Hello everyone! I'm Levi from The Thought Vessel Show, and this week we're looking at the best humans in the entire commander format. As this particular type is quite deep, this may be my most challenging list to date. To qualify for this list, I'm looking for three things. First is the impact on the game. We want power. Second is ubiquity. We want cards that are so good they can be slotted into any deck without needing to fit a specific theme or be in the command zone. Finally, if the card is known more for being another creature type, like warrior, it won't be included on the list (sorry Najeela). As always, let's begin with our honorable mentions.
Honorable Mentions
Eternal Witness: In past years, this type of effect would definitely be in the top ten. Since we have many more options for recursion these days, this card has slipped a bit. However, this effect on an enter-the-battlefield ability is very strong, especially if you can loop this ability.
Professional Face-Breaker: Ramp is an essential part of commander, as is card advantage. Professional Face-Breaker provides both. In other lists, this card would absolutely make the top, but humans are just way too deep to include it here.
Speaking of the top ten, let's jump right into it.
Number Ten
Dualcaster Mage: Dualcaster Mage is a Swiss army knife. Extra card draw, removal, ramp, etc.--this card can do it all. Not to mention, with cards like Twinflame, you can create an infinite hasty army that will close out the game. A great piece of tech with this card is to copy a counterspell on the stack to counter it right back.
Number Nine
Spellseeker: Tutors are always powerful in the commander format. Tutors that come on a body as an ETB effect are even more powerful. Spellseeker is no exception. Upon entry, grabbing cards like Counterspell, Dramatic Reversal, or even Cyclonic Rift can spell doom for opponents. Most games I've been in, this card is used to find either a combo or protection for your combo. Either way, I think it's a great card.
Number Eight
Recruiter of the Guard/Imperial Recruiter: Speaking of tutors, we have Imperial Recruiter and Recruiter of the Guard. These cards let you get a creature with power/toughness 2 or less. Fortunately for the controller of these cards, there's a lot of broken stuff you can grab that has power/toughness 2 or less. Some examples might be Dockside Extortionist, Kiki-Jiki, Mirror Breaker, Esper Sentinel, and Glen Elendra Archmage. The list goes on and truly helps your deck reach its potential.
Number Seven
Serra Ascendant: Of all the cards on this list, I think this one, in particular, has the most valid argument for being banned. This card should match the newer cards and state, "if you have ten more life than your starting life total," but instead, we get a one-mana turn one 6/6 flying lifelink creature. Though it may not be enough to win on its own, if left unchecked, it can put a player so far ahead it can be difficult to blow the lead.
Number Six
Sakashima of a Thousand Faces: A partner that can be in your command zone, becomes a copy of your best creature, and turns off the legend rule? Count me in! Any commander deck that has blue and cares about its commander would be wise to include this powerful card.
Number Five
Esper Sentinel: Ah yes, Rhystic Study at home. As far as white goes, this is one of the best card draw options out there. Bonus points if you can play this card in a +1/+1 counter deck, making paying for Esper Sentinel impossible.
Number Four
Chulane, Teller of Tales: Chulane is one of the most broken commanders in the game today, but even in the 99 of any deck that wants to be casting creatures, it is potent. The fact that the land you play comes in untapped can lead to insane turns or setups. This is especially true if you have landfall synergies like Lotus Cobra or Tireless Provisioner.
Number Three
Drannith Magistrate: Though this card is a lightning rod for removal, it is not without justification. The ability to stop your opponents from casting spells from anywhere other than their hand also includes command zones, meaning this card will hard lock out all opposing commanders from being cast. Powerful and brutal!
Number Two
Opposition Agent: Wizards has done very little in the way of punishing tutoring in Magic, but this card is definitely a problem. This card drastically alters how people play simply by knowing there's a slight chance an opponent might have it.
Number One
Urza, Lord High Artificer: If you were looking at cards that literally do everything for you, this card would be on every single list. Upon entering the battlefield, you get a construct creature that Urza can tap for mana with every other artifact you control. This turns treasures and clues into mana rocks. On top of that, the five-mana activation for free spells can combo for a win and pull off massive spells. This creature can do it all, making it our top human in the commander format.
And there you have it! These are the top 10 Humans in all of Commander. I hope you have enjoyed the list and maybe even found a new pet card. Until next time!