Hello everyone! I'm Levi from The Thought Vessel Show, and today we're diving into some of the best political cards in Commander. These are cards that manipulate your opponents' choices--prompting them to act against another player or, perhaps, leave you alone. While there's some overlap between political cards and group hug strategies, many effects on this list won't typically show up in group hug decks. With that said, let's start with our honorable mentions.
Honorable Mentions
Orzhov Advokist
This effect is relatively unique, though new cards like Noble Heritage are expanding its niche. Growing your creatures while potentially buying a few turns of protection is fantastic. However, since the choice lies with your opponents, you'll need a backup plan if they decline and turn their now-buffed creatures against you.
Edric, Spymaster of Trest
Though often seen in high-power or cEDH circles, Edric uniquely encourages combat. This creates a "fear of missing out" dynamic: if opponents hold back blockers or attack you, others will surge ahead in card advantage. Granting opponents this much card draw is risky, though, so your deck needs to capitalize on every card they draw.
The Top 10 Political Cards in Commander
10. Council's Judgment
In today's meta, where Ward, Protection, and Hexproof are common, having a way to remove threats without targeting is invaluable. While it's most effective when there's a clear and obvious problem on the board, it also sparks table discussions and can reveal what each player views as their biggest threat. I find it also puts you in the light of an ally for a while since you "assisted" in removing a threat or two.
9. Mathis, Fiend Seeker
Incentivizing removal away from your board is always welcome. Every turn, Mathis places a bounty counter on a creature. When that creature dies, everyone but its controller gains life and card advantage. This deters attacks against you, incentivizes opponents to deal with each other, and generates value along the way.
8. Assault Suit
What's more political than literally handing your creatures over to opponents for combat? With Assault Suit, your strongest creature cycles through opponents, escalating the game's pace. As seen in Slicer or Alexios decks, this strategy can generate chaos. Importantly, if you want to withhold help from a player who's too far ahead, you can simply decline to lend them the creature.
7. Scheming Symmetry
This card shines in dire situations. Let's say someone is about to win on their next turn. You can ask the table if anyone has an answer. If they don't, you can propose finding one with Scheming Symmetry. While helping another player tutor for a solution, you also secure a key card for yourself, setting the stage to become a threat later.
6. Humble Defector
This card thrives on negotiation. If you convince an opponent to pass it back after using it, you effectively recreate the Wedding Ring. If multiple players agree, you'll amass a significant card advantage by passing the defector back and forth between them as they return it. If opponents wise up to your strategy, you can simply use Humble Defector yourself and then remove it with targeted removal or a board wipe.
5. Curse of Opulence
A "fear of missing out" card for mana generation, Curse of Opulence incentivizes attacks on the enchanted player by offering attackers a Gold token. And here's the kicker: you get one, too. This can lead to massive profits in Gold tokens, as players clamor to capitalize on the value.
4. Duelist's Heritage
Most players interpret this as a way to grant double strike to one of their creatures during combat. However, it triggers on every turn, including your opponents'. By offering double strike to their creatures when they attack someone else, you can significantly amplify the damage output--and potentially forge alliances.
3. Shadrix Silverquill
With three abilities to choose from, you'll almost always find an option to "gift" an opponent with minimal drawbacks. For instance, you can distribute +1/+1 counters to an opponent whose board was just wiped. Alternatively, offering card draw or blockers in exchange for favors can strengthen alliances while bolstering your own position.
2. The Second Doctor
Few cards encourage opponents to leave you alone as effectively as The Second Doctor. Players are rarely willing to decline its draw ability, fearing they'll fall behind. This keeps you safe about 90% of the time. By avoiding early-game damage and maintaining a healthy life total, you position yourself for a decisive endgame.
1. Kenrith, the Returned King
Kenrith is the ultimate political powerhouse. Even in a deck built primarily around lands and ramp, his five activated abilities can dictate the flow of a game. From granting haste to allies, offering life gain in exchange for favors, or even reviving a creature in return for a promise of non-aggression, Kenrith thrives on deal-making. And if the table grows tired of your negotiations, his inherent value generation can easily close out the game.
And there you have it! These are some of the most political cards in Commander, though there are plenty more to explore. In my opinion, every Commander player should have at least one political or psychological deck in their arsenal. It's a refreshing change of pace to play the players rather than just the cards. Until next time, happy political gaming!