Hello happy Commander fans! Boy do I have your fun stuff today with the top 5 cards for split cards for Commander. Last week I looked at Modal Spell // Lands with two options and a few weeks ago I did Top Rooms for Commander which put me in dual moods. This list is just for split cards, no aftermath ones. They'll take one spot in your deck, but serve two functions!
Honorable Mention #1. Order // Chaos
This Boros colored answer / problem is a tight instant speed package, which you can add to a Sunforger. The White speed one exiles an attacker, the red side is a better Falter effect for another mana, nothing can block. This is removal or win con whichever is needed more!
Honorable Mention #2. Flower // Flourish
Everyone loves them some mana land grabbing, enter this hybrid one-drop sorcery that will tutor for a basic Forest or Plains and put it in your hand, or you can pump your team for +2/+2, no evasion, for six mana, this is really all about that studly first one that can get Forests with White mana, or vice versa. And if you draw it later, you still have value.
Honorable Mention #3. Ready // Willing
One of the best combat tricks for Commander is next! This fusible three mana for two White color combos is only in those three or more colors, but it's worth it since you can untap them, give them indestructible, deathtouch and lifelink too to trade up with big stuff you chump blocked keep them alive, and gain some life and don't forget you untap so they might attack you all out since you attacked and now? You'll wipe out and survive their counter attack.
Honorable Mention #4. Bound // Determined
This Simic or Golgari colored spell is next, and it's an instant. The Simic half costs two, is a cantrip, and then your stuff cannot be countered this turn by spells and abilities. Love that as a surprise or to guarantee a combo resolves. The five-mana Golgari one will sac a dork and Regrowth cards equal to its colors, so with a three-color Commander that's three cards you'll return. We know how much casual and Commander fan love their recursion...great combo right? Be honest, you forgot this existed...it's okay I won't tell anyone!
#5. Beck // Call
Another fusing spell, this time at sorcery speed. The Simic two cost here too, will draw a card each time a dork ETBs this turn, for two mana. Note those can be tokens! Then you have the six cost Azorius colored to make four 1/1 flying Birds to trigger this four times for card draw for sure! Since this is Bant colored, it's in mana ramp color of Green for the Call half to be reliably cast. Love it early, midgame or late.
#4. Expansion // Explosion
This Izzet only spell is next! The two cost hybrid any color will Fork an instant/sorcery spell that's cheap! Then the X spell with a rough four mana intro will deal damage to a target and draw those cards too, so it combines Stroke of Genius with Blaze. Either side works very well in Spellslinger, Burn, and note the copy doesn't have to be yours. Love this loads!
#3. Supply // Demand
Another Bant split card, this time with an Azorius three cost that tutors for a multicolored card to your hand, and then the Selesnya is an X spell to make X Saproling tokens as a win con. Win con or tutor on one card slot is awesome possum!! You forgot this too...amiright? It's okay this is a judgment free zone.
#2. Crime // Punishment AND Life // Death
Next are these Golgari colored recursion spells! The Orzhov Crime will recur an enchantment or dork from a foe's graveyard to your battlefield. Love this with multiple enemies in Commander. Punishment will destroy X costed artifacts, dorks and enchantments. Note does not read "or less," just the X. The Life costs one and animates your lands into 1/1s to win a game out of nowhere, and Death costs two and is a Reanimate but not your foe's stuff, yours.
#1. Fire // Ice AND Wear // Tear AND Pure // Simple
Let's finish with this trilogy of cheap removal options! The Izzet one costs two and will tap anything and draw, so their land upkeep is great, or their blocker. The Boros colored one has three mana total, fuse, and will Shatter for two and Demystify for one. The Naya colored sorcery will destroy a multicolored permanent for three like Commanders or all Auras and Equipment for three too, so it's mass removal. Both it and Wear // Tear can take out multiple staff and really take out annoying Equipment like Lightning Greaves or Swiftfoot Boots on their Commander, but yours too.
There we go! I hope that you enjoyed this look at the top cards for Commander that are split and can be played either half, or fused for those. This adds flexibility from one card slot. What are yours, what did I miss? Let me know!