Last updated on August 27, 2025

The Skullspore Nexus | Illustration by Mónica Robles Corzo
Creatures are arguably Magic’s most important card type. Formats are defined by the available creatures and the cards that answer them. Most games end in the combat phase, with creatures getting into the red zone and knocking your opponents to 0.
While many creatures can get the job done alone—especially in our modern era of power creep with 4-mana 6/5s—wouldn’t it be easier if you could increase their power? Perhaps even double it?
What Are Power Doublers in Magic?

Grunn, the Lonely King | Illustration by Mathias Kollros
Power doublers are cards that double the power of a creature. For today, I consider creatures that double their own power and cards that double the power of other creatures. Though some cards are very closely related that double the counters on a creature (sometimes even 0/0 ones), that is another story. This list is weighted for Commander; it’s also worth noting that the cards that double other creatures’ power rank a bit higher because they have a more pronounced impact on the game.
Honorable Mention: Xenagos, God of Revels
I’m splitting hairs here, but Xenagos, God of Revels essentially doubles a creature’s power without saying so since it gives them +X/+X and haste, which really makes the card. It’s incredible with any creature with a powerful attack trigger since you get instant value.
#26. War-Trained Slasher
War-Trained Slasher was mediocre in March of the Machine Limited, and I doubt it’s any better in Commander. A battle-centric deck might play it, but this is too narrow for 99% of decks.
#25. Reckless Amplimancer
If you want a mana sink in an aggressive deck, Reckless Amplimancer technically meets your requirements but it’s too costly and slow. This Limited card won’t translate well to Commander unless you’re in the market for a hyper-budget and casual infinite mana outlet.
#24. Targ Nar, Demon-Fang Gnoll
Targ Nar, Demon-Fang Gnoll provides aggressive decks with a meager power buff if you scrounge together enough attackers. That buff improves the double power ability since you get more power to double! This legendary gnoll could be an interesting Gruul commander for a Pauper EDH deck or super casual Voltron deck.
#23. Grunn, the Lonely King
Grunn, the Lonely King was designed with Voltron in mind. If you cast this green commander with kicker, it only takes 1 more power to threaten lethal commander damage with a single attack. Don’t forget cards like Kodama of the West Tree and Garruk's Uprising for trample.
#22. Overclocked Electromancer
Energy decks can get some mileage from Overclocked Electromancer. It pairs well with Lure effects that force blocks, so you get extra energy.
#21. Junk Jet
Junk Jet feels like it could be busted but doesn’t quite reach those heights. Some decks can get behind spending 3 mana and an artifact to double a creature’s power, and there’s plenty of value in an equipment that replaces itself and brings two artifacts into play.
#20. Exponential Growth
Exponential Growth can set up explosive attacks by stacking the power doubling buff. It also sets up losing your entire turn and getting 2-for-1’d. Make sure to add protective spells like Tamiyo's Safekeeping and Revitalizing Repast to prevent blowouts.
#19. Mr. Orfeo, the Boulder
I like Mr. Orfeo, the Boulder because it doesn’t need to get into combat to double something’s power. You can buff your Elder Gargaroth or Malignus without worrying about your rhino warrior getting beaten up by a Little Girl.
#18. Thrakkus the Butcher
Thrakkus the Butcher is rather narrow since you need to be a dragon–typal deck to get any value, but it’s a great way to buff your massive flying monsters into a lethal force that ends the game in a flash of fangs and fire.
#17. Choose Your Weapon
I love a good modal spell. Choose Your Weapon only works in decks that are happy with two-weapon fighting as the default mode since you don’t typically play Plummet in your EDH decks.
#16. Roar of Endless Song
Stomp around with Roar of Endless Song to ensure you have a big enough board to seal the game by the end of this saga‘s chapter III.
#15. Dragonclaw Strike
The sorcery speed on Dragonclaw Strike really hurts. However the positives are there with the toughness boost wrapped up in a fight spell that flexes its cost.
#14. God-Eternal Rhonas
God-Eternal Rhonas puts an Overrun-esque effect in the command zone, though I prefer this in the 99. This card ends games with a wide board, and vigilance protects you from dying on the crackback. You need a trample enabler to get the most from the final iteration of this zombie god.
#13. Death Kiss
I love cards that encourage your opponents to attack each other and generally reward players for not sitting on their haunches and doing nothing. Death Kiss fits the bill perfectly and pairs well with goad cards like Taunt from the Rampart and Disrupt Decorum to finish things off.
#12. Unleash Fury
Unleash Fury only sees play in Voltron decks that care about amplifying their commander’s power. This red instant is narrow, but the most efficient option for a one-shot power-doubling effect.
#11. Bulk Up
Bulk Up pushes that last bit of power you need at instant speed. Though it's no surprise by the time you flashback this card, it's still a powerful way to end the game.
#10. Nylea’s Colossus
Nylea's Colossus needs to be in an enchantment-centric deck, but it’s an incredible win condition for those decks. This giant enchantment creature can be a fantastic beater all by itself to threaten your opponents, and it spreads the love around by buffing other creatures.
#9. Legion Leadership / Legion Stronghold
The flexibility on Legion Leadership/Legion Stronghold is what gets me started, and first strike is what finishes it for me. This hybrid mana instant lets creatures end the game or unsuspectingly trade up and survive combat phases that it had no business in.
#8. Okaun, Eye of Chaos
Okaun, Eye of Chaos is one of the best coin flip commanders and chaos commanders, at least when partnering with Zndrsplt, Eye of Wisdom. As a power-doubling card, Okaun requires no mana investment past the creature itself to get its power doubled, and you can stack the effect fast with cards like Krark's Thumb and Creepy Doll.
#7. Tifa's Limit Break
The Meteor Strikes level of the tiered instant, Tifa's Limit Break is what we care about for this ranking. Oh wait, Final Heaven costs seven more, and triples your power?! WotC must have known that I'd target my 7-power commander and go for the one-shot commander damage. This would be an Arena achievement for sure if Commander were available on MTGA.
#6. Neyith of the Dire Hunt
Neyith of the Dire Hunt is an interesting little commander with a built-in Lure plus power doubling ability. It sets things up so you can pay 3 mana to kill a creature and draw a card. Aggressive decks that force a lot of blocks or with an abundance of fight spells like Prey Upon can use this as a powerful card draw engine with pressure and removal woven in.
#5. Devilish Valet
I thought Devilish Valet was a rather meh, unassuming card. It one-shots players surprisingly easily in the late game, and even early. If you can reliably trigger its alliance ability word several times a turn—most often achieved with token production—you’ll blitz through your opponents’ life totals before they realize what happened.
#4. Tifa Lockhart
Tifa Lockhart is always dangerously close to knocking a player out. Having been on the receiving end of several landfall triggers and an attack from Tifa, that trample is enough to lock in this high rank for a card you have to respect. Sometimes opponents have no answer and you just win.
#3. Zopandrel, Hunger Dominus
Slamming Zopandrel, Hunger Dominus can be a great way to overthrow your opponents for a wild victory. The protection ability actually lets this synergize with sacrifice strategies, which is quite interesting because it practically negates any sense of a cost associated with making Zopandrel indestructible.
#2. Unnatural Growth
Unnatural Growth may be the simplest way to double your creatures’ power (and toughness) for an impressive board presence. Mass-pumping your team each combat phase (not just yours, but any combat phase) gives you plenty of pressure but makes it hard for your opponents to attack you. This versus Zopandrel is splitting hairs, but I find enchantments are harder to remove than creatures, and this green enchantment is cheaper.
#1. The Skullspore Nexus
The Skullspore Nexus dominates games for shockingly little mana thanks to its cost-reduction ability, and on top of that this legendary artifact is one of the best green pump spells. And it also provides a payoff by making the Fungus Dinosaur tokens much larger. Your opponents get punished for trading or removing your creatures while you get to buff them! What more could you want?
Best Power Doubling Payoffs
Lure effects that force your opponents to block work well with power doublers because it makes it much more likely they get to trade in combat. It works especially well with deathtouch creatures that can trade for an entire board. On the flip side, they work well with cards that make creatures unblockable like Alora, Merry Thief and Slip Through Space to snipe unsuspecting players who think they’re safe.
Cards that care about how much combat damage they deal work well with power doublers. A few prominent examples include Quartzwood Crasher and Old Gnawbone. On a similar note, cards that care about dealing excess damage like Dreadmaw's Ire and Maarika, Brutal Gladiator can reap plenty of rewards from power doublers. Cards like Infantry Shield and Berserk look to the creatures power as an X value, and in this case, more is better.
Power doubling effects and Fling variants are a match made in heaven. Doubling the power of a massive creature before throwing it with Fling, Self-Destruct, and even Ziatora, the Incinerator can end games or remove scary threats.
Do Power Doublers Stack?
Yes!
Let’s say you control Reckless Amplimancer and activate the ability twice. The first activation resolves, making the Amplimancer a 4/4. The second activation sees the Amplimancer’s P/T as 4/4 when it resolves, doubling it to 8/8.
This happens whether you activate it twice in a row, putting both activations on the stack, or activate once, let the ability resolve, and then activate it again.
Do Power Doublers Work With +1/+1 Counters?
They do.
If you control Grunn, the Lonely King with five +1/+1 counters, it’s a 10/10. When it attacks alone, its triggered ability sees its power as 10/10 and makes it a 20/20. This doesn’t affect the number of +1/+1 counters on Gruun; it only has five. But the ability counts all buffs as the creature’s power when doubling it.
Wrap Up

Unnatural Growth | Illustration by Svetlin Velinov
Doubling the power of your creatures lets you beat your opponents twice as fast. Not every creature that doubles its power is flashy, but many of them enable powerful aggressive strategies that reward you for buffing your creatures’ power.
What’s your favorite way to double your creatures’ power? Do you use power doublers or lean on buffs from Overrun and similar effects? Let me know in the comments or on the Draftsim Discord!
Stay safe and keep doubling!
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2 Comments
Sadly, may need to edit the Xenagos the Reveler, to Xenagos, God of Revels
Yup, wrong Xenagos in there. Fixed in now.
Thank you~
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