Last updated on September 3, 2025

Doomwake Giant | Illustration by Kev Walker
Creature cards with other card types are incredibly useful tools. They’re more vulnerable than regular creatures since anything that destroys either type can remove them, but that just means they enable twice the synergies!
Enchantment creatures were introduced to flavor the Greek-inspired plane of Theros, but their legacy stretches much further these days. Today, I’ve compiled a list of the best enchantment creatures and the best ways to leverage them!
What Are Enchantment Creatures in Magic?

Eidolon of Blossoms | Illustration by Min Yum
Enchantment creatures have both the enchantment and creature types in their typeline. The first enchantment creature was Lucent Liminid from Future Sight. Theros block came a couple years later, with a heavy enchantment theme, and poured enchantment creatures into MTG.
The most defining characteristic of these cards is that they’re considered, for all positive and negative purposes, enchantments and creatures at the same time. There are now over 300 enchantment creatures, and here we’re ranking the best ones.
Quick note: I’m not ranking the Neon Dynasty sagas that become enchantment creatures, like Fable of the Mirror-Breaker; it’s best to leave these cards for the best sagas ranking.
#53. Greater Tanuki
Greater Tanuki is a Rampant Growth hidden in a creature. It also has synergies with discard effects, regrowths, and reanimate effects.
#52. Grim Guardian
Grim Guardian leads to a grindy playstyle where your enchantments slowly deal damage to your opponents. It can also be a win condition if you have an infinite loop involving enchantments.
#51. Daxos, Blessed by the Sun
Daxos, Blessed by the Sun holds the fort pretty well and it’s a good creature to have in lifegain/white devotion strategies. Don’t underestimate how much life you can gain simply by playing creatures, or off the benefits from cards like Archangel of Thune.
#50. Alseid of Life's Bounty
In enchantment-heavy strategies, this card can be used to protect your commander or a key card like an enchantress. Alseid of Life's Bounty can even be used to protect a good enchantment like Doubling Season or a god from an exile effect.
#49. Arvinox, the Mind Flail
Arvinox, the Mind Flail is big, expensive, and doesn’t do much by itself. However, in the long run it'll give you card advantage alongside a 9/9 body. It fits Dimir steal/theft strategies perfectly.
#48. Terra, Magical Adept / Esper Terra
Terra, Magical Adept plays nicely in a dedicated enchantment deck since it cantrips, but the real fun comes from Esper Terra. Flooding the board with hasty enchantment creatures for multiple turns takes over games, especially if you can make a non-legendary copy of Esper Terra itself.
#47. Courser of Kruphix
Courser of Kruphix passively gains life and play lands from the top of your library. The extra knowledge you get can affect a lot of decisions such as scry and surveil, and you’ll hardly ever miss a land drop with this card around.
#46. Jecht, Reluctant Guardian / Braska’s Final Aeon
If you can find the time and space to flip Jecht, Reluctant Guardian into Braska's Final Aeon, you get one of the stronger enchantment creatures. It’s a shame it’s locked behind such a restrictive condition, because the Final Aeon offers exceptional disruptive abilities and plenty of card advantage.
#45. Doomwake Giant
Doomwake Giant is an awesome way to control the board while you keep laying your enchantments on the table. Small creatures and commanders won’t enjoy this giant on the battlefield. A 4/6 will survive a lot of combat, red sweepers, and removal spells. Many enchantments also have flash these days, so you can even affect other players' combat steps.
#44. Athreos, Shroud-Veiled
Athreos, Shroud-Veiled is a huge value card either as a commander or in the 99. Combine it with sacrifice effects in an aristocrats strategy, or in a blink shell with strong ETB creatures. Creatures with coin counters on them are also protected against exile-based removal too.
#43. Eidolon of Blossoms
Constellation cards require you to play a lot of enchantments for them to be effective. Eidolon of Blossoms is an enabler and payoff for this strategy, already giving you a card on ETB and many more later. Of course, it’s a little weak as a 2/2 for 4 mana, so be sure to pack in some ramp.
#42. Fate Unraveler
Cards like Fate Unraveler are a huge part of wheel strategies in EDH, because you'll punish opponents for drawing the cards you're making them draw. This creature plus Sheoldred, the Apocalypse adds up to 3 damage per card drawn, and you can add more cards like Nekusar, the Mindrazer and Underworld Dreams to speed up the process.
#41. Eidolon of the Great Revel
Eidolon of the Great Revel is a good tool in red burn decks. Players lose life just by playing the game, assuming everything they cast isn't some expensive haymaker. The card can’t be ignored by combo/storm strategies and it deals damage even if it eats a removal spell.
#40. Arasta of the Endless Web
Spider-typal decks already make Arasta of the Endless Web a good value proposition. Arasta can make many spiders over the course of its life, especially if you're playing against spellslinger Commander decks.
#39. Pharika, God of Affliction
Pharika, God of Affliction is a versatile card, playing the graveyard-hate role and making 1/1 enchantments. You can combine this with self-mill and constellation cards to get great value on top of a good defense.
#38. Phenax, God of Deception
Phenax, God of Deception is the mill god. It’s easy to include it in decks that have lots of defenders or high-toughness creatures. You can use this god as an alternate win condition, attempting to mill everybody else or just get value from filled graveyards, with cards like Rise of the Dark Realms or The Scarab God.
#37. Summon: Knights of Round
You need a lot of time to leverage Summon: Knights of Round between the high mana value and the whooping five chapters of value it offers. You can speed that along with proliferate effects or simply rely on the native indestructible to keep it around. If you reach that last chapter, you likely win thanks to the massive, now neigh-uninteractable board state.
#36. Summon: Bahamut
Summon: Bahamut’s a little too fragile to be something you want to cast, since both creature and enchantment removal nukes it, but I can see it as a great reanimation target. You always get at least a two-for-one, and if the 9/9 sticks around long enough to reach the final chapter, you almost certainly win through all the value it accumulates.
#35. Klothys, God of Destiny
Klothys, God of Destiny is an interesting aggro card against control players. It's hard to remove, passively ramps and deals damage, hates on graveyard, and even occasionally becomes a large creature to smash with.
#34. Esper Origins / Summon: Esper Maduin
Enchantment creatures and graveyard strategies often overlap, which gives Esper Origins strong synergies. It works best when you cast it straight from the graveyard for Summon: Esper Maduin, which is the actual enchantment creature here. It’s a great one in decks that go wide with the Overrun ability as a finisher.
#33. Kruphix, God of Horizons
Kruphix, God of Horizons is one of the most interesting gods for EDH. It’s in the right colors to produce a lot of mana, and you store up mana between turns. This kind of strategy works best with cards like Seedborn Muse, allowing you to store a lot of mana and channel it into a big spell.
#32. Nyxbloom Ancient
Nyxbloom Ancient serves one purpose: to make an ungodly amount of mana. It's an interesting reanimate/ramp target, and with certain commanders like Kinnan, Bonder Prodigy you’ll filter all that mana into cards.
#31. Fear of Sleep Paralysis
In Fear of Sleep Paralysis we have a kind of flying Frost Titan that’s leagues better if you’re doing the enchantment thing. With this blue card around, your stun counters will last forever. This card gives you a huge incentive to play enchantments just to lock stuff down.
#30. Summon: Valefor
Removal in Commander needs to be able to to handle multiple threats at once since you can’t just trade one-for-one with three players. Summon: Valefor does this with its first chapter, then keeps up the pressure with its following chapters—but I’m mostly interested in exploiting the first. It seems like a great card to flicker and copy and Clone to eat away at opposing board states.
#29. Demon of Fate's Design
Demon of Fate's Design is a big flying demon that lets you “Channel” enchantments into play. It works well with sagas, because you’re already going to sacrifice them anyway, or with downside enchantments like Treacherous Blessing.
#28. Sanctum Weaver
Sanctum Weaver fuels your enchantment-heavy strategy by generating more mana to play more enchantments. It can also be used for a big X spell, or just to pay a higher commander tax. Its floor is very high as a 2-drop mana dork and it only grows from there.
#27. Destiny Spinner
Destiny Spinner adds counterspell insurance to your creature/enchantment spells, and as such, it can be played in a variety of strategies. Not only that, but late in the game you’ll transform your lands into big creatures ready to fight.
#26. Nylea's Colossus
Nylea's Colossus has a strong ETB effect in a stompy/Gruul strategy, and you can get this effect every turn as long as you have the enchantments needed (sometimes multiple times per turn!). The card adds beef to any creature-based enchantment strategy.
#25. Summon: Fenrir
Summon: Fenrir was designed for Commander; you get a little ramp, a +1/+1 counter, and a bit of card draw. These are all things you want to do in Commander, and it looks particularly good in decks that leverage its synergistically—maybe to get counters on something, maybe a sacrifice payoff, maybe a card to recur with Sun Titan.
#24. Spirited Companion
A simple 1/1 that ETBs and draws a card is the backbone of many strategies, whether it's a blink- or enchantment-heavy one. Spirited Companion is even good with small reanimate effects, like Unearth.
#23. Fear of Missing Out
Fear of Missing Out joins the ranks of red cards that grant you extra combats, only this time it costs only 2 mana. Yes, you need to have delirium enabled, but the card also helps in this regard by letting you rummage on ETB. As Dragon's Rage Channeler showed us, setting up delirium is easy in decks designed to do it.
#22. Weaver of Harmony
Weaver of Harmony is the enchantment strategy’s best friend. You’ll buff your creatures, which fits typal creature strategies, and you’ll get an extra trigger from your enchantments. That's very good with sagas, Go-Shintai of Life's Origin’s activated abilities, and much more.
#21. Kestia, the Cultivator
Kestia, the Cultivator is a big aura coming from the command zone that adds +4/+4 and the card draw ability to any creature. So it’s like you can build your own Dream Trawler from small evasive creatures, sort of. Naturally it makes more sense in an enchantress environment.
#20. Shigeki, Jukai Visionary
Shigeki, Jukai Visionary is a value card that saw some competitive Constructed and EDH play. The versatility of the card is being good early as a blocker and late as a card draw spell. You can also play it as a ramp tool if you're short on lands.
#19. Summon: Kujata
Summon: Kujata smacks hard and fast thanks to haste and a variety of disruptive chapters. It’s a perfect Cube threat, the kind of card you finish your opponent with after you’ve deployed stompy threats like Laelia, the Blade Reforged and Headliner Scarlett.
#18. Calix, Guided by Fate
Calix, Guided by Fate sees some competitive play. Giving +1/+1 counters to creatures stacks up quickly, and the saboteur ability snowballs into more enchantments. You can also copy your powerful enchantments like Hallowed Haunting and Ossification too.
#17. Enduring Innocence
Cards like Mentor of the Meek always find their way into decks, and Enduring Innocence is no exception. The fact that this glimmer can return as an enchantment after it dies makes this a very potent inclusion in decks that can go wide, and it’s a key tool to rebuild your hand and board after a sweeper.
#16. Inquisitive Glimmer
Like Jukai Naturalist, Inquisitive Glimmer reduces enchantment costs, and as such, it’s playable in WUx enchantment decks. It’s a little better when it comes to rooms but worse than Jukai because it doesn’t have lifelink.
#15. Jukai Naturalist
One thing that’s core to a lot of strategies is cost reduction. Jukai Naturalist can produce a huge board by making your enchantments cheaper, especially those that also draw you a card. It’s essential to have it in any enchantress strategy too.
#14. Thassa, Deep-Dwelling
Thassa, Deep-Dwelling is a blink powerhouse, either as a card or a commander. While Thassa's in play, you’ll get a free blink effect and you can even use spare mana to tap powerful attackers or blockers. It’s at least a way to spend your mana every turn.
#13. Springheart Nantuko
A 2-drop that creates a token on a landfall trigger is already good, but if Springheart Nantuko is bestowed to a creature, you can pay 2 mana to make a copy of said creature.
That has interesting applications with creatures like Lotus Cobra that make mana with landfall triggers, or that untap creatures to combo off. Costing only 2 mana, the card is very versatile, and the cost of running it is very low. Just on base rate, 2 mana for bestow, a land drop, and 2 more mana to clone a creature is also an excellent cost-to-benefit deal.
#12. Overlord of the Balemurk
Duskmourn‘s Overlord of the Balemurk is a way to self-mill proactively, instead of playing cards like Grisly Salvage. It’s also a nice source of card advantage, so you can mill some cards, get a card back, and effectively do it again on each attack.
#11. Overlord of the Hauntwoods
Getting access to all colors of mana potentially on turn 3 gives Overlord of the Hauntwoods immense playability in many MTG formats. It enables max domain by itself and it’s a great ramp tool and target. On top of being a 6/5 creature, of course.
#10. Enduring Tenacity
Enduring Tenacity is another version of Sanguine Bond, which is one of the most played black cards in EDH. Suffice to say, it sees play, and it’s cheaper and more resilient too. Also, the creature version can participate in combat, something that Sanguine Bond can’t do without help.
#9. Nyxborn Behemoth
Nyxborn Behemoth is an awesome payoff for an enchantment-heavy strategy. It'll often be a 10/10 trample for around 3-4 mana. It can even get indestructible if you sac an enchantment.
#8. Purphoros, God of the Forge
Purphoros, God of the Forge is an awesome tool for dealing damage to your opponents. It’s indestructible and you only need to keep playing more creatures once it hits the battlefield, which you’re probably going to do anyway. Purphoros fits a go-wide strategy by pumping your creatures and going on the offense sometimes.
#7. Esika, God of the Tree / The Prismatic Bridge
Esika, God of the Tree is very versatile as a superfriends commander or a legends matters commander. It also helps that casting Esika in the early game is easy on your mana base, while in the late game you’ll have more fixing to cast The Prismatic Bridge if you want to.
#6. Xenagos, God of Revels
Xenagos, God of Revels is a simple commander to build around, and it's one of the best extra-combat commanders in the game. You want big and expensive trample creatures, coupled together with plenty of ramp. Anzrag, the Quake-Mole is quite the card with Xenagod. Extra attack steps certainly don’t hurt, and ensure the games are shorter and in your favor.
#5. Anikthea, Hand of Erebos
Here’s a very interesting Abzan commander that gives your enchantment creatures menace. With Anikthea, Hand of Erebos you’ll want many, many enchantments around. Sagas and dead enchantment warriors return to life with this Abzan card’s triggered ability, so don’t be afraid to lose them in combat.
#4. Dryad of the Ilysian Grove
Dryad of the Ilysian Grove is a very solid creature because of the fixing it provides. It naturally has synergies with cards that require specific land types, and you can also play an extra land each turn, which is essential in green EDH strategies.
#3. Sythis, Harvest's Hand
Sythis, Harvest's Hand is at the same time a 2-drop, a legendary creature, and an enchantress card. It's a very popular commander with over 10,000 lists published on EDHREC. A Sythis in play will give you tons of card draw and lifegain. And if you have cards that trigger on lifegain, all the better.
#2. Go-Shintai of Life's Origin
Go-Shintai of Life's Origin is an even more popular commander, one of the most-built according to EDHREC. The main synergy comes with shrines, as each shrine you play will give you more shrine tokens and amplify the effects of your shrine permanents. However, by using Go-Shintai to reanimate enchantments you can extract huge value from sagas. Of course, you’ll benefit greatly from cards like Jukai Naturalist and enchantress-type cards.
#1. Heliod, Sun-Crowned
Heliod, Sun-Crowned is on the top of the list due to its presence across multiple formats. You can use it in the command zone, and in that role it's among the best mono-white commanders. There’s a multitude of strategies in which it fits, from lifegain to +1/+1 counters and infinite combo.
Best Enchantment Creature Payoffs
The enchantress cards (cards that let you draw as you play enchantments) are prime reasons for you to fill your deck with this card type. These are cards like Argothian Enchantress and Verduran Enchantress, just to cite a few.
Selesnya decks often use some key enchantment synergies. Calix, Guided by Fate and Hallowed Haunting are interesting cards that get better the more enchantments you play, and that naturally includes enchantment creatures.
These some of the best enchantment commanders that aren't enchantments but care about them:
- Daxos the Returned produces bigger spirits the more enchantments you’ve cast.
- Decks commanded by Zur, Eternal Schemer are all about animating enchantments and giving your enchantment creatures some useful abilities.
- Yenna, Redtooth Regent can create copies of all your enchantments, including creatures.
Wildsear, Scouring Maw adds cascade to enchantments and enchantment creature spells cast from your hand.
The Master of Keys lets you straight-up play enchantments from your graveyard by escaping them. It’s a nice way to recover your warriors who fell in battle.
Another useful synergy with enchantment creatures are cards that care about multiple card types. These are often delirium cards like Shifting Woodland, Dragon's Rage Channeler, and Demonic Counsel, though they also play nicely with Rendmaw, Creaking Nest.
Is An Enchantment Creature Still a Creature?
Sure. The card has two types at the same time: creature and enchantment. As such, all the rules that apply to either type apply to these cards. And enchantment creature can be destroyed by Infernal Grasp or Disenchant.
Does Enchantment Count As A Creature Type?
No. Enchantment and creature are both independent card types. For example, Aegis of the Gods is an Enchantment Creature – Human Soldier. The types are creature and enchantment, while the creature subtypes are human and soldier.
Can Enchantment Creatures be Commanders?
Sure, as long as they’re legendary enchantment creatures. For example, the gods of Theros Beyond Death, like Heliod, Sun-Crowned, are not only eligible, but popular and powerful commanders as well.
Do Enchantment Creatures Trigger Eerie?
They do. Enchantment creatures are enchantments, and as such, they trigger mechanics like eerie and constellation when they enter.
Do Enchantment Creatures Count as Enchanted?
No. For any creature (or permanent) to be considered enchanted, there needs to be an aura enchanting it. The aura is an enchantment, but the creature is not. Creatures are only enchantments if they say “enchantment” in their typeline, or an effect makes them one.
Wrap Up

Destiny Spinner | Illustration by Livia Prima
Enchantment creatures exist across all five colors, with a wide range of abilities. Whether their enchantment type is a core part of their synergies or simple flavor, there’s an enchantment creature for nearly any strategy.
What’s your favorite enchantment creature? What’s the best way you’ve found to break them? Let me know in the comments below or on the Draftsim Discord!
Stay safe, and thanks for reading!
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