Magic The Gathering: The 5 Best White Enchantments For Commander

Magic the Gathering's Commander can already sometimes be pretty cut-throat, and it's even harder when you're playing in white. With the other colours outpacing you in card draw and ramp, you need to work with what you've got to keep ahead of the table. Fortunately, white has some excellent enchantments.

Be they Auras, or Sagas, Enchantment Creatures or Shrines, Enchantments serve as one of the backbones of Magic. But which ones should you consider putting into your white Commander deck? Here are the top five enchantments currently played in MTG's Commander format.

5 Cathars' Crusade

Cathars' Crusade is one of the best +1/+1 counter-giving cards in the entire game. Costing three generic and two white, it gives all of your creatures +1/+1 whenever one enters the battlefield. It's a simple ability, but it's absolutely wild in action.

White has the highest number of creatures out of any of the colours, and it's also one of the best for producing creature tokens. For aggro decks it can keep you hitting hard with every new, cheap creature you throw out. It can effectively become its own win condition for tokens decks, and it can be the primary fuel of many +1/+1 counter-centric decks.

It's can also be a terrifying combo piece. For example, If you're playing in Selesnya, you just need to put a Herd Baloth on the battlefield. The two will combo off each other to make an infinitely large number of infinitely big creatures ready to crash down on your opponent. Good on its own and easily broken, it's become a bit of a 'kill on sight' kind of card in Commander.

4 Land Tax

In Commander, staying ahead of your mana curve is vitally important. White may have had a few new ramping tools in the last few years, like Archaeomancer's Map, it's still useful to have a few lands in hand to ensure you're always playing one every turn.

Costing just one white mana, Land Tax lets you search your library for three basic plains and put them into your hand. The catch it, you can only do it if an opponent controls more lands than you; sometimes that might fail, but as white is one of the least powerful colours for land ramp there is a good chance it'll trigger each turn to keep your hand stocked with lands ready to play.

It being so cheap is also a massive boon. If you can get a Land Tax out on turn one, your opponents will likely be more focused on building their own board states – including ramping out extra lands – and may not want to waste precious mana to destroy Land Tax. It's a deceptively benign enchantment people may not bother with until you've already got enough lands in your hand to see you through the rest of the game.

3 Anointed Procession

Along with green, white is one of the best colours for producing creature tokens. While green tends to focus on making a few big tokens, white just spews out as many smaller ones as possible. This is exactly why Anointed Procession is so good.

Anointed Procession is a token doubler. If you would make any kind of token, you create twice that many instead. If you'd make one elf, you make two instead, make two cats, you'll make four and so on. Importantly, though, Anointed Procession doesn't specify any specific type of token, which means you'll also be doubling up on things like treasure artifact tokens for some much-needed ramp.

Although white is one of the go-to token colours, Anointed Procession is one of the only token doublers available to it. While green has Parallel Lives and Doubling Season, white just has this, which makes it so popular.

2 Ghostly Prison

'Pillow forting', where you build up a wall of permanents that heavily punish your opponents for attacking you, is a controversial mechanic in Commander. While most people are fine with it, some argue that Commander is 'about combat' and cards that stop you from swinging out aren't following 'the spirit' of the format. In other words, Ghostly Prison is really good.

Ghostly Prison forces your opponents to pay two generic mana for each creature they control attacking you. Taxing effects like this can be rough in a format like Commander where players may be too focused on casting their own spells to worry about paying the costs, which could be the difference between someone knocking you or someone else out of the game. It also helps stave off against infinite creature combos, as it's unlikely your opponent can afford to pay such a large amount of mana.

1 Smothering Tithe

Like Ghostly Prison, Smothering Tithe is a taxing effect. But instead of combat, which decks could easily win without, Smothering Tithe taxes the one thing players can't avoid: drawing cards. Whenever an opponent draws a card, they can pay two generic mana. If they don't, you create a treasure token.

It's impossible to overstate how powerful Smothering Tithe is. Card advantage and having a bigger hand are some of the best ways of getting ahead of your opponent, and Smothering Tithe negates your opponents' efforts by giving you lots of free mana to play with. Like Land Tax, Smothering Tithe works best the earlier you can get it out, while players are still trying to build their board states and aren't as focused on removal.

On a deeper level, Smothering Tithe throws an extra layer of cognitive load at your opponents. They just drew their card, are trying to read and understand it, maybe assessing how their turn will pan out… and you chime in with, "do you pay the two for Smothering Tithe?". Even if they don't pay it, just being asked the question during the draw step can throw a spanner in the works for a player gearing up for a complex turn.

Smothering Tithe is a mind-games kind of card. It's an intimidating play that puts a huge target on your back, but it puts pressure on the rest of the table. Sometimes they might agree to always pay the two mana, while other times their agreements might fall apart. There are games where one player fails to pay the two and the rest of the table simply stops bothering… which is just the kind of attitude someone playing Smothering Tithe needs to win.

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