Last updated on May 20, 2026

Fact or Fiction (Jace vs. Chandra) - art by Matt Cavotta

Fact or Fiction | Illustration by Matt Cavotta

One could say weโ€™re deep in the grip of wild power creep in Magic: 2-mana artifacts win the game without being interactable, 1-drop enchantments dominate the game, early or late, and somehow The One Ring was greenlit. Even the Commander players arenโ€™t freeโ€”it hasnโ€™t been that long since Nadu, Winged Wisdom droppedโ€ฆ.

But even though power creep has us in its grips, old cards still shine. These five cards are worth considering for your next deck, even though they came out in the twentieth century.

#5. Aura of Silence

Aura of Silence is a simple stax piece thatโ€™s as little costly, but itโ€™s an amazing early play disruption piece. Even decks that arenโ€™t dedicated to artifacts or enchantments tend to run both as ramp, so you can mess up a player whose hand relied on powering out Thran Dynamo and the like.

The sacrifice ability makes the card as itโ€™s not a bad draw later in the game; if you didnโ€™t draw it early enough to slow down the artifact player, you can still Shatter the Portal to Phyrexia. This isnโ€™t exactly an unheard of cardโ€”it gets reprinted in precons fairly oftenโ€”but it doesnโ€™t always need to be on the cut list.

#4. Fact or Fiction

Social interactions are a key part of Commander, and Fact or Fiction uses those very well. Politick properly and you might draw five cards. And even if you donโ€™t, this is amazing card advantage. We live in an era of great card draw like Stock Up and Consult the Star Charts, but this still holds up. You can play it and hold up a counterspell, and it has incredible implications for self-mill decks: Since they pile you donโ€™t pick goes to the graveyard, you can line up a play with recursion or reanimation.

#3. Harrow

Harrow is far from the greatest ramp spell but it has many small nuances that make it a great play. For example, itโ€™s an instant, which you donโ€™t often find on ramp. That provides synergy with cards like Rashmi, Eternities Crafter and Kalamax, the Stormsire that have synergy with instants or doing things at instant speed.

It also puts two lands into play, untapped. Few ramp spells that put you up a single mana offer two landfall triggers whenever you like. Since they come into play untapped, you can also cast other spells, which might help storm or something. My favorite use is a bluff: Turn three Forests into man for Counterspell.

#2. Frantic Search

Frantic Search can be tricky to play because itโ€™s card disadvantage: If you had seven cards in hand when casting this, youโ€™ll have six at the end. Itโ€™s not a replacement for card draw, but it offers unique synergies that make it well worth considering.

High Tide is its most common accomplish, as you can tap three Islands for six blue mana, then only spend three of it to untap them for another six mana. Cost reduction can similarly make it into a ritual of sorts. But even the mana-neutral card has value: Itโ€™s a free storm count that fills the โ€˜yard for Yawgmoth's Will, pairs with Lion's Eye Diamond and Underworld Breach to churn through your deck, and just does lots of cool stuff. Itโ€™s not for every blue deck but it rocks where needed.

#1. Reanimate

It might be strange to throw Reanimate on this listโ€”itโ€™s the most powerful card of its strategy, so much so the entire archetype and all subsequent effects are nicknamed after it. But my hottest take Commander take is that players underrate this card by keeping it to reanimation commanders only.

A notable weakness of black has in Commander is a lack of protection spells, but Reanimate patches that nicely: 1-mana to salvage your commander. Or a different key creature, like Blood Artist. Or the best threat killed by that Wrath of God. Or that amazing creature you milled. The baseline of โ€œpay some life to recur my commanderโ€ is an amazing floor, but the ceilingโ€™s in the sky.

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