Last updated on April 9, 2026

Aura Mutation | Illustration by Olivier Bernard

No matter what format of Magic you play, enchantments are always a relevant card type. Whether youโ€™re facing Fable of the Mirror-Breaker, Rhystic Study, or Smothering Tithe, itโ€™s important to know how to remove them.

Magic has a whole host of different ways to deal with pesky enchantments, but which are the best ones, and how will they fit into your decks? Let's find out!

What Is Enchantment Removal in MTG?

Bane of Progress - Illustration by Lars Grant-West

Bane of Progress | Illustration by Lars Grant-West

Enchantment removal consists of any effects that can remove an enchantment from the battlefield.

Since enchantments are permanents, you need ways to remove them by either destroying or exiling them. The green and white portion of the color pie has the most access to this, but a little bit has bled into other colors.

Side note: Lots of these cards can also deal with artifacts, so donโ€™t be surprised to see these on an artifact removal list. I skipped cards like Vindicate or Maelstrom Pulse that hit any permanent because those are mostly good because they can hit creatures.

#50. Dismantling Blow

Dismantling Blow

Dismantling Blow is a pet card of mine, and one that I always love to force into my Commander decks, Cubes, or whatever other casual projects I work on.

Three mana for a Disenchant isn't great, but I love drawing cards. If I can tack on some mana and gain a sweet three-for-one, Iโ€™ll do it.

#49. Natureโ€™s Chant

Nature's Chant

Nature's Chant combines Disenchant and Naturalize in a single card. The hybrid mana cost makes it strictly better than the other options in formats other than Commander. Itโ€™s more versatile for Cubes and 1v1 Constructed formats, but EDH players might resort to the originals due to color identity restrictions.

#48. Wispmare

Wispmare

Wispmare has a lot going for it. It can be a 3-mana creature that kills an enchantment, but itโ€™s also a 1-mana version thatโ€™s basically a sorcery. Itโ€™s also a 1-mana answer that doesnโ€™t get countered by a Chalice of the Void on 1, doesnโ€™t get cascaded into in decks like Living End or Crashing Footfalls, and so much more.

Thereโ€™s a card that does this job a little better, but Wispmare has been a small player over the years and is still pretty useful.

#47. Tribute to the Wild

Tribute to the Wild

While Tribute to the Wild has the huge downside of often not removing the thing you specifically want to answer, it hits everyone simultaneously in Commander. You donโ€™t get to pick what gets hit, but you do get to remove three things in one go. Worth considering!

#46. Heliod's Intervention

Heliod's Intervention

Once upon a time this slot would've been occupied by former Commander mainstays like Return to Dust or Crush Contraband, but Heliod's Interventionโ€˜s ability to scale up and hit more targets (or gain life if necessary) is well worth losing the ability to exile said targets.

#45. Aura Mutation

Aura Mutation

Getting some extra upside on top of your narrow removal spell is always good. Two mana to destroy an enchantment and get a few Saproling tokens at the same time is incredible.

Aura Mutation is only really held back by being a multicolor card, which reduces the range of decks it can be used in.

#44. Insidious Fungus

Insidious Fungus

Insidious Fungus can be a mix between an Explore and a Disenchant effect. Itโ€™s also a weak 1-drop, so this card, like Sakura-Tribe Elder before it, was made to be sacrificed anyway.

#43. Dawnbringer Cleric

Dawnbringer Cleric

One of many upgrades to War Priest of Thune, Dawnbringer Cleric provides a few extra options in exchange for a weaker stat line. The thing is, the stats rarely matter when you want the card to destroy an enchantment but also have some extra functionality.

#42. Origin of Metalbending

Origin of Metalbending

If you need more reasons to run a Naturalize effect in Commander, just take a look at Origin of Metalbending. Itโ€™s awesome in decks that deal with +1/+1 counters and giant threats that need to be protected. Plus itโ€™s a lesson, and many cards in MTG interact favorably with that card type.

#41. Fracturing Gust

Fracturing Gust

Blowing up all your opponentโ€™s annoying enchantments and gaining back a chunk of about 10 life with Fracturing Gust is a big swing against the right deck. But you can usually do this for either a lot cheaper, or have a more flexible version for the same cost.

#40. Fragmentize

Fragmentize

Another 1-mana answer very similar to Natural State, Fragmentize has been a potent Vintage card ever since it was printed. White decks needed an efficient answer for lots of cards, and this was perfect.

I might have put this a bit higher but sadly it's mostly used to destroy artifacts.

#39. Acidic Slime

Acidic Slime

Acidic Slime came out right as I started playing this game, and Iโ€™ve loved it ever since. Itโ€™s a little more expensive than the other options, but it gets the option to destroy a land. Having more options available typically makes a card much stronger.

I run this in my Prime Speaker Vannifar Commander deck, and itโ€™s always fantastic.

#38. Trygon Predator

Trygon Predator

Once the scourge of Vintage decks, a turn 1 Trygon Predator was enough to bring down any of the artifact-based decks in the format. Iโ€™ve used it against annoying enchantments like Standstill, but it's mainly used as an anti-artifact card that can double up against enchantments if needed.

#37. Ray of Revelation

Ray of Revelation

Getting extra value out of your removal spells is key. What easier way to get extra value than having a card that you get to use twice? Flashback is one of the gameโ€™s most powerful mechanics, and it doesnโ€™t get much simpler than Ray of Revelation.

This even allows you to pack some enchantment hate into a self-mill deck. Youโ€™ll naturally mill this at some point and get free value out of your graveyard.

#36. Seedship Impact

Seedship Impact

Seedship Impact is a straight-up improved Naturalize. Itโ€™s the same for big enchantments, but when you get the smaller ones, youโ€™ll get a Lander token for your efforts. If I were to choose, I would probably try to get the Lander token whenever possible.

#35. Coordinated Maneuver

Coordinated Maneuver

Though worse than Thraben Charm, Coordinated Maneuver mixes creature removal and enchantment destructions into a card go-wide decks are happy to play for redundancy.

#34. Thrashing Brontodon

Thrashing Brontodon

What gives Thrashing Brontodon an edge over other creatures that hate on enchantments is the fact that itโ€™s a decently-sized creature even before you factor in the removal.

Decks in Limited and Constructed are usually happy with a 3-mana 3/4 that can attack and block very well. You can then cash it in to remove something if you need to, but itโ€™s a fine card until you do.

#33. Unravel the Aether + Deglamer

You could destroy or you could exile, but you could also have the card shuffled back into its ownerโ€™s library. The ability to exile an enchantment isnโ€™t something that Constructed formats have always had access to, and this option is very nearly just as good.

Unravel the Aether and Deglamer have seen a ton of sideboard play over the years for how efficiently and effectively they answer problematic enchantments.

#32. Thraben Charm

Thraben Charm

The modality on Thraben Charm gives it a lot of coverage for different types of match-ups. It's probably 80% creature removal, 10% graveyard hate, 10% enchantment removal, but turning a 2-mana removal spell into a targeted hatepiece when it matters is huge upside.

#31. Calix, Destiny's Hand

Calix, Destiny's Hand

Calix, Destiny's Hand was one of the first enchantment-themed planeswalkers, and itโ€™s also an Oblivion Ring planeswalker. You can exile enchantments to your heartโ€™s content, just beware that itโ€™s easier for them to remove it nowadays, as planeswalker removal just keeps getting better.

#30. Krosan Grip

Krosan Grip

You could argue that split second was a mistake, but its role as a Disenchant that canโ€™t be responded to has made Krosan Grip a sideboard mainstay in Eternal formats ever since it was printed.

Three mana makes it one of the pricier spells here, but it gets the job done. Itโ€™s especially valuable in combo decks to get rid of those pesky stax cards that stop you from winning the game.

#29. Knight of Autumn

Knight of Autumn

As soon as I saw Knight of Autumn I immediately said it would be one of the best cards in Guilds of Ravnica. Turns out I was right, but little did we know, that this card was the first in a line of modal creatures.ย 

The knight has come up time and time again in a variety of decks that can easily tutor it up. Itโ€™s primarily for the removal mode, which is why it features high on this list. The options to be a 4/3 or gain some life is what pushes the card over the top and makes it very main deckable in competitive formats.

#28. Feed the Swarm

Feed the Swarm

Feed the Swarm is a 2-mana sorcery that costs you a hefty chunk of life to use, but it belongs on this list entirely because this is a black card.

Black enchantment removal is scarce, so your choices are either expensive (Unstable Obelisk or Scour from Existence), or costly like Feed the Swarm. It may not be as efficient as the other colorsโ€™ options, but itโ€™s one of the best that the color has access to.

#27. Shredderโ€™s Technique

Shredder's Technique

A riff on Withering Torment, Shredder's Technique offers downsides and upsides. Being a sorcery, although a potentially 1-mana one, is worse. Itโ€™s excellent if you value the sneak mechanic and returning creatures back to your hand.

#26. Withering Torment

Withering Torment

Withering Torment hit the scene in Duskmourn and caused a bit of a stir about being a possible color pie break. That's not entirely true, since Wizards has stated black now destroys enchantments at an inefficient rate.

Withering Torment isn't exactly inefficient, but 2 life is a small payment to give black access to something it didn't really have before. This has officially supplanted Feed the Swarm as the best black enchantment removal spell, and it's just fine as creature removal when needed.

#25. Foundation Breaker

Foundation Breaker

Ingot Chewer and Wispmare have been around for quite a long time, and theyโ€™ve both seen a decent amount of play. Foundation Breaker combines them both into one card, and Living End couldnโ€™t be happier.

It has all the same advantages as the previous evoke creatures, but you canโ€™t do much better than this when what you really need is an answer to enchantments that donโ€™t mess up your cascade spells.

#24. Harmonic Sliver

Harmonic Sliver

You either love or hate slivers, but Harmonic Sliver is one of the best ones ever printed. Itโ€™s a Reclamation Sage that turns all your other slivers into them, too.

Better yet, if you play a second one it'll have two instances of the trigger on it and pop two targets. This is a little too restrictive for some decks, but it really pulls its weight where it can.

#23. Cankerbloom

Cankerbloom

In case a 3/2 creature for just 2 mana wasnโ€™t enough, Cankerbloom offers you added flexibility. If you sacrifice it, you get to destroy an artifact, enchantment, or even proliferate, making it an excellent choice for counter-based decks.

#22. Disorienting Choice

Disorienting Choice

Disorienting Choice will make your EDH opponents disoriented. Either they get rid of an important permanent, or they let you ramp, and thatโ€™s never a good thing for them. Itโ€™s not 100% your choice, so thereโ€™s that. This card will be better than โ€œeach player sacrifices a permanentโ€ most of the time because you have some choice in which permanent to target.

#21. Disruptive Stormbrood

Disruptive Stormbrood

Disruptive Stormbrood is a nice Peasant-level quality card for Cubes, Commander decks, and it even sees some fringe Standard play. The combination of a good flying body and a Naturalize effect is strong, and you have the alternate, sorcery-speed Smother, which always finds good targets.

#20. Nissa, Ascended Animist / Kaya, Intangible Slayer

These powerful 7-mana planeswalkers are also continuous sources of card advantage and enchantment removal. Both Nissa, Ascended Animist and Kaya, Intangible Slayer see play in battlecruiser formats as midrange/control finishers.

#19. Wear / Tear

One mana to destroy an enchantment is already good enough, but the extra value of being able to fuse this in the right matchup and take out an artifact and an enchantment is just brutal. Wear / Tear has been a sideboard staple pretty much ever since it was printed, and it doesnโ€™t seem to be going anywhere.

#18. Collective Resistance

Collective Resistance

Collective Resistance is an interesting way to disguise a Naturalize effect in a maindeckable card. After all, youโ€™d play an effect that protects a valuable creature, such as your commander. Itโ€™s also an escalate card, letting you do more if you spend more mana, like fuse cards or kicker cards.

#17. Requisition Raid

Requisition Raid

Like escalate, spree is a very flexible mechanic, and Requisition Raid shows why. to get an artifact and an enchantment is Wear / Tear efficiency, in only one color. You can also buff your entire team for 1 mana more, which is sick.

#16. Gaius van Baelsar

Gaius van Baelsar

Gaius van Baelsar offers options in symmetric effects. It hurts all players, so you can work around the mode you plan on using.ย Sometimes, youโ€™ll play Gaius as an improved Fleshbag Marauder. Players often have an enchantment in play even outside dedicated enchantment decks, so you opponents often lose something good.

#15. Farewell

Farewell

Farewell has become one of the most complaint-generating cards for Commander. Austere Command was a Commander staple for so long that it's seen almost a dozen reprints in the past decade, yet this card completely blows it out of the water on nearly every metric.

#14. Reclamation Sage

Reclamation Sage

Reclamation Sage is still one of the best creatures that destroy an enchantment when entering the battlefield. It does the same as other versions with one big advantage: its type line.

Being an elf is a huge boon for a card like this, and itโ€™s kept its status as a staple sideboard option even in Legacy while being a phenomenal staple card in Commander.

#13. Witch Enchanter

Witch Enchanter is a much-needed Reclamation Sage that can also be a land. A very interesting MDFC design, itโ€™s easy to replace a Plains in your deck for this warlock from Modern Horizons 3.

#12. Nature's Claim

Nature's Claim

Efficiency is the name of the game, and you canโ€™t do better than an unconditional removal spell for 1 mana. Nature's Claim gives the opponent some life, but there are plenty of decks that couldnโ€™t care less about a little life if it means destroying something like Leyline of the Void. This is to artifacts and enchantments what Swords to Plowshares is to creatures.

#11. Aura Shards

Aura Shards

First letโ€™s get the big downside out of the way: Aura Shards doesnโ€™t do anything when you play it. This is problematic and something that keeps it well out of the competitive sphere.

But thereโ€™s a reason the card's so reviled, to the point where it became a Game Changer in Commander. Triggering a Disenchant whenever any creature enters under your control is ridiculous, especially if you happen to be making a ton of tokens.

#10. Haywire Mite

Haywire Mite

It may not look like it, but thereโ€™s one very simple factor that puts Haywire Mite well above cards of its kind: Itโ€™s an artifact that costs . Thatโ€™s it.

This is a versatile tutor target for Urza's Saga, one of the best cards in both Modern and Legacy. It also gives Karn, the Great Creator yet another option to wish for with its -2 ability.

#9. Pick Your Poison

Pick Your Poison is a 1-mana sorcery that costs so little, you can get your opponents while theyโ€™re developing their board, so you can answer their 2-drop mana rock with a 1-mana card. Or a build-around enchantment like Hardened Scales. For that reason, itโ€™s awesome in powered environments like Cube and Vintage.

#8. Bane of Progress

Bane of Progress

Iโ€™ve shown you a lot of creature cards that destroy an enchantment on entering, but Bane of Progress (designed specifically for Commander) can destroy all enchantments on entering. It can easily be tutored for and flickered over and over, and it lays a big smackdown on any player relying on the card type.

#7. Tranquil Frillback

Tranquil Frillback

Tranquil Frillback is flexible enough to be considered in the main deck. Itโ€™s a sizable green creature that can help against aggro by gaining life, as well as neutralizing graveyard strategies. Itโ€™s very similar to Knight of Autumn, only mono-green, although with a heavy color requirement.

#6. Summon: Yojimbo

Summon: Yojimbo

Summon: Yojimbo answers lots of problematic cards while being a 5/5 vigilance creature. Itโ€™s nice that the card stays on the battlefield, generating more value, attacking and blocking, and that the removed enchantment doesnโ€™t return (itโ€™s not an Oblivion Ring variant).

#5. Loran of the Third Path

Loran of the Third Path

The printing of a card like Loran of the Third Path was quite surprising. On one hand itโ€™s little more than a color-shifted Reclamation Sage, but thatโ€™s all it has to be to become the best enchantment removal effect in white. Death & Taxes is one of the best decks in Legacy, and this is something it really wanted.

Not only is it good to drop in off of Aether Vial like all the other creatures, but being a legendary creature is actually a big advantage: The deck can continually reuse it thanks to Karakas. Being a human also means this slots perfectly into the wide variety of human decks that are littered across the Eternal formats.

#4. Fangkeeperโ€™s Familiar

Fangkeeper's Familiar

Fangkeeper's Familiar is a 3/3 flash creature with some additional upside. Itโ€™s an excellent riff on the Mystic Snake design, although only limited to interacting with creature spells and destroying enchantments. And itโ€™s got a pretty nice empty board mode, when you get to gain some life and surveil 3.

#3. Wistfulness

Wistfulness

Wizards power crept Acidic Slimeโ€˜s design by making a huge monster that not only can exile enchantments but also draw and discard cards. Wistfulness is a perfect answer to those pesky indestructible gods.

#2. Force of Vigor

Force of Vigor

While most of the Force of Will-style cards from Modern Horizons were bad, Force of Vigor was the best by far. You've seen quite a few 1-mana instants and sorceries that can destroy one enchantment. How would you like a 0-mana spell that can remove two targets?

Itโ€™s just as powerful as it sounds. This is one of the most important sideboard cards in the whole of Modern and Legacy as a result.

#1. Boseiju, Who Endures

Boseiju, Who Endures

The legendary tree of Kamigawaโ€™s Jukai forest got an enormous boost in power level with its Neon Dynasty version. Having a Naturalize effect on the channel ability of a land is insane. Not only is Boseiju, Who Endures uncounterable by conventional Counterspells, but the main reason this is so good is that itโ€™s just a land with almost no downsides, making it an enchantment killer and one of the best artifact removal effects in green.

I'd recommend one copy in any deck where it's legal if it weren't so expensive. When you draw it early, you can just play it as your land drop. When you draw it late and need to get something off the board, you have that option too.

Flexibility matters, and Boseiju (along with the other channel lands in the set) is a master of flexibility while not sacrificing any of the efficiency that you get with other options.

Best Enchantment Removal Payoffs

Aside from the clear benefit of removing powerful enchantments, is there a way to profit from said action? Yes!

Femeref Enchantress

Femeref Enchantress is a solid payoff as a reverse enchantress, so to speak, rewarding you when any enchantments hit the bin (you just canโ€™t exile them).

Enchanted Evening

Enchanted Evening can turn everything into a target for your enchantment removal.

Tergrid, God of Fright

If weโ€™re making opponents sacrifice enchantments, then Tergrid, God of Fright is an excellent payoff.

MTG has many creatures that pay you off when you lose or sacrifice an enchantment, like Narci, Fable Singer, Starfield Mystic, Ashiok's Reaper, and Neva, Stalked by Nightmares. You can quite easily build a deck that profits off destroying your own enchantments just as easily as one that removes opposing enchantments.

Wrap Up

Loran of the Third Path - Illustration by Steven Belledin

Loran of the Third Path | Illustration by Steven Belledin

Enchantments can be some game-altering stuff. Let an opponent keep the wrong one of the field for too long and you wonโ€™t be able to squeak out a win. Filling your deck or sideboard with options for dealing with them is an important way of covering all your bases.

Do you think I missed anything on this list? How would you move the order around? Let me know in the comments below or over on the Draftsim Discord. And check out The Daily Upkeep newsletter to stay up to date on the latest news in MTG.

Until next time, take care of yourselves!

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5 Comments

  • Merlin November 10, 2024 12:53 am

    I’m amazed Calming Verse is not in the list. As a one-sided enchantment board wipe it’s one of the best for enchantment removal!

    • Timothy Zaccagnino
      Timothy Zaccagnino November 10, 2024 9:23 pm

      That’s a good shoutout. Easy card to overlook since it doesn’t get played too often!

  • Jack November 25, 2024 10:02 am

    I believe Thraben Charm belongs on this list. The versatility combined with the reasonable cost makes it highly effective. It even sees play in modern decks, such as Boros Energy.

    • Timothy Zaccagnino
      Timothy Zaccagnino November 25, 2024 1:06 pm

      Good suggestions, I’ve added it in.

      • Jack November 25, 2024 3:25 pm

        We appreciate the hard work you put into these lists. Thanks, and keep up the good work!

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