Last updated on February 20, 2026

Lurrus of the Dream-Den - Illustration by Slawomir Maniak

Lurrus of the Dream-Den | Illustration by Slawomir Maniak

The companion mechanic was introduced in 2020 with Ikoria, and it made big waves in Magic. The mechanic was incredibly strong, with companion decks quickly cropping up and often dominating multiple formats.

The mechanic needed an errata that fundamentally changed how you played with them, but even that wasn’t enough to save multiple companions from the all-powerful ban hammer. All 10 are here, so won’t you join me as we examine companions?

What Are Companions in MTG?

Yorion, Sky Nomad - Illustration by Steven Belledin

Yorion, Sky Nomad | Illustration by Steven Belledin

The companions are a cycle of 10 multicolored legendary creatures printed in Ikoria: Lair of Behemoths with the companion mechanic. Each color pair has one companion whose casting cost includes at least one hybrid mana of the represented color pair.

The companion mechanic allows you to add a companion to your sideboard and reveal it if your starting deck meets the conditions printed on the card. You can pay at any time you could cast a sorcery to put your companion into your hand from outside the game. It works like a regular card from there.

One of the most important parts of my rankings here is the ease of meeting the companion requirements. Some of them are relatively simple, while others are incredibly stringent and hard to build around. That said, having a companion is very powerful and none of these are bad cards.

#10. Umori, the Collector

Umori, the Collector

Starting off cordial with the friendliest slime in Magic! I have a soft spot for Umori, the Collector simply because of how adorable the art is. Unfortunately, the card doesn’t quite hold up to the art’s appeal.

Umori is a powerful card, despite the poor ranking. A 4-mana 4/5 is overstated, and it nets you a pretty significant mana discount. Each of your spells costing one less adds up quickly over the course of a game.

But this companion restriction is a bit too stringent. There’s some flexibility; an artifact creature, a creature land, and a creature can all share a creature type, so you can play one of each and still meet the requirements. But you’re still restricted to a single card type. A creature deck loses access to valuable interaction; an instant- or sorcery-only deck is unlikely to work since most spellslinger payoffs are creatures or enchantments.

There’s a world where Umori becomes the companion to an artifact-based deck that uses the companion as a Helm of Awakening effect, but this is ultimately the weakest companion due to its high barrier to entry.

#9. Keruga, the Macrosage

Keruga, the Macrosage

Keruga, the Macrosage suffers from a similar issue to Umori. Playing only spells with a mana value of 3 or higher is a massive drawback and can put you really far behind, especially if you lose the die roll to play first.

The restriction doesn’t make Keruga wholly unplayable. Some Modern decks have used it as a companion since split cards like Fire // Ice count their combined casting costs, making them a spell with a mana value of four that you can cast for two mana. Similarly, adventure cards like Brazen Borrower and Bonecrusher Giant only count the main card for their mana value.

That said, these narrow cases are still highly restrictive. You get lots of reactive plays, but it’s hard to build a proactive gameplan when most of your cards don’t do much until turn three and beyond. It also makes it far harder to double-spell.

As a companion, Keruga offers really good value. The potential card draw is worth quite a lot, and you can build around the restriction. That restriction is still too demanding for this hippo to get too high on the rankings.

#8. Lutri, the Spellchaser

Lutri, the Spellchaser

Lutri, the Spellchaser is one of the more famous companions since it was preemptively banned in Commander before Ikoria even hit shelves. It's even more famous for being the only card banned as a companion in Commander. More than five years after it's release, it can be slotted in as Commander or in the 99.

Outside of Magic’s most popular format, this is a harsh restriction. Only one of each card forces you to play cards you might not otherwise because they’re too expensive or clunky. When you can’t play four Counterspells, you need to diversify with cards like It'll Quench Ya!, Sokka's Haiku, or Disallow.

Lutri does see play in Pioneer as the companion to a blue-red control list that suffers from awkward card choices based on this restriction. Lutri in Cube is limited without a deep card pool or tutors. You have to hope the consistency you give up gets offset by the value of beginning every game with a Dualcaster Mage in hand.

#7. Gyruda, Doom of Depths

Gyruda, Doom of Depths

Gyruda, Doom of Depths may be the companion I’ve tried to make work the most. Only playing even spells is a fascinating restriction. You still have access to some powerful tools, and netting a free creature is loads of fun.

That said, this is incredibly slow. It takes nine mana over several turns to land your 6/6 and hopefully a second creature. There’s an unfortunate miss rate since Gyruda only takes creatures from the milled cards, and it’s hard to set up without cards like Telling Time.

While slow, Gyruda offers a compelling amount of board presence. It can also make a strong commander rather than a companion because you can do some interesting things with all the 4-mana Clone effects and a Mirror Box.

#6. Obosh, the Preypiercer

Obosh, the Preypiercer

Gyruda’s opposite must be Obosh, the Preypiercer. Only playing odd-costed cards is a less pressing constraint than even-costed cards because you get access to some really efficient spells. There’s a world of difference between having Lightning Bolt versus Lightning Strike in your removal suite.

Or burn suite, since burn is where Obosh thrives. This hellion sees some fringe play in Modern and Pioneer accompanying flavors of red aggro. It presents a lot of pressure since Red Deck Wins typically keep the curve as low as possible. Goblin Guide, Soul-Scar Mage, and Monastery Swiftspear are among the best cards for the deck anyway, so Obosh doesn’t restrict that strategy much.

While Obosh is still slow as an 8-mana investment in an aggro deck, it gives those strategies something to do in a grindy matchup or with a hand that’s drawn a few extra lands. Unlike the other expensive companions we’ve looked at, Obosh also provides plenty of pressure and closes games quickly. It’ll often double your attacking power the turn you play it without additional mana investment and turns most burn spells lethal.

#5. Kaheera, the Orphanguard

Kaheera, the Orphanguard

Kaheera, the Orphanguard is one of the companions you see more often in Constructed formats. It gives Omnath, Locus of Creation piles a companion that plays an anthem for the team and gives them something to do with their mana.

You also see Kaheera in the sideboard of white control decks that meet the companion requirement by not playing any creatures. I first saw this clever tech in Modern and must admit I love it.

It gives them control decks board presence, either as a blocker against an aggressive deck or a beat stick in a game they’ve already taken control of. It gets even more useful in post-board games as your opponents often board out most, if not all, of their creature removal against the creatureless deck.

This versatility helps Kaheera come close to the top of the list. It also gives you a reason to play some pretty creative tribal decks like elemental, cat or nightmare for exciting deckbuilding ideas.

#4. Jegantha, the Wellspring

Jegantha, the Wellspring

Jegantha, the Wellspring is a versatile companion given how easily you can meet its companion requirements. You can even companion Jegantha in Limited fairly easily.

The universality makes it a bit weaker than some of the other companions overall. A 5-mana 5/5 creature that taps for mana is nothing to sneeze at, but not nearly as impressive as doubling spells or damage.

Jegantha is the pinnacle of a card with a high floor and low ceiling. There are plenty of opportunities to use Jegantha in Commander. It has a 5-color color identity, and you can get lots of mileage from this card with commanders like Jodah, the Unifier or Sisay, Weatherlight Captain that either cost or have an activated ability that costs .

#3. Zirda, the Dawnwaker

Zirda, the Dawnwaker

Zirda, the Dawnwaker offers an engaging challenge in its deckbuilding. Since its companion requirements only count permanents, you can comfortably surround your cards with instants and sorceries for interaction, which was one of the biggest flaws with Umori.

Cost reduction for activated abilities makes this great for a combo-esque deck using Training Grounds effects to enable a busted combo with cards like Kenrith, the Returned King. In fact, pairing Zirda with Grim Monolith was powerful enough to get it banned in Legacy.

Preventing creatures from blocking can close a game but offers little value without board presence.

Zirda is excellent as the companion of an equipment deck loaded with cards with powerful effects but expensive equip costs. Imagine equipping the Sword cycle for free! It also works as a solid activated ability commander.

#2. Yorion, Sky Nomad

Yorion, Sky Nomad

Yorion, Sky Nomad has a companion requirement I’ve always wanted to meet in Cube but often fall short of. Yorion was the premiere companion for 4-color Modern decks revolving around Omnath, Locus of Creation until it was banned, mostly because of the deck’s rising popularity, but also dexterity issues given the high amount of shuffling in a format full of fetch lands.

Yorion’s companion requirements give decks a similar weakness to Lutri in that it waters down the odds of finding your best cards. It’s not nearly as restrictive because you can just play more cards. If your concern is that 80 cards make it hard to find your four Path to Exiles, you can add three Swords to Plowshares‘ to help make up for it.

Yorion has also changed how some players build decks. Even in a post-banning world, you’ll still play against 80-card Modern decks that are basically just the Yorion shell without Yorion. It’s an effective strategy since those lists are full of cantrips to help find important pieces. It’s also a shell that doesn’t really want to draw its basics; Wrenn and Six and Omnath, Locus of Creation decks are far happier playing a bundle of fetch lands than they are drawing Triomes naturally.

Yorion sees play in other formats even with the banning. It sees play in Legacy alongside Death & Taxes lists that can minimize the inconsistency with tutors like Stoneforge Mystic and Recruiter of the Guard. It also sees a smattering of play in Pioneer decks, usually with Niv-Mizzet Reborn or Fires of Invention.

#1. Lurrus of the Dream-Den

Lurrus of the Dream-Den

What could top the list but the most banned companion, unplayable in Modern, Legacy, and Pioneer, and one of Magic's best creatures? I have fond memories of playing Stand Rogues with Lurrus of the Dream-Den as my companion, and I understand why it’s banned in most formats.

It seems like only running permanents with a mana value of two or less would be incredibly restrictive, but that matters less and less in eternal formats. The farther back you go, the more efficient cards become from necessity. If most of your creatures are 1-drops and 2-drops, as is the case in many decks like Delver, where’s the restriction?

This doesn’t even begin to get into what Lurrus could do in a combo or artifacts deck with cards like Mishra's Bauble and Lotus Petal that put themselves in the graveyard or are interested in getting artifacts in the graveyard.

This companion is even busted in Limited. You can do a lot in March of the Machine Draft with Lurrus and a Scorn-Blade Berserker, and that’s just the tip of the iceberg. Admittedly this isn’t the easiest companion to use in Commander since the format almost necessitates playing some big cards, but this can be lethal in the 99.

Best Companion Payoffs

Jegantha, the Wellspring | Illustration by Chris Rahn

The companion itself is the payoff to running a companion. The strength of the mechanic comes from card advantage and guaranteed access.

Starting a game with a companion basically means you’re starting the game with an 8-card hand to your opponent’s 7. One card might not seem like a huge difference, but one card is often all it takes to win a game of Magic. Any Limited player who has taken a hard mulligan can tell you how much one card matters.

You also always have your companion. If you’ve leapt through all the hoops of companioning Obosh, the Preypiercer in your burn deck, you don’t want to worry about not drawing your build-around card. Since you always get access to at least one copy of your companion, you’ll always get paid off for meeting the requirements unless your opponent has interaction.

The Easiest Companion to Build Around

Yorion, Sky Nomad is the easiest companion to build around since any card counts towards the deck total. You might say that beginners often pile too many cards into their deck and accidentaly qualify for Yorion because it's hard to cut cards.

Jegantha, the Wellspring is a versatile card that shows up in multiple types of Constructed decks thanks to the vast majority of cards that have only one mana symbol in their cost. Keruga, the Macrosage is the opposite of Lurrus and fits comfortably in Commander decks that operate outside of mana values one and two.

What Companions Can I Use in Commander?

Yorion, Sky NomadLutri, the Spellchaser

You can use 8 of the 10 companions with their companion ability in Commander. The two you can't companion are Yorion, Sky Nomad and Lutri, the Spellchaser. Both Lutri and Yorion are allowed as a commander or in the 99 of EDH decks.

Your starting deck in Commander can’t exceed 100 cards, so Yorion, Sky Nomad is as your companion because you can never have a legal 120-card deck in the format.

Lutri, the Spellchaser is banned as a companion in Commander. As a companion it would be ubiquitous in any blue-red-X deck given the format’s singleton nature, which gives those decks an extra card for free without any additional deckbuilding costs or restrictions.

What Are the Best Companions in Commander?

Jegantha, the Wellspring

Jegantha, the Wellspring is the best companion in Commander. Despite only being played in 5-color decks, it’s incredibly strong in them. There are plenty of powerful cards to play without multiple mana symbols, and it’s powerful with commanders that cost or have a cost of like Niv-Mizzet Reborn or Jodah, Archmage Eternal.

Obosh, the PreypiercerLurrus of the Dream-Den

Another companion to keep an eye on in Commander are Obosh, the Preypiercer and Lurrus of the Dream-Den. Doubling damage is super strong, and it gives an added layer of redundancy to decks already running this effect in the mainboard. For Lurrus, there's enough 2-drops and 1-drops to work with. Remember that nonpermanents can cost 3 or more, so the free card advantage is a nightmare for opponents.

Companionable Conclusion

Umori, the Collector - Illustration by Jehan Choo

Umori, the Collector | Illustration by Jehan Choo

Are the companion cards mistakes? Maybe. It was certainly a broken mechanic that led to a mechanic-wide errata that wasn’t enough to keep multiple companions from being banned in multiple formats. But I still love it dearly because I like it when Wizards swings for the fences.

Companion is an interesting concept that explores a new facet of design space. It might not have gone well, but I’d like to see similar mechanics that push what Magic cards can do.

What’s your favorite companion? Do you play Lutri in Commander? Let me know in the comments, or join the discussion over in the Draftsim Discord.

Next time, bring a friend!


Follow Draftsim for awesome articles and set updates:

4 Comments

  • John August 6, 2023 9:48 pm

    I just wanted to correct for zirda you said you can equip the sword series for free, but it can’t make any cost less than 1.

    • Jake Henderson
      Jake Henderson August 7, 2023 6:17 am

      Updated! Thanks for reading.

  • Jameson October 10, 2024 2:06 pm

    Is it possible to use a creature with Companion as the commander? If so, how does that work with the companion ability?

    • Timothy Zaccagnino
      Timothy Zaccagnino October 11, 2024 10:28 am

      Yup! You have three options with a companion in Commander:
      Run it as a companion alongside a different commander, and follow the deckbuilding restriction.
      Run it as the actual commander, in which case you ignore the deckbuilding restriction altogether.
      Or run it in the 99, where the deckbuilding restriction doesn’t matter.

      So for example, you can’t companion Yorion, Sky Nomad in Commander, but you can run it as your commander and just ignore the 20+ cards companion clause.

Add Comment

Your email address will not be published. Required fields are marked *