Every time a newMagic: The Gatheringset drops, Commander players eagerly pour over the revealed cards to find the best additions to their Commander decks. New creatures, planeswalkers, artifacts, and more can slot into current decks or even bring whole new combos to decks.

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Image of the Essence of Orthodoxy card in Magic: The Gathering, with art by Oriana Menendez

March of the Machine takes players to multiple planes across the Multiverse, giving all sorts of classic Magic locations and cards a chance to shine. With the introduction of the new card type, Battle, and pulling some of the best cards from some of your favorite planes, March of the Machine has some amazing cards for your Commander deck.

10Essence Of Orthodoxy

Ever since the great creature-type update that retroactively turned tons of Magic cards into Phyrexians, you probably have been waiting for some sort of payoff for your Phyrexian-themed deck. Essence of Orthodoxy rewards you for playing more Phyrexian creatures by creating Incubator tokens when a Phyrexian enters the battlefield under your control.

Pair Essence of Orthodoxy up with a Doubling Season, and you’ll be getting two Incubator tokens with four counters on them each every time you play a Phyrexian permanent.

Image of the Surge of Salvation card in Magic: The Gathering, with art by Dominik Mayer

9Surge Of Salvation

Think ofSurge of Salvation as a mini-Teferi’s Protection. Since you and your permanents gain hexproof, nothing can target you or your cards in play. This can help you dodge all sorts of targeted removal and spells like Invoke Despair which forces you to sacrifice multiple things.

Since Surge of Salvation also prevents all damage red and black sources would deal to your creatures, you can use it to save your creatures from spells like Blasphemous Act. You can even use Surge of Salvation to protect your creatures from your own Blasphemous Act, wiping the board but keeping your creatures safe from harm.

Image of the City on Fire card in Magic: The Gathering, with art by Jake Murray

8City On Fire

Big red enchantments that do wild thingsare a fairly established theme in Magic now, but City on Fire has a solid chance of coming down much earlier, thanks to its convoke ability. With convoke, you can tap creatures to pay the mana cost of City on Fire, potentially even getting you a free spell with enough creatures out.

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Image of the Etali Primal Conqueror card in Magic: The Gathering, with art by Ryan Pancoast

Once you resolve City on Fire, it triples all damage a source you control would do to a permanent or player. It doesn’t matter if you cast a burn spell or attack with all the creatures you used to cast City on Fire; you’ll be dealing tons of damage to your opponents with this enchantment in play.

7Etali, Primal Conqueror // Etali, Primal Sickness

There is so much going on with Etali, Primal Conqueror, that it can be easy to forget that there’s a back side to it, Etali, Primal Sickness. When you first cast Etali, you get to exile to the top card of each player’s library until they find a nonland card. Then you can cast all the spells you want that were exiled this way for free.

With some sort of way to flicker Etali you’re able to keep stealing your opponent’s spells over and over again. Then, if you want to win in a different way, you can always transform Etali into an 11/11 indestructible Phyrexian monster with trample that also dishes out poison counters when it deals damage to a player.

Image of the Urabrask card in Magic: The Gathering, with art by Campbell White

6Urabrask // The Great Work

Just by having Urabrask out in play, you can quickly generate value from playing spells. For each instant and sorcery spell you cast, Urabrask refunds you one red mana and deals one damage to an opponent. Once you’ve cast three spells this turn, you can transform Urabrask into The Great Work.

Now as The Great Work, Urabrask becomes a Saga Enchantment, dealing three damage to an opponent and each creature they control, creating three Treasure tokens, and then letting you cast any instant and sorcery spell from any graveyard to potentially steal any important spells from your opponents.

Image of the Monastery Mentor card in Magic: The Gathering, with art by Brian Valeza

5Monastery Mentor

One of the more surprising reprints of March of the Machine is Monastery Mentor, an impressive white creature originally from Fate Reforged. Monastery Mentor rewards you for casting creature spells by creating an army of tokens that also grow with the more spells you cast.

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In a spellslinger deck, not only can you create a beefy creature to attack with, but you’ll be creating tons of tokens with prowess as well. Once you’ve cast enough spells, you can easily swarm over your opponents with a legion of Monks.

4Sunfall

Board wipes are a must-have in Commander, and Sunfall provides a unique take on them. Instead of just destroying creatures, Sunfall exiles all creatures in play, permanently removing them from the game and preventing your opponents from reanimating any of them.

Then, you get to incubate for X, where X equals the total number of creatures in play. If there are ten creatures in play, you basically have a 10/10 creature for just two mana on your next turn. While the mileage for Sunfall will depend on the board state, it can be an incredible way to recover after blowing up everything in play.

Image of the Sunfall card in Magic: The Gathering, with art by Kasia ‘Kafis’ Zielnska

3Invasion Of Ravnica // Guildpact Paragon

Battles are a new card type in March of the Machine with all sorts of new rules and abilities that change the way you’ll play the game. With the Invasion of Ravnica, you get to exile any nonland permanent that an opponent controls so long as it isn’t exactly two colors.

Once you flip it, it becomes Guildpact Paragon, a 5/5 artifact creature that lets you look at the top six cards of your library when you cast a spell that is exactly two colors. Then you can take a card that is only two colors from among those cards and put it in your hand. So long as your deck is at least two colors or more, you’ll have a pretty good chance of getting a card off of this ability.

Image of the Invasion of Ravnica card in Magic: The Gathering, with art by Leon Tukker

2Faerie Mastermind

Drawing cards is one of the strongest things you’re able to do in Commander, and with Faerie Mastermind, you’ll be drawing extra cards when your opponents do. When an opponent draws their second card each turn, you also get to draw a card.

In a game with three other opponents and some effect to force everyone to draw an extra card or two, you can draw up to three additional cards every turn. Faerie Mastermind has this ability built in for four mana, and other effects like Howling Mine can provide tons of extra cards on top of this effect.

Image of the Faerie Mastermind card in Magic: The Gathering, with art by Joshua Raphael

1Sword Of Once And Future

The last of the Mirran Sword cycle is the Sword of Once and Future, an equipment that grants the equipped creature +2/+2 and protection from both blue and black. This color combination keeps your equipped creature safe from most targeted removal in Magic, helping to keep your cards on the board longer.

Once the equipped creature connects with a player during combat, you get to surveil 2, looking at the top two cards of your library and choosing to either keep them on top or pitch them to your graveyard. You can then cast a spell with a mana value of two or less from your graveyard for free. With all sorts of one and two-mana draw spells as well as copy effects and more, you’ll almost always be getting free spells off of this Sword.

Image of the Sword of Once and Future card in Magic: The Gathering, with art by Joshua Cairos

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