Pull Through the WeftPull Through the Weft | Art by Andrew Mar
The pace of Magic releases and the sheer volume of new cards makes it a bit overwhelming to keep track of all the cards that you might want to consider for your Commander decks. Sure, we're all very aware of the flashiest, hottest cards that everyone is excited about; but what about the rest?
To assist in this challenge, I have examined each and every card released in 2025 after Final Fantasy and pulled a list of cards your eyes may have glazed over when scanning the previews a while back. These cards deserve a second look if you aren't already excited about them!
If you missed out on Part 1 of this series, highlighting a bunch of cool new cards from the first half of 2025, be sure to check it out here.
Famished WorldsireFamished Worldsire
When Edge of Eternities was released, Landfall fans took note of the explosive potential of Famished WorldsireFamished Worldsire - it's possible to bring a lot of lands onto the battlefield all at once!
But with the release of Avatar: The Last Airbender and the introduction of the earthbend ability, this card deserves a second look. Each land that has been activated with earthbend is basically a free sacrifice to the devour land ability. And if you're building a Toph, the First MetalbenderToph, the First Metalbender deck and all your random artifacts on the battlefield are also lands? Boom!
Mutinous MassacreMutinous Massacre
When I first started playing Commander, you always had to keep an eye out on the red deck once it got close to nine mana and you worried about the dreaded InsurrectionInsurrection. Mutinous MassacreMutinous Massacre gives a similar vibe, and while it's a little less bone-crunching offensive, there's neat choices involved in the resolving of the spell that makes it super-interesting.
Which creatures do you want the most dead, and which do you want to survive, either your own or your opponents that have a nifty attack or combat damage trigger?
One thing to keep in mind here is that it will untap your own creatures, so if you have ones that will survive the Massacre you can tap for some benefit and then have them available to attack or tap again. Something like Kiki-Jiki, Mirror BreakerKiki-Jiki, Mirror Breaker?
Astelli ReclaimerAstelli Reclaimer
There were a lot of cool designs with the warp ability, and Astelli ReclaimerAstelli Reclaimer is one of them. It's not incredibly splashy, and you can't abuse it with blink effects, but it's a workhorse of value.
If your deck really likes Sun TitanSun Titan, it will really like Reclaimer as well. Bonus points if you've got Angel or Warrior synergies.
Pull Through the WeftPull Through the Weft
I think people may have glazed over Pull Through the WeftPull Through the Weft thinking it a do-nothing five-mana sorcery, but in the right deck it will ramp you two lands and bring back to your hand two permanents from your graveyard.
It's notable that it doesn't have to have a full four targets to resolve; it's also notable that this spell doesn't exile itself like many of its ilk, so you could set up a value engine over multiple turns with this. If you enjoy slow, grindy value games of Commander, give this card a try!
Chorale of the VoidChorale of the Void
If your black deck has sacrifice engines, give Chorale of the VoidChorale of the Void a hard look even if you don't also have enchantment synergies. Of note, the creature you steal from defending player's graveyard doesn't die at the end of the turn, and it doesn't reanimate with a finality counter on it, so you could potentially sacrifice the stolen creature and then get them back again during the next attack step.
Speaking of which, think about chaining multiple attack steps together - imagine enchanting BloodthirsterBloodthirster with this!
Survey MechanSurvey Mechan
The activated ability of Survey MechanSurvey Mechan is a pile of value: drawing three cards, dealing three damage to any target, and gain three life. The activation cost is eye-popping at first - until you start to think about the decks you might want to run this in.
If you run a three or more color deck with plenty of color-fixing lands, it's going to be incredibly easy to shave this activation down to five, four, or even zero! Meanwhile, it's a 1/3 flier with hexproof, willing and able to pick up some Equipment and dome an open opponent's life totals.
Spider ManifestationSpider Manifestation
Spider ManifestationSpider Manifestation gives me vibes of Gwenna, Eyes of GaeaGwenna, Eyes of Gaea, which is an incredible card. Tapping for mana to cast a spell, and then untapping to either attack, block, or have mana up for another spell, is a ton of value for a two-mana creature. It basically reads "tap to cast and then untap each time you cast a cool spell."
I slammed a copy in my Raggadragga, Goreguts BossRaggadragga, Goreguts Boss deck immediately and have been slowly working it into other decks too.
Risky ResearchRisky Research
Risky ResearchRisky Research is a carbon copy of DiresightDiresight, which is an arguably better Read the BonesRead the Bones. If you listen to Uncle Dana Roach you know you probably don't run enough incremental card draw in your deck to smooth out your draws and keep the gas going.
So, like eating your vegetables, do the healthy thing and run Risky ResearchRisky Research along with others like it!
Rhino's RampageRhino's Rampage
For decks that don't have access to efficient pinpoint creature removal, running large creatures and fight spells is a solid option, and those decks get a great new one in Rhino's RampageRhino's Rampage.
You can't really get more mana efficient for the fight effect, but what really makes this shine is the opportunity to snipe a problematic artifact if you deal excess damage to the opponent's creature. Take out that SkullclampSkullclamp an opponent is drawing way too many cards from, or the Lightning GreavesLightning Greaves that's protecting an obnoxious creature from removal.
If you're running Liquimetal TorqueLiquimetal Torque you could even take out a creature or enchantment!
Skyward SpiderSkyward Spider
Skyward SpiderSkyward Spider isn't fancy, but it's packing a lot of value for just two mana. The ward makes it annoying for your opponents to deal with, and the fact that it gains flying when it becomes modified means it can continue clocking opponents' life totals even as they deploy defensive creatures.
If your deck is Equipment or Aura themed, check it out!
Future FlightFuture Flight
Flight of FancyFlight of Fancy was one of those cards that always played better than it looked. Four mana instinctively feels a bit too much to pay for the effect, but you typically want to play out your hand a bit before casting something like this anyway, so you'll have the mana. The card draw is another "eat your vegetables" way to keep your deck flowing, and the evasion is helpful.
Future FlightFuture Flight provides you with another copy of that effect, and makes your enchanted creature hit a bit harder, with the slight downside of needing two blue mana instead of one to cast.
Katara's ReversalKatara's Reversal
Katara's ReversalKatara's Reversal is another in a long line of powerful blue modal spells that we've been getting since Cryptic CommandCryptic Command. The day you can counter four spells and/or abilities and untap four target artifacts and/or creatures is going to be the stuff of post-game storytelling legend for years, but there are going to be so many times where having the flexibility of getting two or three targets out of this is going to be clutch.
Crystalline ArmorCrystalline Armor
If you're running Aura synergies, Crystalline ArmorCrystalline Armor is a great way to boost an attacker and push damage through, but I can see this getting played in decks that have creatures that could really use the trample and size boost.
Cards like Toski, Bearer of SecretsToski, Bearer of Secrets and Kutzil, Malamet ExemplarKutzil, Malamet Exemplar spring to mind.
And since you'd already be in green, chances are good you'll be playing a fair amount of land ramp.
Momo's HeistMomo's Heist
It's fun to get a ThreatenThreaten effect for artifacts, and Momo's HeistMomo's Heist's adds a little extra zip by breaking it (or rather, sacrificing it) at the beginning of the end step. This is another card that gets even better when you have a Liquimetal TorqueLiquimetal Torque on the battlefield.
We should all appreciate this as another solid answer to an opponent's The One RingThe One Ring!
SwampbendersSwampbenders
SwampbendersSwampbenders is a delightfully weird card, and a flavor home run from the Avatar: The Last Airbender show. What caught my eye with this is providing redundancy with Urborg, Tomb of YawgmothUrborg, Tomb of Yawgmoth to power up Cabal CoffersCabal Coffers outside of a mono-black deck.
Green is good at finding creatures and specific lands, so I can see SwampbendersSwampbenders helping to juice up terrifying land-centric decks.
Bison WhistleBison Whistle
Compared side by side with Herd HeirloomHerd Heirloom, Bison WhistleBison Whistle seems to fall short at first glance. Instead, think of this as an explore effect you can use each turn, but instead of putting a land into your hand upon resolution you put a creature in your hand, or mill the card into your graveyard.
Incrementally stocking your graveyard can be quite good in all sorts of strategies, and the mana cost to activate is quite low. If your deck happens to be playing Maskwood NexusMaskwood Nexus, suddenly this thing becomes quite powerful, putting creature cards from your library directly onto the battlefield.
Keep an eye out for cards from the upcoming Lorwyn Eclipsed and the likely return of cards with changeling, or something very much like it for more Bison WhistleBison Whistle shenanigans!
Spirit Water RevivalSpirit Water Revival
Magic fans don't get one-sided TimetwisterTimetwister variants every day, and I think Spirit Water RevivalSpirit Water Revival is one of the best we've seen in a long, long time. And this one doesn't make you discard your hand, you just shuffle your graveyard into your library, draw seven new cards, and then you don't have a maximum hand size for the rest of the game!
Sure, worst case scenario this might cost a whopping nine mana to cast for its full effect, but in practice that waterbend cost can be paid down outside of actual mana. In particular, random Equipment you have lying around can be tapped to pay for waterbend and no downside, and there are oddball artifacts like Howling MineHowling Mine that you might not mind tapping down on your turn.
If your blue deck runs Unwinding ClockUnwinding Clock then take a hard look at the various waterbend cards.
Airbender's ReversalAirbender's Reversal
I'm a huge fan of modal utility cards in Commander since game states vary so wildly from turn to turn and game to game, so Airbender's ReversalAirbender's Reversal immediately caught my eye. If your deck runs a lot of blink effects, this is an excellent addition to that strategy with the added flexibility of taking out a problematic attacker if needed.
But even outside of dedicated Blink decks, chances are opponents will be both attacking you and trying to destroy or exile your creatures, so this card is going to get a lot of opportunities to shine.
Bonus points if your creature has a valuable enters ability like Sun TitanSun Titan!
Enter the Avatar StateEnter the Avatar State
If you have a creature that is vital to stay on the battlefield for your strategy - or even just to live another turn - cheap cards that protect it are valuable. Enter the Avatar StateEnter the Avatar State is an excellent new option for exactly that: piling on a bunch of keyword abilities for one mana.
In particular I like this as a way to protect your attacker or blocker from pinpoint removal since gaining first strike and lifelink is going to be nice upside. Bonus points if your deck is playing with Lesson synergies!
Elemental TeachingsElemental Teachings
If your land-centric deck wants Realms UnchartedRealms Uncharted, it will most certainly run Elemental TeachingsElemental Teachings. It's always fun to have a little Fact or FictionFact or Fiction-like mini-game built into a card. What really stands out is this will (usually) ramp you two lands even if those lands are not exactly what you would have chosen yourself, and at instant speed!
Honest WorkHonest Work
I'm a big fan of Witness ProtectionWitness Protection in Commander since "humbling" a creature can sometimes be better than outright destroying it. Plus, it has the humorous ability of changing the enchanted creature's name to Legitimate Businessperson.
Honest WorkHonest Work is even better since it taps the enchanted creature for the turn, and also removes all counters from it - particularly helpful against +1/+1 counters decks! I also chuckle at the renaming of enchanted creature to Humble Merchant.
Meteor SwordMeteor Sword
Meteor SwordMeteor Sword is a flavorful card from the Avatar show, and its design a great callback to Meteor GolemMeteor Golem, though notably its enters ability is closer to Spine of Ish SahSpine of Ish Sah since it can destroy a land in a pinch.
If you're playing an Equipment deck, there are various ways to cheat an Equipment card into play to circumvent the high mana cost - Stoneforge MysticStoneforge Mystic springs to mind. But I can also see this as being another solid colorless tool for decks that might otherwise have issues dealing with particular types of permanents, like mono-green dealing with creatures, or mono-black dealing with artifacts. Both colors are good at generating large amounts of mana so the cost isn't prohibitive.
Which new cards from 2025 are your picks for underrated or unnoticed by the Commander community?
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Bennie Smith
Bennie's played Magic since 1994 and has been writing about it nearly as long. Commander is his favorite format, but he's been known to put on his competitive hat to play Standard and Pioneer. Recently he's dabbled in Oathbreaker and Pendragon.
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