Enchantments in Magic: The Gathering represent mystical effects or abstract concepts that don’t necessarily make sense to print on an artifact. Think of them like instants and sorceries that linger on the battlefield as a permanent instead of just having a temporary effect. They’re integral to Magic as a game, though maybe not as universally played as artifacts.
Enchantments being just a little less commonplace than artifacts means there’s less counterplay out there that’s directly aimed at shutting down enchantments compared to the overabundance of artifact removal. There’s plenty of overlap for artifact/enchantment removal, but sometimes you need an effect that specifically, definitively targets enchantments only.
The cards featured here interact with enchantments only, and do not interact with artifacts at all.
10 Aura Thief
All Your Enchantments Are Belong To Us
Aura Thief’s name is perhaps a bit misleading. This Illusion’s not out for Auras specifically; it’s out for enchantments in general. All of them. It’s a fairly obscure card released in 1999 and never reprinted in a mainline set, making a single appearance on Magic’s equally obscure “The List.”
This is one of those cards where the statline doesn’t matter much. You’re trying to get it dead as soon as possible, and a sac outlet like High Market can achieve that at instant speed, which can completely derail an opposing enchantment deck.
9 Enchanter’s Bane
Bane Of Enchanters, Indeed
Magic’s color philosophies dictate that some colors don’t have access to certain types of effects and removal. For example, red is the color least likely to interact with an enchantment. You won’t see a mono-red effect that simply says ‘destroy target enchantment’.
Enchanter’s Bane provides a bit of a work-around though. It doesn’t directly remove enchantments from the battlefield, but it does weaponize an enchantment against its controller. The more expensive the enchantment, the harder the dilemma: Take a chunk of damage each turn, or opt out by sacrificing that permanent?
Enchanter’s Bane is NOT a may ability. If it’s the only enchantment in play, it must target itself!
8 Golgari Charm
Charmed To Death
Golgari Charm is to enchantments what Rakdos Charm is to artifacts. That is to say, it’s a modal card that can deal with a problematic enchantment, but has other more frequently used modes. It’s not nearly as popular as it once was, but still, it’s a nice card to keep in your back pocket.
When it’s not trading one-for-one with an enchantment, it’s either sweeping the board of X/1 creatures or cleaning up post-combat, or it’s saving your entire board from a board wipe via mass-regeneration. That last part’s the most common use, making this a versatile budget protection spell.
7 Righteous Confluence
Knightly Enchantment Removal
Confluence is the term used for a modal spell that allows you to pick the same modes multiple times. The Confluences in print are all fairly expensive to cast, but provide a good spread of effects and adjust to different situations quite well.
Righteous Confluence can simply exile three enchantments at face value with no extra hassle. You’ll often only need to deal with a couple enchantments at a time, so you can lean into the other modes instead, gaining life or creating board presence depending on the state of the game.
6 Feed The Swarm
The Swarm’s Always Hungry
Feed the Swarm was Magic’s second conscious attempt to seed enchantment removal in black, after the noticeably weak Mire in Misery failed to impress players. The life-loss on Feed the Swarm is tacked on to demonstrate black’s position as the tertiary enchantment removal color, behind the undisputed champions of Disenchants: white and green.
That being said, Feed’s still primarily used to take out creatures, with the enchantment removal mode as a great backup. Barring colorless cards, it’s one of black’s only ways to directly destroy an enchantment, making it a near-staple in mono-black Commander decks.
5 Aura Mutation
Giving Off A Strong ‘No Longer Here’ Aura
Pop an enchantment, get 1/1s equal to its mana value. Simple, sweet, effective. You usually want your removal in Commander to affect more than a single card from a single player, but as far as 1-for-1 removal is concerned, Aura Mutation’s worth it.
It’s often even better than its mirrored partner, Artifact Mutation, which is essentially the same card for artifacts instead. Green-white is the go-wide token color pair, which means the Saprolings you create will fit into most green-white shells better than those created by Artifact Mutation in green-red decks.
4 Dromoka’s Command
You Should Do What She Says
Dromoka’s Command is less reliable but more flexible than most forms of enchantment removal. Since it targets a player and not a permanent itself, you don’t have complete control over which enchantment gets sacrificed, though you’re obviously aiming for someone who only controls one enchantment anyway.
That makes this an ideal form of enchantment removal against non-enchantment themed decks, since they’ll only have so many to begin with. Tack on whichever extra mode feels right, and remember the damage-prevention mode can completely blank a red damage-based board wipe.
Remember that the modes you choose resolve in the order written on the card. If you choose the fight and +1/+1 counter modes, your creature will get the counter first!
3 Collective Effort
That Escalated Quickly
Collective Effort takes three individually underpowered modes and allows you to tap a few creatures to get all of them at once. Escalating twice results in a +1/+1 counter on all of your creatures, removal for a large creature, and what you came here for: an unconditional way to destroy an enchantment.
Most boardstates in Commander will provide targets for both removal modes, so it’s pretty easy to get full value from Collective Effort and leave your entire team stronger than before. Before you get too ambitious: No, you can’t escalate the same modes multiple times.
2 Cleansing Meditation
Breath In, Breath Out
At first glance, Cleansing Meditation is a simple mass-enchantment board wipe, with the Threshold text giving you a way to break parity on the effect. But be warned: If you know your opponent has access to this card, you should prepare for the worst.
There are only two real reasons someone runs this card. One, they have no enchantments, and therefore the card doesn’t affect them whatsoever. More likely, they run Enchanted Evening, which turns all permanents including lands into enchantments. This combo clears the entire board, then returns all of the Meditation player’s permanents back to play.
Verb: To Make Aware Of One’s Mortality
Commander’s changed in many ways since its inception. It’s now a much leaner, faster format that all but demands efficiency from your spells if you want to have an impact on the game. That means once-staple cards like Mortify don’t get as much exposure as they used to.
That’s not to say Mortify’s unplayable, just that there are cheaper ways to accomplish what this is doing, despite its flexibility. All that said, deck optimization isn’t a priority for many casual players, and there’s still plenty of room during deckbuilding for a flexible 3-mana spot removal spell.
Next: Magic: The Gathering – The Best Artifact Removal In Commander