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Top Sorceries from 2025 for Commander

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If creatures, artifacts, and enchantments are the engines of Commander, sorceries are the moments that make the table sit up straight. They're the big spells that don't just advance your game plan and shift the mood of the pod soon as it resolves.

That's especially true of this year's release as 2025 delivered an impressive spread of sorceries that feel so impactful. These are the kind of spells you cast once and immediately understand why they earned their slot. Let's take a look.

Full Throttle

Full Throttle

From Aetherdrift

Extra combat spells already have a strong pedigree in Commander, but Full Throttle pushes that concept into overdrive. Two additional combat phases is no joke, especially when your creatures untap at the beginning of each combat. Dealing damage isn't the only upside because this is also about re-triggering attack abilities and turning one aggressive board into a lethal sequence.

In decks built around combat triggers, this sorcery often represents a decisive turn rather than incremental value.

Good with commanders like:

Spectacular Pileup

Spectacular Pileup

From Aetherdrift

Board wipes are a staple of Commander, but Spectacular Pileup takes a different approach. First, it strips indestructible from creatures and Vehicles, then it destroys them all. That sequencing matters, and it cleanly answers boards that would otherwise shrug off traditional sweepers. Traditionally, the way to deal with indestructible creatures were with exile spells like Merciless Eviction and Farewell but Spectacular Pileup costs 1 mana less... which in Commander can mean surviving a turn earlier.

The cycling option also gives it flexibility in games where a wipe isn't needed yet. Spectacular Pileup earns its slot by being both a reset button and a redraw when timing isn't right.

Good with commanders like:

Nature's Rhythm

Nature's Rhythm

From Tarkir: Dragonstorm

Nature's Rhythm is a tutor to the battlefield that can also be cast a second time from the graveyard. Searching for a creature with mana value X or less already makes it flexible, but Harmonize pushes it into powerful territory by letting you cast it again from the graveyard using creature power as fuel.

This sorcery rewards decks that play creatures with great enters the battlefield abilities.

Good with commanders like:

Nibelheim Aflame

Nibelheim Aflame

From Magic: the Gathering - Final Fantasy

Nibelheim Aflame is both a board wipe and a card draw spell, depending on how and when you cast it. Choosing one of your creatures to deal damage equal to its power to all others creates asymmetrical blowouts in decks built around large threats. Casting it from the graveyard and refilling your hand afterward turns it into a massive swing turn.

When it works, it clears the board, refuels your hand, and leaves you ahead on both resources and tempo.

Good with commanders like:

Suplex

Suplex

From Magic: the Gathering - Final Fantasy

Suplex is efficient, and brutal. It removes a creature and exiles it if it would die, or it exiles an artifact outright. That flexibility makes it valuable in a wide range of pods, especially those heavy on recursion or artifact synergies... or that one player who likes playing Theros gods.

While it may not look flashy compared to some of the other spells on this list, Suplex earns its place by solving problems permanently. In Commander, that matters more often than not.

Good with commanders like:

Zero Point Ballad

Zero Point Ballad

From Edge of Eternities

Zero Point Ballad is a sweeper that scales with the game. Destroying all creatures with toughness X or less already gives it flexibility, but the life loss and reanimation clause at higher values turns it into a devastating swing spell.

In the right deck, this sorcery clears the board and brings back your best threat in one motion. It rewards careful math and punishes overextension.

Good with commanders like:

Space-Time Anomaly

Space-Time Anomaly

From Edge of Eternities

Milling cards equal to your life total is an outrageous effect, and Space-Time Anomaly fully embraces it. This sorcery doesn't nibble at libraries. It removes massive chunks in one shot, especially in decks that gain life aggressively.

It's a finisher in mill decks and a setup spell in graveyard-focused strategies. Either way, it warps the game the moment it resolves.

Good with commanders like:

Behold the Sinister Six!

Behold the Sinister Six!

From Marvel's Spider-Man

Returning up to six different creatures from your graveyard to the battlefield is exactly as powerful as it sounds. Behold the Sinister Six! doesn't care about mana value, only uniqueness, making it one of the strongest mass reanimation spells printed this year.

This is a table-shifting sorcery. It rebuilds boards instantly and often forces opponents to answer immediately or lose.

Good with commanders like:

Avatar's Wrath

Avatar's Wrath

From Avatar: The Last Airbender

Avatar's Wrath is a control spell disguised as a reset button. Exiling all creatures except one, then restricting opponents from casting spells outside their hands until your next turn, creates a dramatic pause in the game.

This sorcery freezes momentum and gives you a full turn cycle to capitalize.

Good with commanders like:

Sorcery Supreme

Sorceries occupy a unique space in EDH. You don't cast them often, but when you do, the table remembers it. This year's releases leaned into that philosophy, delivering spells that feel worth the mana, the timing, and the risk. Strong sorceries make for great gameplay moments. And in Commander, those moments are everything.

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