 drop cards, put it on top of our library just before you attack, and play it for free!

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  18. Transcendence: There are various effects (often in red) that prevent you from gaining life. I think instant-speed sac-your-own-permanent/enchantment effects can keep you from losing to the second trigger after you've gone from 1 back up to 19, which is a pretty sizeable increase.

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  19. Transcendence doesn't gain you 2 life instead, but after losing life first. It would work in a deck were you're playing a lot of "players can't gain life" effects

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  20. If you could find a way to cast donate or something like that at instant speed you could swap the transcendence to another player with the lifegain triggers on the stack.

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