50 Most Overpowered Cards in Magic: The Gathering Commander & EDH

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By Brian McCormick | More Articles Comic book geek and Magic: the Gathering player
December 07, 2020  10:44 AM
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Many Magic: The Gathering players have been forecasting Commander to be the future of paper MTG. In Commander, all black-bordered sets in the game's 25+ year history are legal to play. As somehow who started playing Magic almost two decades ago, I enjoy being able to play with the full gamut of cards ever printed, as do countless others.

For those who are new to the format, a Commander deck contains 99 MTG cards, with 1 Legendary creature (and sometimes Planeswalker) as their Commander. No duplicate cards are allowed in a deck, except for basic lands. Because virtually every card is legal in Commander, there's a lot of powerful cards you can play that will give you a distinct advantage over opponents. At Epicstream, we've compiled a list of the most powerful cards you can play.

In no particular order, here are our 30 Most Overpowered Cards in Commander & EDH:

 

1Sol Ring

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Sol Ring is the definition of power in Commander. It's a card many have called to be banned, yet still remains. Sol Ring is the definitive power card in Commander. Everyone knows, when a player gets a turn 1 Sol Ring, you attack him.

What makes it so good? Even after casting it, it still nets you one mana and on each of the following turns it nets you 2 mana. That kind ramp effect is impossible to ignore.

2Vampiric Tutor

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While not quite Demonic Tutor, Vampiric Tutor is the next best thing in Commander. You can grab any single card from your library with it, without limitation.

3Demonic Tutor

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The most iconic of the tutor cards, which let you search your library and put any one card into your hand. For two mana, you can have the exact card you need.

If you only owned one tutor card from Magic's history, this is the one you would want.

4Sylvan Library

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Green has long been known for lacking card advantage. Sylvan Library has become a staple in green decks to fill that gap. You can draw two cards a turn with it. Since Commander games start with a high life total, the life loss isn't a huge drawback.

5Mystical Tutor

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Mystical Tutor isn't actual card advantage, it just puts the card you need on top of your library. One mana to draw a powerful instant or sorcery spell is pretty powerful.

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Brian McCormick is a Fantasy and Science Fiction enthusiast & Co Founder of Epicstream.com