Last updated on June 17, 2026

Endurance (Modern Horizons II) | Illustration by Svetlin Velinov
Reach is one of MTG’s evergreen mechanics. Ever since Giant Spider, the flavor identity of reach has been associated with spiders because they catch birds or flying insects in their webs.
Almost all MTG decks have a flying creature, so reach plays its part in both Limited and Constructed. But which are the best reach creatures among them? Let's find out!
What Are Reach Creatures in MTG?

Annoyed Altisaur (Commander Legends) | Illustration by Lars Grant-West
Reach is a mechanic that allows a creature to block flying creatures. Lots of creatures have reach, so each set usually has a common reach creature in green and sometimes in red.
You can give a creature reach with enchantments (especially auras), instants, and sorceries. Reach is mainly found on green creatures, and it's secondary on some red creatures, and a few white and black ones. There are no blue creatures with reach on account of they just have access to flying.
On with the list!
#53. Qasali Slingers
Cats got some new toys back in Commander 2017. Qasali Slingers is a 3/5 with reach that makes every cat a Naturalize effect, which is always welcome in Commander.
#52. Ohabi Caleria
Oh look, archers-matter! Ohabi Caleria is one of the few reasons aside form Greatbow Doyen to make an archer-themed deck, and you can maximize archer tap abilities with it. The rate's also okay.
#51. Catti-brie of Mithral Hall
The stats on Catti-brie of Mithral Hall are solid because a 2/2 with first strike and reach is usually good for Constructed. Catti-brie also has synergies with equipment and can be a fine commander in Brawl.
#50. Sweet-Gum Recluse
Sweet-Gum Recluse is a “sweet” card for a tokens deck. When it enters you put three +1/+1 counters on creatures that also entered the battlefield this turn.
Step 1: Token generation. Step 2: Sweet-Gum Recluse. Step 3: Profit.
It also has cascade, so it can cascade into another creature that gets the counters.
#49. Multani, Yavimaya’s Avatar
Multani, Yavimaya's Avatar is a bomb in Limited and playable in formats like Cube. It's just plain big and comes back from the graveyard. You can even rebuy lands this way for future landfall triggers.
#48. Doom Weaver
The stats are odd at 1/8 with reach, and it would be bad if there weren't cards like Doran, the Siege Tower. Its soulbond ability is nice because you can draw tons of cards.
Soulbonding Doom Weaver with a 4/4 already produces a card-building engine, plus it's just a good include in spider decks.
#47. Weathered Sentinels
Weathered Sentinels is a weird card, and one I’d like to play in a mutate deck, or a deck that cares about defenders like Arcades, the Strategist. It's a 2/5 with all those abilities, and you can counterattack with a 5/8 indestructible (with all the other abilities).
#46. Thantis, the Warweaver
Thantis, the Warweaver is a unique commander. Its ability to make all creatures attack is good with vigilance and reach to play defense, and it favors combat tricks and the goad mechanic.
Opponents will think twice about attacking you lest they fall into Thantis’ web. It gives you three colors to play a spider deck, if you're really dying to play Dragonlair Spider.
#45. Dhalsim, Pliable Pacifist / Tadeas, Juniper Ascendant


A card from the Secret Lair x Street Fighter edition, Dhalsim, Pliable Pacifist brings reach-matters to the game (and yes, Dhalsim has the most reach from any SF character). This card adds “deal combat damage to a player; draw a card” to your creatures, which is available for cards like Edric, Spymaster of Trest.
Most creatures with reach are defensive in nature, like 1/2 or 2/4, so Dhalsim’s ability to make creatures unblockable based on their power makes sense in a reach deck. Or a deck featuring Spider Spawning and lots of 1/2 reach tokens. Tadeas, Juniper Ascendant is the Universes Within equivalent, and you just gotta appreciate the better-than-vigilance aspect of its first triggered ability.
#44. Arasta of the Endless Web
Arasta of the Endless Web has some things going for it. It’s a spider with reach that produces tokens whenever an opponent casts instants or sorceries, and it’s also an enchantment creature.
Arasta has an excellent rate and sees play in Commander decks that care about spiders along with enchantress-style decks.
#43. Ruric Thar, the Unbowed
Ruric Thar, the Unbowed saw some play out of the sideboard while in Standard. Vigilance and reach are a good combination for offense and defense, and they’re a massive inconvenience for your opponents.
It’s easy to set up your deck to play Ruric Thar with lots of creatures punish opponents for 6 damage when they cast noncreature spells. It's virtually a death knell against spellslinger decks.
#42. Colfenor, the Last Yew
Colfenor, the Last Yew is one of the most interesting Abzan commanders. Whenever a creature dies, you return a creature with less toughness than the creature that died.
Colfenor itself can bring a 6/6 from the graveyard to the battlefield, so you’re not even sad that it’s gone.
#41. Gemrazer
Gemrazer is an okay card on rate, but it’s best when it mutates. You add 4/4 with reach and trample for only 3 mana added to a Disenchant effect. It can be a solid green creature, and it’s a staple in mutate decks.
#40. Arboreal Grazer
This 1-drop is surprisingly powerful in a deck full of lands and has seen play in Standard and other formats, especially Modern Primeval Titan decks. You want 0/3 reach in ramp decks to survive the early game and ramp. However, Arboreal Grazer isn’t a good draw in the middle and late game.
#39. Nemata, Primeval Warden
Nemata, Primeval Warden is permanent graveyard exile for your opponents and gives you something to do with your Saprolings: draw cards! It has a good rate and can be played in Saproling EDH decks like Slimefoot, the Stowaway or Slimefoot and Squee.
#38. Toxicrene
As with all symmetric effects, the key is to benefit the most. You have 5-color lands, which is nice for commanders that are four or five colors and have trouble with mana fixing. You also hit lands from your opponents (like big-mana and utility lands).
Toxicrene adds all these features in a nice reach and deathtouch body.
#37. Finneas, Ace Archer
A popular choice in the Bloomburrow Standard rotation, Finneas, Ace Archer provides a fantastic pump for your Selesnya () creature-token decks. The vigilance and reach of this card may make you think of playing defensively, but this card is all about the attack. You can pump your token and rabbit creatures, and by the midgame gain a solid draw outlet to pair with cards like Caretaker's Talent.
#36. Webstrike Elite
Webstrike Elite is a solid support piece for green decks from the Aetherdrift set. A 3/3 creature with reach for 2 mana is good enough for any Limited set and some Constructed decks. The cycling ability is a welcome backup plan if needed, and you can destroy an artifact or enchantment and enjoy a nice cantrip. I decided to include this card instead of the similar Scrapshooter, just for the draw for yourself instead of an opponent.
#35. Ulvenwald Hydra
Ulvenwald Hydra is usually a minimum 7/7 with reach for 6 mana that fetches any land. It grows later in the game, fetches a good utility land at any time, and blocks fliers well with its reach.
#34. Titania, Voice of Gaea & Titania, Gaea Incarnate
Like a Yu-Gi-Oh! fusion monster, Titania, Voice of Gaea requires another creature to become super powerful. Evolving Wilds, Terramorphic Expanse and any fetch lands are so good when they can be brought back and used again. Each part of this meld benefits the other and keeps fliers at bay for a reasonable cost.
#33. Sylvan Primordial
Sylvan Primordial is banned in Commander for being very warping. You cast it, destroy up to three nonland permanents, and fetch up to three lands. It’s a big ramp effect and a destruction spell. It’s a seven-for-one in most cases.
You can destroy your opponents’ lands to “color hose” them and can clone Sylvan Primordial or flicker it for maximum value. This ban has effectively hampered its playability because it isn’t good enough to see play in other formats.
#32. Spider Manifestation
A mana dork that untaps itself if you spend lots of mana generates an unfair amount of resources, so many decks should be interested in Spider Manifestation regardless of reach. Fun fact: The ability can trigger at any time, so you could ambush a faerie if your opponent attacks into your open mana.
#31. World Breaker
World Breaker is expensive, but it’s very powerful if you cast it. You get to exile an artifact, enchantment, or land, and it can keep returning from your graveyard.
In time your opponents won’t have lands to fight back.
#30. Hierophant Bio-Titan
A 12/12 reach creature that can’t be blocked by creatures with power 2 or less is no joke. The catch is that Hierophant Bio-Titan costs 12 mana!
It comes with a cost reduction mechanic that requires you to take +1/+1 counters off creatures you control, so you're rarely paying anything near the full 12 mana to cast it.
#29. Dragon Sniper
1/1s with deathtouch are surprisingly powerful creatures; since they virtually always trade up, you can get at least some value. That goes triple for Dragon Sniper, which blocks almost anything and even gets to attack with vigilance. It’s perfect for Fynn, the Fangbearer and commanders that care about keyword soup.
#28. Polukranos Reborn
Finally, a hydra that makes your whole hydra commander deck feel like a Wurmcoil Engine, and gets close to a true mythical monster that requires a demigod to defeat. Lifelink is a rare punishment for anyone thinking they can sneak in a flying attack. Plus, a very high perk for GW decks, Polukranos Reborn gives you quick recovery from board wipes.
#27. Fecund Greenshell
Many of these reach creatures want you to “reach” a high number of lands each game. Fecund Greenshell especially wants to get tons of land onto the battlefield as quickly as possible. Once you reach the 10-land mark, your creatures will get a massive boost. Use this turtle’s trigger with cards like Loot, Exuberant Explorer or basic land fetch cards like Cultivate.
#26. Bonny Pall, Clearcutter
Bonny Pall, Clearcutter excels in the late-game. Once you’ve established your board and you’ve dealt with pesky opposing creatures, you can get two massive bodies for the price of one. The benefits can roll in immediately as this scout’s attack trigger can come from any of your elusive attackers. Draw cards and play lands so that Beau can become nice and massive.
#25. Ancient Greenwarden
Ancient Greenwarden is an impressive 5/7 reach that has synergies with lands. While it’s in play you get a free Crucible of Worlds effect, so you can play lands from the graveyard.
It also has synergies with cycling and commanders that care about lands like Tatyova, Benthic Druid and Omnath, Locus of the Roil.
#24. Sire of Seven Deaths
Aside from the creative use of “7” in this card, Sire of Seven Deaths can pack one heck of a punch. The seven keywords, including reach, can all work together to make this a defensive and offensive creature at the same time. This card works fantastically with massive commanders like Zhulodok, Void Gorger or commanders that play faster by reducing casting costs like Animar, Soul of Elements.
#23. Railway Brawler
Railway Brawler is a superb card for +1/+1 counter decks. This card doubles the power of your creatures by giving them counters as they ETB. This card for sure will draw the removal spells from your opponents as soon as they can cast them. If you can protect this card for a few turns, you should be able to play some massive creatures, plus you can plot it a turn early to set up some explosive plays.
#22. Wildgrowth Archaic
Wildgrowth Archaic is a neat multicolor payoff that more or less gives your creatures converge. But don’t be afraid to run this in one or two color decks; the baseline of a 2-mana creature that puts +1/+1 counters on everything you play after is pretty solid.
#21. Spinner of Souls
Spinner of Souls packs a lot of value into a 3-mana card. The stats are great, and reach gives it defensive capabilities. On top of the solid body, the death trigger that cares about your nontoken creatures provides a huge creature advantage in your hand. Trading creatures or even using your creatures as sacrifice fodder provides huge upsides. You’re consistently getting creatures into your hand, which makes this reach creature quite valuable.
#20. Ishkanah, Grafwidow
Here's one of the few viable spider commanders. Ishkanah, Grafwidow saw heavy play in Standard delirium decks as a midrange threat that’s almost never alone.
It’s easy to set up delirium in decks that want to, and you can have a win condition based on the number of spiders you have, making Iskkanah a solid delirium commander.
#19. Avatar of the Resolute
Avatar of the Resolute is solid by itself and adds two green devotion if needed. It’s best in decks full of +1/+1 counter synergies, like Hardened Scales decks where it’s a mighty 2-drop.
#18. Zacama, Primal Calamity
I wanted to rank Zacama, Primal Calamity higher because it’s so powerful and one of the best dinosaur commanders. It’s huge and generates a lot of value, but 9 mana is a heavy cost.
This is a powerful dinosaur and mana sink, and you want all the cost reductions and dino synergies alongside this card.
#17. Mister Fantastic
Wizards has decided that Mister Fantastic is a card draw engine, which makes sense as drawing cards often correlates with the accumulation of knowledge. This is a great commander: You get a four-color commander and cheap card draw with a vague enough restriction that you can do whatever you want, from artifacts to control to enchantress.
#16. Zopandrel, Hunger Dominus
Reach creatures are often ones that play defense better than offense, but what launches Zopandrel, Hunger Dominus up this ranking is the sheer amount of stats you’ll get every combat. Tack on a no-mana option to protect this hungry horror commander and any attack and blocks by your opponent are going to be horrible.
#15. Annoyed Altisaur
Annoyed Altisaur sees play in Pauper ramp decks as one of the best things you can do in the format. A huge creature with reach, trample, and cascade is certainly worth paying 7 mana for even if it’s countered.
Pauper is a format that lacks top end, and Annoyed Altisaur certainly helps.
#14. Mister Fantastic, Reed Richards
Lands always matter, but with Lumra, Bellow of the Woods, they can really matter! This card works so well as the commander of a Standard Brawl deck or as a support piece in a reanimate deck. The 6-cost mana value is no problem for a deck focused on lands or slow pacing, and the upside of a huge body and landfall triggers is incredible.
#12. Shifting Ceratops
Shifting Ceratops is a nightmare for blue control players because it can’t be countered or answered by blue. It mostly shines in dinosaur decks and out of the sideboard against blue decks. Reach prevents your pesky blue opponents from flying above it and racing.
#11. Silklash Spider
Let’s be real, reach is not the reason a card gets added to your deck (unless you're building Dhalsim, Pliable Pacifist). The real reason you’ve searched up the best reach creatures is that you want an answer to annoying fliers. Silklash Spider is one of the best answers you can have without playing the flying game yourself. This smooth spider has a great board wipe as an activated ability which should never be underestimated. You can finally answer “No” to those blue players with birds, drakes, and spirits.
#10. Halana and Alena, Partners
Halana and Alena, Partners generates lots of value while on the battlefield and must be answered almost immediately. Putting (at least) two counters on a creature each turn is strong, doubly so if the creature has a relevant ability like lifelink or trample.
Halana and Alena sees Constructed play in decks like Gruul () and Naya () midrange, and it's indefinitely legal in Standard thanks to its printing in Foundations. It’s also a nice addition to EDH +1/+1 counters-based decks.
#9. Six
Away from its bond with Wrenn, Six is a 3-drop with defensive capabilities and a self-sustaining recursion ability. When Six attacks you can return a land to your hand from your graveyard. This will help you cast other permanents with this card's retrace ability. As is the case in many forests and trees, this ability is a solid recycling of resources.
#8. Stonecoil Serpent
Stonecoil Serpent is a pushed card, and it’s so flexible with lots of applications. It blocks multicolored creatures and commanders all day, dodges multicolor removal, can be a 0-mana artifact spell if needed.
#7. Vorinclex / The Grand Evolution
Vorinclex is a green ramper’s dream card. You can get a big threatening body that fetches two forests to your hand and a chance to transform it into a bomb saga. The mana value should ensure this card fits well into most big green decks. Vorinclex with a commander like Agatha of the Vile Cauldron is just a sample of the upside this card can provide.
#6. Sab-Sunen, Luxa Embodied
Reach, trample, and indestructible? Sab-Sunen, Luxa Embodied works as a defensive and offensive piece and a solid Simic () card draw option. This 5-mana god has a slight hindrance in its requirements for attacking and blocking, but the card draw and sometimes giant body is tremendous. Play this card with confidence and just watch out for exile effects and tricky proliferation tech.
#5. Titan of Industry
Titan of Industry showed its face in its Standard and Explorer/Pioneer as a good reanimator and ramp target. It’s too much value and flexibility as a massive 7/7 reach with a 4/4 trample buddy, but you can choose between other modes. The shield counter also gives it further stabilizing power, which is nice on an expensive play.
#4. Elder Gargaroth
The only downside to Elder Gargaroth is that “it dies to Doom Blade.” It needs to attack or block once to provide card advantage, but it’s a nightmare against aggro and midrange decks because it’s massive and lets you choose between life, a creature, or a card.
#3. Cavalier of Thorns
Cavalier of Thorns is a threat that's hard to answer, gives you a land, and adds three devotion to green in a mono-green deck. Its huge body defends planeswalkers quite well, and you can’t even fly past it! Ramping into Cavalier of Thorns is usually a good plan.
#2. Robber of the Rich
It’s often forgotten that Robber of the Rich has reach because it’s too busy attacking to block fliers. This card is one of the best 2-drops for aggressive red decks, and it’s seen plenty of play in Explorer, Pioneer, Cube, and elsewhere.
It can also give you card advantage while attacking. This is one of those creatures that snowballs the game if left unanswered.
#1. Endurance
As with all cards from the Modern Horizons II elemental cycle, Endurance sees heavy play. A 3/4 with flash and reach is good already, and this gives you graveyard hate to curb others decks in Modern that rely on the graveyard, from Arclight Phoenix to Living End and dredge.
Is Reach the Same as Flying?
No, reach isn’t the same as flying. Reach applies only while blocking to allow a non-flying creature to block a flying creature. A creature must have reach before blockers are assigned. The main difference is that reach does nothing on offense.
You can give your creature reach at instant speed after attackers are declared so that your opponent walks into your trap with their flying creature.
Can You Block a Creature with Reach?
Yes, you can block a creature with reach without a problem. Reach doesn’t make a creature unblockable or only blockable by creatures with flying. There’s an unnamed mechanic in MTG nicknamed “high flying” on cards like Welkin Tern, which applies to fliers that only block other fliers.
Wrap Up

Titan of Industry | Illustration by Lucas Staniec
Reach is evergreen in MTG, so players will always get new reach cards. Most of them are common for Limited play, but reach is an easy way to juice up a rare or mythic meant for Constructed.
Which are your favorite reach cards? Do you play reach matters and spiders in your EDH decks? Let me know in the comments below or join the discussion in the Draftsim Discord.
I hope you enjoyed this. To quote a certain wooden sheriff: “Reach for the sky!”
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