Big news in the world of fantasy cardboard, as Wizards of the Coast has finally revealed its initial plans for the Commander format. Mind you, this is only a first draft, prone to modifications and refinement down the line, but I'm cautiously optimistic. The structure Wizards came up with is streamlined, which is essential for a format that has such a vast library of cards to choose from.
Today's foray into the subject will highlight a particular card classification under this new system: Game-Changers.

While the current Commander ban list is untouched (at the moment), a new level of high-end cardboard has entered the arena. The Game-Changers List consists of the most notoriously powerful tools in the format. Cards that provide immense advantage, disruption, or a flat-out win condition. The Rhystic Study's and Expropriate's of the world. These are cards that, under the new Wizards bracket system, don't even show up until you hit level 3!
Which brings me to my next point...

Under this new world order, decks classified as Levels 1 and 2 contain zero - yes, ZERO - cards from the Game-Changers List. Go for gold with your Reveka, Wizard Savant build, but leave the Ancient Tomb at home unless he's ready for Level 3. Decks in the first two levels also avoid rampant land destruction, multiple extra turns, 2-card combo's that'll win the game on the spot, and heavy reliance on tutors. And that makes sense, as the idea behind these initial tiers is to introduce newer players to the format, giving them options outside of expensive staples without them feeling like they're falling behind on power. For example, while some of the best tutors are on the Game-Changer List (Demonic Tutor, Vampiric Tutor, etc.), there are still plenty of niche-variety (Search for Glory) or drawback-laden (Diabolic Tutor) options for players at Level 1 and 2.
Once you hit Level 3, a deck can contain up to 3 cards from the Game-Changers List. That may not sound like a lot, but when a deck's looking to win via Thassa's Oracle or Underworld Breach, a few cards is all it takes. Unsurprisingly, this level eases up on the 2-card combo limitation of its predecessors, albeit when deployed during the late game.
For the brave souls that climb to Level 4, all bets are off. We're at the high-powered tier, so shuffle up whatever >$50 piece of cardboard you can find. This is still under the level of cEDH decks, which while likely containing similar pieces to those of Level 4, are optimized for the most efficient, consistent victories possible. If your Commander goal is to enjoy a relaxed night with buddies, stick with Level 4. If cEDH's raw efficiency is more to your liking, than Level 5 is for you. In either case, all cards are fair game.
Considering the degree to which Game-Changers can be freely included in the 99 (or Command zone, in some cases), it behooves us to understand the why behind what cards ended up on the list. Even among obvious contenders, classifying what sort of card earned its place on the Game-Changer List spotlights Commander's most important fundamentals (card advantage, resource denial, fast mana, etc.) while also directly listing what strategies, most often end up winning games. Even a cursory glance provides an idea of what cards consistently go above and beyond.
So, let's dive in and see what the list has to offer!
Note: Many of the cards discussed below could fit into multiple categories (Vorinclex, Voice of Hunger acts as a Stax Piece against enemy lands, but also provides Fast Mana), so I'll arrange them via their most common application. One could, in theory, utilize Ad Nauseam to simply draw some cards, but let's not kid ourselves. Any opponent who casts this spell is looking to end the game that turn.
Stax Pieces - Locking up aspects of the game has been around since the early days (Winter Orb) and is a classic control avenue. It can also be a miserable experience for those playing against it, as the strategy shut-offs fundamental mechanics.
- Drannith Magistrate
- Jin-Gitaxias, Core Augur
- Vorinclex, Voice of Hunger
- Grand Arbiter Augustin IV
- The Tabernacle at Pendrell Vale
- Trinisphere
- Glacial Chasm
A central concern within Commander is fun-factor, so it makes sense that any player who'd wield Stax would immediately fall into higher tier levels. Cards like Drannith Magistrate, Trinisphere, and Jin-Gitaxias, Core Augur completely shut down certain spell types. Mana denial is also a common technique, with Vorinclex, Voice of Hunger placing a Winter Orb effect on enemy lands, while others like The Tabernacle at Pendrell Vale and the infamous Grand Arbiter Augustin IV impose a steep tax on opponents. Finally, while Glacial Chasm might seem innocuous enough, considering we live in an age of ample blink effects and land recursion, it's drawback is nowhere near what it used to be when Ice Age debuted.
Fast Mana: Everyone loves a discount, and when it comes to Commander, getting to play your spells for lower (or no!) mana cost is very enticing. Which leads us to this list of cards that'll help rush large threats into play or fuel massive game-ending spells.
- Smothering Tithe
- Bolas's Citadel
- Jeska's Will
- Kinnan, Bonder Prodigy
- Ancient Tomb
- Mox Diamond
- Chrome Mox
- Mana Vault
- Lion's Eye Diamond
- Grim Monolith
- Yuriko, the Tiger's Shadow
- Winota, Joiner of Forces
- Gaea's Cradle
- Serra's Sanctum
With little synergistic work, Gaea's Cradle and Serra's Sanctum produce insane amounts of mana. Another member of the cycle - Tolarian Academy - is on the damn ban list, so that should give you an idea how powerful these lands are. Other permanents like Ancient Tomb and Smothering Tithe provide extra mana for no added work, save perhaps a bit of damage or an opponent paying the tax, which seldom happens. Moving into artifacts, Mox Diamond, Chrome Mox, and Lion's Eye Diamond all have zero casting costs, are easily recurred, and provide a huge leap in mana advantage. Grim Monolith and Mana Vault have built in drawbacks that are largely ignored via the likes of Voltaic Key or Unstoppable Plan. Bolas's Citadel may be pricey to cast, but once in play, you'll happily switch from mana to life points to cast spell after spell after spell.
On the Commander-side, Kinnan, Bonder Prodigy super charges mana dorks while also containing his own built-in threat engine. You'd be surprised how quickly a Simic player can hit seven mana with Kinnan at the helm. Winota, Joiner of Forces lets you bypass mana costs entirely, dumping free attackers into play each turn as long as you keep attacking. Yuriko, the Tiger's Shadow uses her Ninjutsu ability to completely dodge the Commander tax, then rewards your further with card advantage and life loss for your opponents.
Free Spells: Heck, why even bother with ample mana when we can cast spells for free?
The thing about counter-spells: they require you to keep lands up. Most of the time, anyhow. Peer across the table at a tapped-out Blue mage, and you feel comfortable casting your expensive dragon. Only to have them dump a Force of Will on your lap. Fierce Guardianship hits fewer spells, but is still easy to cast for free, requiring only your commander to be in play.
Also, while it's not on the list yet, I can imagine the possible addition of Deflecting Swat in the future. It's far more narrow than Fierce Guardianship, but provides a two-for-one effect almost every time for zero mana down. That can be a major blowout, as the spell isn't simply countered. It's redirected at one of your own troops.
Efficient Tutors: Topdeck of your choice?
With players shuffling up 99' card singleton decks, variance is directly built into the Commander format. Most folks fine-tune their builds to mitigate this variance as much as possible, and few other sources do so as efficiently than tutors. For only 2 mana, Demonic Tutor will fetch up any card in your deck. No questions asked. Vampiric Tutor, Mystical Tutor, Enlightened Tutor, and Imperial Seal are cheaper to cast, but place the card atop your library rather than in hand. Seeing that 3 of those 4 cards are Instants, you'll most often just be casting them at the end of an opponent's turn, then drawing it immediately. I do find it odd that Worldly Tutor wasn't also lumped into this bunch. Finally, while Survival of the Fittest takes longer to get going, it'll provide a tutor for your best creature every turn you're able to feed it.
Raw Power: These cards are on the list simply because their impact is so drastic that you often come out way further ahead than cards would typically allow.
- Urza, Lord High Artificer
- Expropriate
- Cyclonic Rift
- Opposition Agent
- Tergrid, God of Fright // Tergrid's Lantern
Cyclonic Rift is a flexible bounce spell that turns into a one-sided sweeper. At Instant speed. Expropriate will most often score you a stolen card from each opponent. That's already a fine deal, but sometimes you'll get free turns out of it. Speaking of stolen cards, Tergrid, God of Fright most often will kill opponents with their own pilfered army. Finally, Urza, Lord High Artificer enters play alongside a potentially massive bodyguard, generates swaths of easy mana, and even provides an engine to pour it all into. Like Kinnan, Urza's combination of mana generation and a mana dump make for a potent pairing.
Intensive Card Advantage: Card draw is key in any format. Commander is no exception. These are cards that'll keep your hand so full you'd consider bringing in Spellbook.
Rhystic Study is the oldest of these, even giving birth to a catch-phrase. Every Commander player has been asked "Do you pay the 1?". And even though you know paying is the right call, the player with Rhystic still ends up drawing a million cards. Trouble in Pairs is more specific in its requirements, but bypasses the opportunity for opponents to pay a tax to prevent it. Drawing extra cards or playing multiple spells is common in Commander, so you can imagine how often Trouble in Pairs goes off. The anti-Time Walk tech is icing on the cake. Finally, the bane of both Frodo and Modern, The One Ring provides an incredible shield upon entry, followed by an increasingly-absurd stream of card advantage. With life totals starting at 40, it takes a while before the damage you receive from Burden counters becomes even a minor concern.
Win Conditions: We've come full circle, back to the mention of combo pieces that wrap up games with minimal extra effort.
Ad Nauseam is most often used to draw your entire library in one swoop, with spells like Angel's Grace or Teferi's Protection to ignore the life loss. Once your whole deck is in hand, you've only to throw down a Thassa's Oracle, Laboratory Maniac, or Jace, Wielder of Mysteries to take the win. Thassa's Oracle can play a similar trick with Tainted Pact, Demonic Consultation, Doomsday, or even Leveler. Finally, Underworld Breach need only a stocked graveyard and handful of zero-cost artifacts (Mox Amber, Mox Opal, or even an Ornithopter alongside Grinding Station to wipe out all opponents via Escape recursion. Another trick is to pair Underworld Breach with a Lotus Petal and Brain Freeze, storming off for a milling-win.

Urza, Lord High Artificer by Grzegorz Rutkowski
Bear in mind, even with the Game-Changer List revealed, this is only a beta test for Wizard's Commander strategy. Don't be surprised if cards jump on or off the list in the future, or if the bracket system gets further modified. Only time will tell what's next for this format, but for now, we know which cards stand at the top of the mountain.
Thanks for reading, and may you open many a Game-Changer!
-Matt-