Call the Spirit DragonsCall the Spirit Dragons | Art by Liiga Smilshkalne | TerrasymbiosisTerrasymbiosis | Art by Jack Hughes
Throughout 2025, great cards have graced the Magic community with their release. These cards mesmerize, hypnotize, and entice with their charm and allure. One might even go so far as to call them... Enchanting? And so, for this Best of 2025 article, we're going over the top enchantment cards of the year.
But what makes an enchantment worthy of being called "the best"? A card type that's often seen as hard to remove but powerful in effect, enchantments generally need some of the strongest abilities out there. After all, the card type has a ton of competition, since many abilities originate from there.
What cards broke through this year and inspired us? Read on, and prepare to be dazzled.
As a disclaimer, these enchantments are not ranked but are presented in chronological order. If we've missed anything crucial, feel free to let us know in the comments!
#1. Unstoppable PlanUnstoppable Plan - Aetherdrift
The cards of Aetherdrift largely stank outside of the vacuum of Limited play. If that wasn't exactly the case, they got overshadowed by cards in prior and later sets alike. It's a fact that we have to face here.
Sure, some players stocked up on Stock UpStock Up and others liked The AethersparkThe Aetherspark in niche Commander builds, but there are two things to point out: One is that we aren't talking about Standard, and two is that these are cards of types that aren't 100% relevant except as examples in this article.
But where Aetherdrift rather failed in its execution, it left behind a couple of cool enchantment cards in its wake. Take Unstoppable PlanUnstoppable Plan, for one. A monoblue take on Wilderness ReclamationWilderness Reclamation with all the efficacy of an end-of-turn Dramatic ReversalDramatic Reversal is remarkable.
Many players theorize that the better cards in Aetherdrift aren't seen as such because the entire set was a super-thematic "hat" set. Other players just thought the set was weaker than other Standard-legal sets, and so didn't open much from it. In that way, they missed out on some stronger cards.
However, cards that are pretty much just as strong but in lower-rarity slots in their sets, such as the aforementioned two cards, are often praised as extremely powerful. Why can't the same be said of Unstoppable Plan? Jury's out on the reason. But suffice it to say, this card is strong. While it won't untap lands, it gives most of your creatures a pseudo-vigilance while also untapping your mana rocks. That's extremely prolific where it matters for us: Commander.
#2. March of the World OozeMarch of the World Ooze - Aetherdrift
That's right, there are two cards from Aetherdrift on this list! Anikthea, Hand of ErebosAnikthea, Hand of Erebos players can rejoice, as March of the World OozeMarch of the World Ooze is one of the most impactful enchantments from the past year for that deck. And, as any discerning Anikthea player ought to know, making a glut of 6/6 bodies is a lot better than, well, not making them.
So, while March of the World Ooze is impactful, it's also a remarkably simple design. Making a bunch of 6/6 bodies is no laughing matter. However, we aren't even talking about the token Elephants that the enchantment provides. When opponents try to cast spells outside of their turns, you get a 3/3 Elephant that, because of March, is now a 6/6 Ooze as well. Gross, but effective!
Again, this card is somewhat overlooked in Commander play, especially as of late. People really didn't care much for Aetherdrift's racing theme, huh?
However, this card is a great addition to many different green Commander decks. Bello, Bard of the BramblesBello, Bard of the Brambles also really likes this card, for instance, and many players have experienced how strong that commander is. All of this makes this enchantment one of the best of 2025.
#3. Smile at DeathSmile at Death - Tarkir: Dragonstorm
Oh, how this card just tugs at my heartstrings from a flavor perspective. Smile at DeathSmile at Death is a great enchantment depicting an inspiring display of Alesha, Who Laughs at FateAlesha, Who Laughs at Fate, one of the Khans of the Mardu, recreated with crackling electricity.
The idea that Alesha still inspires the Mardu to the present day in-game is a lovely thought, as the character also inspires many Magic players in real life.
But this card is more than aesthetics. Smile at Death is a fantastic mechanical throwback to Alesha, Who Smiles at DeathAlesha, Who Smiles at Death, a potent and fast legendary creature for Reanimator strategies. Being able to recur small creatures seems unimportant until you look at the absolute smorgasbord of creatures with power two or less that exist in the game.
Remember, mana value doesn't matter here; this is all about power. So go on, recur your Master of CrueltiesMaster of Cruelties, your Solemn SimulacrumSolemn Simulacrum, or your Grand Arbiter Augustin IVGrand Arbiter Augustin IV, if that's the kind of player you are! Commander is all about self-expression, and Smile at Death tells some great stories.
#4. Windcrag SiegeWindcrag Siege - Tarkir: Dragonstorm
The Siege cycle from Tarkir: Dragosntorm is a strong one, but one card from that cycle shines above the rest. Windcrag SiegeWindcrag Siege would be valuable enough if it were only locked into a single mode (and either would fit the bill!). However, the versatility of having two potent modes to choose from is a great boon to its might.
On one hand, making a 1/1 hasty body with lifelink from choosing Jeskai is amazing. It's like a BitterblossomBitterblossom without the downside of losing life, while losing the upside of flying. Yes, losing flying is a bit of an issue, but offsetting it with immediate utility and lifegain seems to make up for it somewhat.
And on the other hand, choosing Mardu will lock you into a pseudo-Isshin, Two Heavens as OneIsshin, Two Heavens as One trigger-doubler effect. Attack triggers are often quite powerful, as any Isshin player can tell you. As such, having this ability on a less-restrictive permanent means anyone on white-red or beyond can make this enchantment work well.
#5. Thunder of UnityThunder of Unity - Tarkir: Dragonstorm
There were so many cool enchantments in Tarkir: Dragosntorm! And, the Sagas were probably among the coolest cycles in the set as well. Thunder of UnityThunder of Unity was a great example of the strength of these Saga enchantments. I've got to hand it to Wizards of the Coast; they handled this set with such grace and poise.
So, why Thunder of Unity? Well, for one thing, it provides a replacement for itself from your hand, and then some. Sure, you'll lose two life, but you're drawing two cards as well. And later on, you can replenish that lost life by playing creatures!
Ultimately, if you're playing one creature from your hand per later turn (provided they resolve), the net result is -1 cards in hand (one for Thunder of Unity plus one for each creature cast, which is a very normal outcome), -0 life, and -2 life from each of your opponents. That's actually a lot, and even more if more creatures enter later.
This card's gold in more ways than one.
#6. Summon: BahamutSummon: Bahamut - Final Fantasy
Final Fantasy had its share of strong cards, but very few were enchantments. It's a great set, don't get me wrong, and the "Summon" creatures are pretty neat. But ultimately, one stood out to me more than the others.
Summon: BahamutSummon: Bahamut has a very hefty mana cost. However, it can be very worth it, even to the goal of ending the game outright. The ability to destroy the two peskiest permanents on the board, draw two cards, and then Mega Flare the table is nothing to sniff at whatsoever.
And so, ultimately, Summon: Bahamut is another solid enchantment pick for the Best of 2025.
#7. Sothera, the SupervoidSothera, the Supervoid - Edge of Eternities
Despite being billed as a lands-matter and artifacts-matter set, Edge of Eternities has many hallmarks of a strong enchantment set as well. The enchantment suite of EOE seriously tickles me in a way that the other sets of this year haven't yet (and, hey, time's running short on 2025!).
And some of these enchantments are stellar (see what I did there?), but Sothera, the SupervoidSothera, the Supervoid truly takes the cake.
I've always been a huge fan of Grave PactGrave Pact effects. From Butcher of MalakirButcher of Malakir to Dictate of ErebosDictate of Erebos, they're all pet favorites of mine. But Sothera is a different beast entirely. Because it exiles opposing creatures, I have to be really specific in which deck I'm adding it. This, in turn, makes me think a lot harder about where it works best.
I like it when a card makes me think, so when paired with its efficacy, Sothera gets my vote of confidence.
#8. Weapons ManufacturingWeapons Manufacturing - Edge of Eternities
Lately, I've been on an artifact-deckbuilding bend. I built The Reality ChipThe Reality Chip with this partly in mind, then built Trazyn the InfiniteTrazyn the Infinite with a bunch of Spacecraft cards. And what good artifact deck suite is complete without Daretti, Scrap SavantDaretti, Scrap Savant? None, that's what.
So imagine my delight when Wizards printed Weapons ManufacturingWeapons Manufacturing in Edge of Eternities, a card absolutely perfect for my Daretti build. It was nothing short of huge for me.
And yes, Weapons Manufacturing is an enchantment, so it has some amount of lost synergy within an artifact-centric deck; I can't deny that. However, it grants a ton of offensive (and even some defensive) boosts to the deck it's in.
Suddenly, you're basically VandalblastVandalblast-proof while you chuck your Munitions at your opponents for two damage a pop in taunting glee. What mirth!
#9. TerrasymbiosisTerrasymbiosis - Edge of Eternities
This last card from the Edge of Eternities portion of this list is one that will be majorly ubiquitous in green decks across the format before too long, if it isn't already. TerrasymbiosisTerrasymbiosis is one of those cards that should make a player think, similarly to Sothera, the Supervoid. However, it's less about where to include it and when to trigger it. Many, if not most, green decks should be running this card, which is why that inclusion point is out of the picture. In fact, the last card in our list is a fantastic example of why Terrasymbiosis needs a slot in many green decks.
But before I get ahead of myself, I need to elaborate on why Terrasymbiosis is so good. On paper, it unfortunately doesn't do much. It needs you to put +1/+1 counters on creatures for it to trigger, drawing you that many cards once per turn. And, what's more, that once-per-turn clause often feels like you could regret it later.
However, when a player realizes that +1/+1 counters are virtually everywhere nowadays, Terrasymbiosis becomes all the scarier. Those counters soon become sources of card advantage, leading to even more plays later on. It's also a great card to pair with another card from EOE, Bioengineered FutureBioengineered Future, for its own simple synergies with +1/+1 counters.
10. Earthbender AscensionEarthbender Ascension - Avatar: The Last Airbender
With respect to my last entry on this list, I'll be the first to admit that I'm a bit biased. I pulled two copies at my Avatar: The Last Airbender prerelease event. I used both and they were amazing, especially when out together. Cards that rely on landfall triggers are some of the most reliable cards, in turn. Earthbender AscensionEarthbender Ascension is no exception, especially as it facilitates itself.
And earthbending is a really fun, and strong, mechanic to trigger where possible. A little more data will be needed for this card to definitively prove itself. But still, don't get me wrong; this card is very strong.
Try it out! See how far you can take the synergies with it. I guarantee that you won't regret it.
Conclusion
Now, let's open the floor to you, dear readers! Which enchantments are your picks for Best of 2025? Do you like any ones I failed to mention? What synergies work best with those cards? Sound off in the comments below!
More 2025:
Josh Nelson
Josh Nelson wears many hats. They are a music journalist when not writing gaming news. Beyond this, they're a scholar of the Sweeney Todd urban legend, a fan of monster-taming RPGs, and a filthy Aristocrats player. Josh has been playing Magic since 2001 and attributes their tenure to nostalgia, effort, and "aesthetic".
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