Last updated on September 18, 2026

Kresh the Bloodbraided | Illustration by Raymond Swanland
Many cards in MTG specifically care about their comradesโ power stats, especially in red and green. Those can be powerful commanders in the right deck, and between +1/+1 counters, auras, and combat tricks, thereโs no shortage of ways to increase a creatureโs power in MTG. Some commanders hit harder when you have other powerful creatures around, while others sacrifice big guys for great benefits.
Today, weโre looking at the best power-matters commanders in MTG and some specific synergies you can lean on. Letโs dive in!
What Are Power-Matters Commanders in MTG?

Ziatora, the Incinerator | Illustration by Chris Rahn
Power-matters commanders in MTG are legendary creatures with abilities related to the power of creatures you control, or their own power. Some of these abilities care about having the greatest power among creatures, while others trigger when a creature with power 2 or less enters.
Commanders that care about high power benefit from anthem effects and buffing combat tricks, while commanders that care about lower power can take advantage of token creation and go-wide effects.
I donโt care about the highest power a legendary creature can have, like Yargle and Multani, although many of these cards would like an 18-power creature in their builds. I prefer commanders that are popular and powerful, or that lend themselves to various deck-building possibilities.
#32. Mayael the Anima
Mayael the Anima is a classic Naya () legend, and it wants you to have creatures with power 5 or greater in your deck, referencing the Shards of Alara theme. The thing is, WotC lowered the power requirement to 4 or greater in more modern sets with ferocious and similar abilities, and no oneโs that thrilled to pay 6 mana for an activated ability. But sometimes, you can cheat a really big creature into play, so 6 mana for a 12-MV creature feels cheap.
#31. Zilortha, Strength Incarnate
Zilortha, Strength Incarnate is the only card that makes the power of your creatures matter for toughness and โhit pointsโ, the exact opposite of what a card like Doran, the Siege Tower does. Zilortha itself is a 7/3, but you can consider it a 7/7 for most cases outside -X/-X effets. Red in particular has a greater discrepancy of power to toughness in its creatures, so itโs common to find 4/1 and 5/2 glass cannons that are much better in a deck like this.
#30. Klauth, Unrivaled Ancient
Klauth, Unrivaled Ancient is a nice dragon commander that cares about the power of creatures attacking, which it'll turn into extra mana. That mana's limited to spells only, so be sure to have red impulse draw cards, X-spells, or big green sorceries. Players usually build around dragons with Klauth, considering that youโll need some dragon ramp anyway to cast your big, expensive spells, and dragons usually have haste and high power, so theyโre perfect for this type of deck.
#29. Prime Speaker Zegana
Prime Speaker Zegana is also an EDH classic: Itโs just a 6-mana draw-a-lot-of-cards commander, and it also has +1/+1 counter synergies. Just having a 3/3 in play and casting your commander nets you four cards, and the ceiling is much higher.
#28. Baeloth Barrityl, Entertainer
Baeloth Barrityl, Entertainer isnโt that powerful of a commander, but itโs funny. Youโll goad all creatures that have power lower than this cardโs power, so your first task is to pump it up, ideally using equipment and other permanent modifications. I find it amusing when a commander gets to goad your opponents' creatures, but if youโre commanderless, their cannons can and will turn toward you, so beware.
#27. Delney, Streetwise Lookout
Delney, Streetwise Lookout is part of an attempt to consolidate Mardu colors () into low-power matters. With Delney, you can make your smaller creatures unblockable, as well as double their triggered abilities. This bodes well with small enter-the-battlefield cards, like Spirited Companion, or powerful staples like Esper Sentinel. Hare Apparent is already a meme thing in โgo-wideโ white decks, and here, each rebbit generates double the number of tokens. Itโs also interesting that white has all the tools to support this small power strategy, with cards like Raise the Past and Dusk // Dawn.
#26. Tifa Lockhart
Tifa Lockhart is kind of a stretch as a power-matters commander, but my reasoning is that the higher its power is, the bigger it gets when you double it. Here, you want to enchant Tifa and target it with combat tricks, ideally those that also grant protection or haste, and hit for a ton early. Fetch lands and ramp cards support those landfall triggers beautifully, so you can play something like Evolving Wilds or Rampant Growth and use them as power buffs.
#25. Krenko, Tin Street Kingpin
Krenko, Tin Street Kingpin isnโt as famous a commander as Krenko, Mob Boss. To take advantage of this Krenko, you need to boost its power and attack at the same time. Youโll usually buff it through goblin typal bonuses, plus ideally haste.
#24. Kresh the Bloodbraided
Kresh the Bloodbraided is a classic Jund commander () that gets bigger when creatures go to the graveyard. The stronger the creature that died, the bigger Kresh gets. The interesting part is that itโs not just your creatures. While Kresh is pretty vanilla, it can get big fast, and your black and red removal can accelerate this.
#23. Ghalta and Mavren
You can build Ghalta and Mavren as a high-power matters commander, and youโre already starting with a 12/12 trampler for 7 mana. The idea here is to attack with a 5/5 and immediately make a 5/5 trampling dinosaur token thatโs tapped and attacking, and we can throw some additional dinosaur synergies into the mix. Just attacking with this guy and making a 12/12 token for free isnโt out of the question, just a lot harder. You can also go wide with a lot of tokens, but that's outside our focus today.
#22. Goreclaw, Terror of Qal Sisma
Goreclaw, Terror of Qal Sisma is a pretty simple commander to build around. Your big creatures will all have a 2-mana discount, and they get even bigger and trample over your foes when Goreclaw attacks. When you can cast your 7-drops for 5 mana, or you can cast two 5-MV cards in a turn, youโre in good shape.
#21. Elenda, the Dusk Rose
Elenda, the Dusk Rose creates X 1/1 tokens when it dies based on its power. The thing is, it starts as a 1/1 for 4 mana, and if it dies immediately, youโre not that happy about getting only a 1/1 for your investment. To build around this card, youโll want some cheap equipment, some vampire typal cards, and free sacrifice outlets. In the end, you want destroying your commander to be an unappealing option. Blade of the Bloodchief is perfect for this deck, as it doubles your commanderโs ability to grow and keeps it relevant on the board for a while longer.
#20. Agatha of the Vile Cauldron
Agatha of the Vile Cauldron can reduce the cost of your activated abilities by its current power. Considering that this warlock starts as a 1/1, reducing the cost of abilities by 1 isnโt great, but you can pile a bunch of +1/+1 counters or auras onto Agatha. Cards like the Zendikar Invokers become absurd when youโre not paying for their abilities anymore, not to mention other abilities like level up, monstrosity, and more.
#19. Alesha, Who Smiles at Death
In a time when there werenโt any good Mardu () commander options, Alesha, Who Smiles at Death was a great highlight. The card has synergies with good, and at times expensive creatures that have power 2 or less, like Master of Cruelties or Ravenous Chupacabra. You can go the more aggressive route with aristocrats, or a more controlling one with cards that have good enter effects and lower power.
#18. Grenzo, Dungeon Warden
Grenzo, Dungeon Warden lets you put creatures from the bottom of library into your graveyard, kind of a reverse surveil. But if their power is lower than Grenzoโs power, you can actually put them into play. That opens up many possibilities, similar to Alesha, Who Smiles at Death. Plus, Grenzo actually costs X to cast, so you can have a really big creature thatโll put out 5/5 and 6/6s in the late game for a small 2-mana investment.
#17. Narset, Enlightened Exile
Giving creatures you control prowess ensures that every noncreature spell is actually a team-wide buff. But Narset, Enlightened Exile has a pretty good reason to care about its own power: Depending on the game state, you can cast a copy of a really expensive spell for free. Having spells that create tokens can be a very interesting build, or you can focus on a mill build to try to steal your opponentsโ best spells.
#16. Arabella, Abandoned Doll
Arabella, Abandoned Doll has a few things going on for it in Commander. First, it can deal damage to all opponents in one attack. You donโt even need to Voltron it or deal combat damage, just a bunch of tokens and token makers. As such, itโs one of the most popular commanders overall on EDHREC, and the fact that you can one-hit kill players with just one attack is part of it. With MTG getting more powerful and more token-oriented in the 1-4 MV slot, this card will continue to be relevant.
#15. Ghalta, Primal Hunger
Ghalta, Primal Hunger is a classic power payoff. Youโre playing a 12/12 trampler for usually 4-5 mana in the right deck, and even if your giant commander is killed, youโll get to cast it later with a discount. Nothing special other than a green 12/12 trampler that can get some attacks and commander damage across the table. You can also profit from cards that care about the mana value of spells youโre casting; with Dancing from Dark to Dawn in play, youโll put twelve +1/+1 counters onto another creature for cheap.
#14. Brion Stoutarm
Brion Stoutarm is a classic red and white commander, and the main idea here is that you can fling targets with its ability while gaining life because Brion has lifelink. Being red gives you access to great flingable creatures, and good old Act of Treason cards. Since you can gain a lot of life in this deck, cards like Serra Avatar are perfect because theyโre giant targets to fling or to have sitting in play. And donโt forget the red cards that can double the amount of damage dealt.
#13. Selvala, Heart of the Wilds
Selvala, Heart of the Wilds is an enabler and a payoff to the big power strategy. Youโll want to have the highest power among creatures so that you can keep drawing cards while denying your opponents the card draw. Also, youโll generate mana equal to the greatest power, which gets out of hand the second you land something with 4+ power. And yes, you can combo with Phyrexian Dreadnought to generate ridiculous amounts of mana.
#12. Alesha, Who Laughs at Fate
Alesha, Who Laughs at Fate is a good reanimator card, provided that your deck is aggressive and that Alesha has enough power. Itโs nice that each time Alesha attacks, you get to put a +1/+1 counter on it, so itโs already a 3/3 first striker that can bring a 3-MV creature back, and that just goes up. Or, you can accelerate the process with a well-timed combat trick.
#11. Tifa, Martial Artist
Tifa, Martial Artist is a powerful extra turns commander. Just by attacking everybody in a Commander game, the melee ability naturally turns Tifa into a 7/7, and 7 power is the magical number to unlock extra combat steps. What makes this card so interesting is that you can get one additional combat step per player damaged by a 7-power creature. Plus, youโre untapping your creatures, and you can benefit from more tap abilities like mana dorks.
#10. Marwyn, the Nurturer
Marwyn, the Nurturer can generate mana equal to its power, but its starting power is 1, so it starts off very slow. The solution is to cast a bunch of elves to stack up +1/+1 counters on Marwyn. What makes this card so popular as an elf commander is that you can snowball and combo very quickly, and with a lot of common and uncommon elf cards.
#9. Coram, the Undertaker
Coram, the Undertaker is a strange card because it cares about the greatest power of creatures in all graveyards. You want to mill every player, and while doing so, you can get card advantage straight from opposing graveyards, which opens up a lot of possibilities. Theft, creatures leaving the graveyard, you name it. And with more creatures in graveyards, youโll have a 7- or 8-power commander in no time to bash in, so itโs a mix of a value engine and a big beater.
#8. The Gitrog, Ravenous Ride
The Gitrog, Ravenous Ride is already solid as a 6/5 with trample and haste. But as a mount, you can saddle it and attack to sacrifice a huge creature and draw that many cards. Of course, you wonโt always want to sacrifice something large, but a 3/1 is good enough. And when youโre in the market to draw a lot of cards, thereโs always options like Yargle, Glutton of Urborg.
#7. Tom, Bert, and William
Tom, Bert, and Williamโs main ability, like most green and black power-matters commanders, is to sacrifice a creature and draw cards based on its power. You can do that anytime, no questions asked; just pay and thatโs it. So itโs interesting as a sacrifice outlet, as well as a discard outlet. Plus, when it dies, you get another version of it as an artifact with the same abilities, so itโs got some solid resistance against removal.
#6. Helga, Skittish Seer
Helga, Skittish Seer is a very popular Bant () commander, and here youโre rewarded for casting 4+ mana spells, not just 4-power creatures. It can be anything, really, even affinity or delve creatures. Helga can also generate mana based on its power, which increases with the more expensive spells you cast. Giant Growth on this card becomes a ritual, and you can include tap/untap shenanigans to generate more mana and cast more expensive spells.
#5. Eshki, Temurโs Roar
Eshki, Temur's Roar is a Commander precon leader built around high-powered creatures. You have benefits for playing creatures that have 4 or greater power, and then 6 or greater power. First, youโll have to play some smaller creatures to boost Eshki. Ideally, youโll want all your creatures to have at least 4 power so you keep drawing cards, but the real fun starts when you cast a 6/6, draw a card, and deal like 7-8 damage to each player.
#4. Xenagos, God of Revels
Xenagos, God of Revels is a classic RG competitive card. Itโs indestructible and grants a huge bonus to other creatures right away. If you have Xenagos in play and cast a 6/6, you can use it right away to attack as a 12/12. This card is excellent with big creatures that donโt have haste and need to attack once to get a decent payoff. And considering that you get this bonus every turn, you might as well play extra combat spells.
#3. Dina, Essence Brewer
Golgari () has no shortage of big creatures, and Dina, Essence Brewer is an excellent way to take advantage of them. Youโll want big, cheap creatures with huge drawbacks, like Rotting Regisaur or Daemogoth Titan, and by sacrificing them, you can turn a mere 1/1 on board into a monster. You can also use this ability to gain huge chunks of life and profit from that with cards like Sanguine Bond.
#2. Ojer Axonil, Deepest Might / Temple of Power
Ojer Axonil, Deepest Might is basically a way to make all your creatures that deal 1 damage consistently to your opponents deal 4 damage per ping instead. Think about cards like Agate Instigator and Impact Tremors. Casting a spell that makes tokens and you can kill players. Adding any sort of way to increase Ojer Axonilโs power is devastating in the right context.
#1. Vivi Ornitier
Vivi Ornitier is just an absurd card across many formats, including EDH and cEDH. Whenever you cast noncreature spells, Vivi gets +1/+1 counters, and you can generate mana equal to its power for free, once each turn. If you cast a 1-mana spell that gives Vivi +3/+0, itโs now a 4/4 that can generate a load of mana for free, and thatโs in any combination of Izzet colors. Naturally, you can use this mana to cast more spells, make your Vivi bigger, and deal a lot of damage to your opponents. Cards that are enablers and payoffs for strong strategies are very dangerous, but apparently WotC hasnโt learned that lesson yet.
Commanding Conclusion

Rhonas the Indomitable | Illustration by Jack Wang
Power can mean a lot of things when weโre looking at power-matters decks. There are certainly powerful creatures, creatures that care about their buddiesโ power, and some nasty 12/12 tramplers that carry their own weight. And many of these are indeed powerful and popular commanders, at least judging from lists posted online.
What are your favorite power-matters commanders? Have you ever built around any of these? Let me know in the comments section below, or letโs discuss it over in the Draftsim Discord. And for more on MTG and Commander, do check out our YouTube channel, The Daily Upkeep.
Until next time, stay safe!
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