Hello everyone! I'm Levi from The Thought Vessel Show, and today we're diving into one of my absolute favorite types of spells in all of Commander: modal spells. We'll be ranking the Top Ten Modal Spells in the format!
For this list, we're focusing on spells that allow you to choose one option from a set of effects. Cards like Farewell don't qualify because they let you select multiple options. Additionally, modal abilities that can be repeated, like those of Hullbreaker Horror, are excluded. The effects must occur on cast for a one-time use.
With those ground rules set, let's begin with some honorable mentions.
Honorable Mentions
Untimely Malfunction
The flexibility of this spell is impressive, making it rarely a dead card in hand. Preventing blockers can enable significant damage to go through, deflecting a targeted spell can handle problematic permanents, and at worst, you can destroy an artifact. Its versatility earns it a mention.
Abrade
While not as essential in decks with access to Black or White's removal suite, Abrade shines in mono-Red. It can deal with smaller creatures like Esper Sentinel or certain commanders while also offering reliable artifact removal. This dual-purpose utility ensures it's never obsolete.
Steel Sabotage
This card can be both offensive and defensive. You can counter or bounce an opponent's artifact spell, or you can save your own artifact by bouncing it to avoid spot removal or a board wipe. Its flexibility earns it a spot here.
Though we have some wonderful cards in the honorable mentions, we can go even stronger with our top ten.
10) What Must Be Done
This card provides incredible utility, whether you're ahead, behind, or trying to break parity. It can clear the board of creatures when you're in a tough spot. On the other hand, if you're ahead, the option to bring back a creature from your graveyard is invaluable. I've closed games by reanimating heavy hitters like Elesh Norn, Grand Cenobite.
9) Archmage's Charm
While the triple-Blue cost can be demanding, the versatility is worth it. Countering a spell, drawing two cards, or stealing a mana-value-1 nonland permanent--especially a turn-one Sol Ring--can dramatically shift the game in your favor.
8) Dawn Charm
This charm is a hidden gem. Regenerating a creature can be gamesaving against removal, and preventing combat damage is excellent when you're facing aggressive strategies. Its utility makes it a reliable inclusion in many decks.
7) Naya Charm
Few cards on this list can close out games as effectively as Naya Charm. While its removal and recursion options are great, tapping down all creatures controlled by a player can open them up to a devastating attack from the entire table--or prevent them from attacking you.
6) Split Up
This spell is a master of board manipulation. By dividing creatures into tapped and untapped groups, it can function as a one-sided board wipe, leaving your opponents without their best creatures while keeping your board intact. All of that for only three total mana.
5) Return of the Wildspeaker
A powerful finisher, this spell can pump your non-Human creatures by +3/+3 at instant speed, often pushing damage into lethal territory. Alternatively, it can draw you a massive number of cards to maintain pressure in the midgame.
4) Reverse the Polarity
One of the few counterspells that handles all spells on the stack, this card is excellent against storm decks like Grapeshot. I've had success using it in my Malcolm, Keen-Eyed Navigator/Sakashima of a Thousand Faces deck to clear blockers and trigger Malcolm's abilities for maximum value.
3) Rakdos Charm
A potential game-ender, Rakdos Charm is the bane of token decks. Dealing one damage per creature can eliminate players outright. Add in artifact removal and graveyard hate, and you've got a versatile charm for any deck.
2) Boros Charm
This card is a staple for good reason. Making your permanents indestructible can protect your board from wipes or allow you to cast something devastating like Armageddon safely. The ability to give a creature double strike has ended countless games, and the option to deal 4 damage out of nowhere catches opponents off guard.
1) Archdruid's Charm
It's hard to find a Green deck that wouldn't benefit from this spell. For three Green mana, you can tutor any creature to your hand, put a land into play tapped, buff a creature while removing an opponent's, or exile an artifact or enchantment. The sheer versatility and power make it the top modal spell in all of Commander.
And there you have it--the top ten modal spells in Commander! These cards can slot into many decks seamlessly and provide unparalleled flexibility. I encourage you to test them out and see which ones work best for you.
Until next time, happy gaming!