One of the most satisfying things about this year's releases is how generous they were to Commander players who care deeply about enchantments in their 99. Honestly, enchantments as a card type hold a special place in my deck-builder's heart because they make the decks you already enjoy playing better at doing what they do. No matter what style of Commander you gravitate toward, this year delivered enchantments that slot directly into the 99 and immediately justify their inclusion.
That's the focus here. None of these enchantments are meant to define a deck's identity on their own. They aren't asking to be built around from scratch. They're multipliers, stabilizers, and accelerants that reward good sequencing and solid deck construction. Without further ado, let's look at the enchantments that earned their place among the year's best.
Terrasymbiosis
Terrasymbiosis is one of those enchantments that makes you wonder how often it's going to trigger before opponents start checking the text again. Turning +1/+1 counters into card draw is already strong. Limiting it to once per turn keeps it reasonable because you can draw more than one card from that one instance.
This enchantment shines in decks that grow creatures incrementally. It rewards steady play patterns where counters are added every turn through attacks, abilities, or end steps. You don't need to go all-in on counters to justify it either. As long as your deck regularly places +1/+1 counters, Terrasymbiosis becomes a consistent source of advantage that scales naturally as the game goes longer.
Good with commanders like:
- Atraxa, Praetors' Voice because proliferating counters also fuels repeated card draw.
- Halana and Alena, Partners where distributing power counters directly converts into cards.
- Vorinclex, Monstrous Raider doubling counters means you hit the draw ceiling immediately.
Firebender Ascension
Firebender Ascension rewards aggression, plain and simple. It gives you an immediate attacker on entry, then starts tracking how often your attacking creatures trigger abilities. Once it reaches four quest counters, it copies those triggered abilities and even lets you choose new targets for the copy.
This enchantment scales frighteningly fast in decks built around attack triggers. It doesn't require fancy sequencing or combo lines. You simply attack, do what your deck already wants to do, and Firebender Ascension amplifies the result. The longer it stays in play, the more difficult it becomes for opponents to keep up with the value you're generating.
Good with commanders like:
- Isshin, Two Heavens as One since doubling attack triggers accelerates quest counters and copied effects.
- Wulfgar of Icewind Dale where copying attack triggers stacks into massive combat turns.
- Fire Lord Azula a thematic pairing yet still strong.
Frostcliff Siege
Frostcliff Siege is flexible in exactly the way Commander decks appreciate. When it enters, you choose between Jeskai or Temur, and each option reinforces a proactive game plan. Jeskai rewards successful combat with card draw, while Temur turns your board into a hasty, trampling force that demands immediate answers.
What makes Frostcliff Siege stand out is how well it supports decks that want to stay on the front foot. It doesn't ask you to hold back resources or wait for a perfect moment. You play creatures, turn them sideways, and get rewarded either with cards or pressure. In either mode, the enchantment encourages you to keep advancing the game rather than stalling it.
Good with commanders like:
- Elsha, Threefold Master as she likes getting rough in combat.
- Surrak Dragonclaw making haste and trample core to the strategy.
- Maelstrom Wanderer maximizing immediate board impact.
Impostor Syndrome
Impostor Syndrome is one of those enchantments that immediately makes the table nervous once it resolves. Any time a nontoken creature you control deals combat damage to a player, you get a nonlegendary token copy of it. That means extra ETBs, extra static abilities, and extra bodies without worrying about the legend rule.
This enchantment rewards decks that can reliably connect in combat. It doesn't need infinite loops or complex setups. One clean hit can snowball into an overwhelming board presence. Over time, Impostor Syndrome turns single threats into armies and forces opponents to respect every attacker you send their way.
Good with commanders like:
- Yuriko, the Tiger's Shadow where evasive attackers reliably generate copies.
- Raffine, Scheming Seer as connive turns copied creatures into real threats.
- Najeela, the Blade-Blossom multiplying combat pressure without extra mana.
Sothera, the Supervoid
Sothera is an enchantment that fundamentally changes how the table evaluates creature deaths. Whenever one of your creatures dies, each opponent must exile a creature they control. That alone creates brutal pressure, especially in sacrifice-heavy decks. If the board empties out, Sothera sacrifices itself and brings back one of the exiled creatures under your control with extra counters.
This enchantment excels in decks that already expect creatures to die. It turns normal sacrifice patterns into forced attrition and makes every trade hurt more for your opponents than it does for you. Over multiple turns, Sothera can completely reshape the battlefield and leave you as the last player standing with meaningful resources.
Good with commanders like:
- Korvold, Fae-Cursed King where sacrifices already fuel draw and growth.
- Teysa Karlov doubling death triggers accelerates the pressure dramatically.
- Yawgmoth, Thran Physician a mono-black aristocrats powerhouse.
Unstoppable Plan
Unstoppable Plan does exactly what Commander players hope it will. Untapping all nonland permanents at the beginning of your end step means you effectively get to use your board twice every turn cycle. Mana rocks, activated abilities, and tap effects all become significantly stronger the moment this enchantment hits the battlefield.
This card doesn't need protection to justify itself. Even one full turn with Unstoppable Plan in play can generate a massive advantage. Decks that rely on activated abilities or artifact synergies will feel the difference immediately.
Good with commanders like:
- Urza, Lord High Artificer where artifacts become enormous mana sources.
- Shorikai, Genesis Engine enabling repeated activations every turn.
- Kinnan, Bonder Prodigy doubling down on acceleration and value.
Enchanting End to the Year
The year 2025 delivered powerful supporting pieces that strengthen existing strategies. These enchantments reward players for committing to a plan, sequencing carefully, and understanding how their decks generate value over time.
Strong enchantments in the 99 age well. They move easily between decks, reward experimentation, and give players more tools to express how they like to play Commander. This year's enchantment design embraced that philosophy fully, and for anyone who values the depth and flexibility of the format, that's a very good thing. I cannot wait for the new designs for enchantments as we head into 2026!










