Last updated on February 11, 2026

Risen Reef | Illustration by Johan Grenier
Elementals are a collective that's been around for most of Magic’s history, but they’ve really come into their own in the last several years or so. They exist across all colors and can care about pretty much anything, but many have a strong affinity for lands.
Which are the best elementals out there? How can you use them to their best, and what are the sweet things you can do with them? Let's jump in and find out!
What Are Elementals in MTG?

Fury | Illustration by Raoul Vitale
Elemental is a creature type in Magic that represents the embodiment of an element of the plane they’re on. They appeared in the very first Magic set, representing the four elements as Air Elemental, Earth Elemental, Fire Elemental, and Water Elemental. Since then they’ve been seen on a huge variety of planes, from the fairytale land of Lorwyn as the Flamekin to the relatively modern-day Capenna as representations of the life on that plane.
Elementals exist across all colors depending on the aspect of the plane they're representing. Sometimes it’s a green nature or land elemental, or you might have a black death-aligned elemental, etc. It all depends on the nature of the creature.
There are lots of elementals, both classic ones from Magic’s history and newcomers that benefit from the general power creep of recent years. I’ve ranked my picks mostly on power level, but sometimes a particularly interesting or cool card creeps in.
Honorable Mention: Infinity Elemental
One of the coolest ideas I’ve seen for a creature is Infinity Elemental. The best part about it is that it’s not particularly broken!
Of course, “going infinite” with this card is pretty trivial. It’s actually kind of fine as a creature that can attack. Funny things happen when you give it lifelink, but that’s just part of the fun! This is a super interesting design that will probably never show up in a black-bordered set, but it absolutely deserved a mention.
#58. Mulldrifter
One of the original evoke elementals, Mulldrifter is at worst a Divination, which may have been power crept out of Limited these days but can still be good. You can bring this back super easily, and blinking it is just card advantage heaven.
And the body on this is far from nothing. Even modern sets see an occasional 3/3 flier for 5 with no text. This doesn’t quite have those stats, but you get two cards to go with it!
#57. Hydro-Man, Fluid Felon
Hydro-Man, Fluid Felon sits in a strange space between creature and land. It grows whenever you cast blue spells, untaps itself, and can even turn into a mana source when needed. That flexibility makes it surprisingly hard to deal with, especially for decks without instant-speed removal. That said, since it can become a land, effects like Wasteland or other land destruction can still answer it cleanly.
#56. Fulminator Mage
Not one that’s often seen in Commander, Fulminator Mage has been a key hate piece in 60-card formats. It’s been power crept out of Modern now, but this elemental was once worth over $30 and was a staple in decks like Jund ().
#55. Sandman, Shifting Scoundrel
This land-scaling threat grows naturally as the game goes on. Sandman, Shifting Scoundrel dodges small blockers and brings itself back alongside lands, so it’s a resilient and surprisingly dangerous creature that’s ideal for midrange decks.
#54. Lavaleaper
Lavaleaper speeds up the entire table, sometimes more than you might expect. Granting haste to all creatures and increasing the mana produced by basic lands can lead to very fast turns, but those benefits apply to everyone, not just you. Because of that, it works best in group hug-style decks or strategies that can take advantage of the extra speed better than opponents.
#53. Rubblehulk
People have been neglecting Rubblehulk for over 10 years. Ignore the fact that this is a creature; you should use the bloodrush ability and absolutely demolish people. Think of it like a one-shot Blackblade Reforged that your opponent won’t consider during blocks.
#52. Twinflame Travelers
Twinflame Travelers quietly does a lot of work in elemental decks. By doubling triggered abilities, it turns every elemental that enters the battlefield into extra value. It doesn’t look flashy at first, but once it sticks, it snowballs fast and rewards synergy-heavy builds.
#51. Verdant Force
Another classic, Verdant Force is a card that gets so much better in multiplayer formats.
It may not look like much, but creating a 1/1 every upkeep is a phenomenal rate. It gives you useful chump blockers, sac fodder, and board presence for going over the top. You name it, it does it!
#50. Vesperlark
Vesperlark is the younger sibling of Reveillark, but it’s got the potential to be even more powerful because it’s cheaper.
This caused some waves in Historic when it first came out mainly because it was brought out around the same time as Davriel's Withering. If you cast this Alchemy instant in response targeting the Vesperlark, it could target itself with its ability to cause an infinite loop where it died and came back.
This lead to a rebalancing so you can no longer do it. Still, there’s lots of value in this little 3-drop.
#49. Zirda, the Dawnwaker
Oh look, a companion you can actually put in your deck, or build your deck around, rather. Zirda, the Dawnwaker is best known for producing infinite mana with Basalt Monolith, though spotting you Training Grounds for all your other activated abilities equates to quite a bit of mana reduction for decks like Boros () Equipment or Cycling.
#48. Eclipsed Flamekin
Eclipsed Flamekin is all about consistency. It digs through your deck to find either lands or elementals, which helps to smooth draws and set up future turns. The body isn’t threatening, but the card selection makes it an excellent early play.
#47. Beza, the Bounding Spring
Beza, the Bounding Spring is an elegant way to catch up on just about every axis, including boardstate with a 4-mana 4/5. A Beza that doesn’t do anything on ETB is a telltale sign that maybe you’re doing just fine this game, but you’ll almost always fulfil at least one of its conditions.
#46. Flickerwisp
Flickerwisp is another great combo or synergy piece that sees play in multiple formats. A 3/1 flier for 3 is already fine. It can take out a key blocker for a turn in an aggro deck, and it can trigger one of your ETBs again in a deck that cares about that. A key point is that it can target any other permanent, including lands.
One of my favorite things to do in Limited is to flicker my opponent’s bounce lands (like Boros Garrison). When the land comes back, they need to bounce another land to their hand. Value!
#45. Mossborn Hydra
Mossborn Hydra is a simple but very dangerous creature that can get out of control quickly. It enters with a +1/+1 counter and has trample, so it already hits harder than it looks. The real strength comes from landfall, since every land you play doubles the number of counters on it. That means even one extra land drop can turn it into a massive threat. Alongside Tifa Lockhart, it can easily end games out of nowhere if left unchecked, especially in decks built to make multiple extra land drops in a single turn.
#44. Runaway Steam-Kin
Runaway Steam-Kin is one of those cards that’s always crying out to be broken (and it isn’t the last one!). There are so many ways to make this excellent red ramp effect an infinite mana source. On top of that you can just make it a solid beater as a 2-mana 4/4.
Originally seen in aggro decks, sometimes paired with Experimental Frenzy, it now sees some play in storm builds with Birgi, God of Storytelling. It’s not currently in any game-breaking decks, but it feels like it’s just a matter of time….
#43. Chandra’s Incinerator
Another card crying out to do unfair things, Chandra's Incinerator hasn’t been broken in half yet. Yet.
I mean, come on! It’s got the potential to be a 1-mana 6/6 with trample. It even makes your burn spells better once in play. It does everything a burn deck wants, it just costs a tad too much mana.
#42. Grinning Ignus
We’re on a bit of a combo streak here coming in with Grinning Ignus. This is one of those cards from Future Sight that immediately caught players' attention and still attracts the eye to this day.
It combos with basically anything that repeatedly creates mana, and it’s fun to boot. The posterchild of many a jank combo, it was introduced to a whole new generation of Magic players in Strixhaven and remains a fan-favorite “bad card.”
#41. Vernal Sovereign
Reminiscent of Voice of Resurgence but scaled up for bigger boards, Vernal Sovereign steadily builds value every time it enters or attacks. Each trigger adds an elemental token that grows with your creature count, which means the board can get wide and tall at the same time.
#40. Maha, Its Feathers Night
Like Beza, Maha, Its Feathers Night is one of the Calamity Beasts from the Bloomburrow story, giant elemental creatures that serve as adversarial forces of nature for the little woodland protagonists of the plane.
Maha can be a fairly miserable card to play against. Combined with any effect that gives a persistent -1 to toughness, Maha just makes it impossible to stick creatures on board. It’s best friends with Curse of Death's Hold and Kaervek, the Spiteful.
#39. Lumra, Bellow of the Woods
Often considered one of the strongest green commanders for 1v1 play, Lumra, Bellow of the Woods turns lands into raw power. It scales naturally as the game goes on, and milling into lands before returning them to the battlefield means it usually hits hard right away. The combination of size, resilience, and immediate impact makes it a difficult threat to deal with cleanly.
#38. Champion of the Path
This card turns elementals into burn spells. Champion of the Path rewards you for playing big creatures by dealing damage equal to their power whenever another elemental enters. The behold cost keeps it balanced, but in the right deck, it can shred life totals surprisingly fast.
#37. Cavalier of Dawn
Core Set 2020 brought a whole host of great elemental cards, including the mythic Cavalier cycle. Cavalier of Dawn is the white creature in this cycle.
It’s got a bit of a Generous Gift feel about it, but a mana value of 5 doesn’t quite do it in a lot of decks, even attached to a 4/6 body. There’s still a lot of words on this card, and it has the potential to be quite good someday.
#36. Cavalier of Night
Next up with the Cavalier cycle, Cavalier of Night is a pretty good removal spell if nothing else! Removal attached to a 4/5 lifelinker is even better. If you can turn the sac cost into an upside, what’s not to love?
This is definitely at home in some kind of aristocrats deck, and there’s a lot of value in this little rectangle of cardboard.
#35. Voice of Resurgence
Another card that's past its heyday, Voice of Resurgence is also famous for being pretty much the only card worth pulling out of Dragon’s Maze.
This is a punchy little 2-drop in the right deck and can potentially spawn you an army of fatties. Playing it alongside other token generators was a way to win pretty easily just a few years ago.
#34. Sunderflock
Sunderflock is a late-game reset button for elemental decks. It often costs far less than 9 mana and clears the board of non-elementals while it leaves your side intact. If you’re ahead on elementals, this card can completely lock up a game.
#33. Ancient Greenwarden
You know what’s better than a Crucible of Worlds? A Crucible that’s attached to a Panharmonicon for lands. That’s exactly what Ancient Greenwarden is!
There’s lots of synergies available with this, especially since many other elementals also care about lands. Its mana value kept it out of Constructed formats, but Commander players should absolutely love this one.
#32. Cavalier of Flame
This Cavalier had a stint in Standard and Pioneer as an important piece of Fires of Invention decks.
Cavalier of Flame is a pretty good combo piece to use with creatures. Its activated ability gives haste and there’s a whole bunch of other relevant text stapled to it, which all give you tons of ways to close out games. Its ETB trigger helps you find key cards if you’re going for a combo.
#31. Omnath, Locus of Rage
The first Omnath on the list, and far from the last. Omnath, Locus of Rage has a special place in my heart as the first card I built an EDH deck around.
With its mish-mash of abilities, this Omnath provides some board presence and a potential way to end the game. Quite often your opponent won’t want to wipe the board because you can bolt them to death with the triggers from this, giving a certain amount of inevitability.
That’s if the 5/5s it creates don’t already give you that, of course!
#30. Reveillark
Reveillark is a super interesting card. A rare case of an evoke cost that's greater than its mana value, this can set up all kinds of shenanigans.
It’s got the odd cost because it cares about leaving the battlefield rather than entering it. It still loves to be blinked, though, and returning something like Karmic Guide to bring back Reveillark is simply bonkers. Not to mention that lots of the other elementals on this list have some pretty good ETB effects.
#29. Jyoti, Moag Ancient
Playing Jyoti, Moag Ancient is all about getting this Simic legend () in and out of the command zone as often as possible, creating more creature lands in the process, and eventually finding a way to pump Jyoti that transfers to all those creatures. One of the coolest tech pieces I’ve seen is Raised by Giants with Jyoti as your commander.
#28. Animar, Soul of Elements
Animar, Soul of Elements was the Temur commander at one point. It may have more competition these days, but it’s still up there in popularity.
Getting your big creatures out for cheap is exactly what some players want to do, especially when playing Commander. The combo potential from the cost reduction also appeals to other players, giving this one wide appeal. It’s one that has seen play since it was printed and should continue to for a while.
#27. Yasharn, Implacable Earth
Yasharn, Implacable Earth absolutely doesn’t get the love it deserves. The double land searching on ETB is cool and all, but the stax effects here shuts down so much. What can you think of that either costs life or requires sacrificing to activate? Fetch lands? Treasure? Need I go on?
#26. Ygra, Eater of All
Everything’s food with Ygra, Eater of All on board. This is a super cool food commander that’s already over-statted, gets bigger as all the delicious creatures on board start dying, and even promotes some mass artifact destruction to take advantage of Ygra’s type-changing text. It gets into one-shot commander damage territory in a hurry.
#25. Titan of Industry
A New Capenna powerhouse that just provides so many options, flexibility is where the power lies with Titan of Industry. Well, that and the 7/7 trampler.
Getting to choose two from the list gives you something to deal with pretty much any situation. It’s incredibly difficult to lose the game the turn after this comes onto the battlefield. It's seen play in various formats as a ramp payoff and reanimation target.
#24. Encore Incarnations
The Commander-focused elementals from Lorwyn Eclipsed take a very different approach, leaning into splashy effects that shine in multiplayer games. Jubilation, Impulsivity, Lamentation, Subterfuge, and Belonging all hit the battlefield with an immediate payoff, whether that’s boosting your team, casting spells for free, clearing threats, or overwhelming the board with tokens. What sets them apart is encore, so they have relevance even after they leave the battlefield.
#23. Omnath, Locus of Mana
One more for the Omnath entries, Omnath, Locus of Mana is the OG, and one of the best green commanders in MTG!
When this was printed its ability to not lose mana was something players hadn’t seen before. It wasn’t even that long after mana burn left! Giving the benefit of not spending all your mana just seemed crazy. It’s not broken, and certainly less unique after all this time.
#22. Ashling, the Limitless
Ashling, the Limitless changes how elemental decks function by letting you lean into evoke and sacrifice synergies. It turns sacrificed elementals into temporary copies, which rewards decks that are built around death triggers and enters effects.
#21. Eluge, the Shoreless Sea
Cost reduction is powerful, but colored mana cost reduction is something else entirely. Most cost reduction is balanced out by not affecting colored costs, but Eluge, the Shoreless Sea just erases a blue pip in the costs of your blue spells. That’s already a recipe for spellslinger and counterspell shenanigans, and none of that’s accounting for its scaling power as the game goes on.
#20. Lorwyn Eclipsed Evoke Elementals
The elemental incarnations from Lorwyn Eclipsed are all about flexibility and having options when it matters. Wistfulness, Vibrance, Emptiness, Deceit, and Catharsis change what they do based on the colors you use to cast them, which makes every decision feel meaningful. One turn you’re answering a threat, the next you’re building your board or setting up a bigger play. Evoke plays a big role here because it lets you cash in the effect early when tempo matters more than sticking a body.
#19. Greensleeves, Maro-Sorcerer
Greensleeves, Maro-Sorcerer is basically Rampaging Baloths in the command zone, with the Maro ability of growing in conjunction with your mana base. 3/3s are worse than 4/4s, but Greensleeves makes badgers, so case closed on that comparison.
#18. Titania, Nature’s Force
Titania, Nature's Force has a sweet cycle of abilities that keeps your graveyard full, keeps the land drops coming, and keeps your board sustained with 5/3s. It absolutely excels with anything that creates forest creatures, like Staff of Titania or Awaken the Woods.
#17. Maelstrom Wanderer
Cascade is a mechanic that makes some of our hearts flutter. There’s just something about not knowing what you’re going to hit which makes playing the mechanic incredibly exciting. It’s even cooler to see the keyword printed twice in a row!
Maelstrom Wanderer is a card for people who like to live dangerously. You might hit a couple mana dorks, or you might hit a couple spells for an unexpected game-ending combo, who knows? Giving all your stuff haste helps with getting that combo, so this excellent cascade commander is dedicated to all the Johnnys and Jennys!
#16. Avenger of Zendikar
Avenger of Zendikar is another of those classic Commander cards that's still a favorite to this day. Fitting into the common “lands matter” theme that elementals seem to love, Avenger provides resources for a lot of different strategies.
Tokens, landfall, flicker, and more can all maximize the abilities on this, and you can quickly create a board that can get out of hand and win from nowhere. Countless games of Commander have been won the turn that this resolves.
#15. Ashaya, Soul of the Wild
First came Dryad Arbor, which introduced the concept of a land also being a creature. Thirteen years later WotC stepped that up with Ashaya, Soul of the Wild, which turns all your (nontoken) creatures into lands, too!
That nontoken clause is super important because there’d be way too many ways to create an unstoppable infinite loop without it. There are still a lot of infinite combos that you can make with this, not to mention the possibilities of ramping with your board. Landfall, ramp, or just a spicy combo deck should all want to make use of Ashaya.
#14. Titania, Protector of Argoth
Titania, Protector of Argoth may not look like much, but it can take over games so quickly if you combine it with a way to sac lands.
If you haven't been on the receiving end of Titania, you have no idea. Coming out back in Commander 2014 and being printed for Constructed play in Modern Horizons 2, Titania creates a high-risk/high-reward strategy that only needs haste to become absurd.
#13. Mass of Mysteries
This 5-color elemental is all about combat dominance. Mass of Mysteries boasts multiple keywords and gives myriad to another elemental, letting you attack everyone at once. It’s flashy, powerful, and built to end games in the blink of an eye.
#12. Risen Reef
Core Set 2020 came with a variety of powerful-looking elementals. One that flew under the radar, at least until spoiler season was over, was Risen Reef.
This is a one-stop value engine in an elemental deck, especially if you’re building it around lands. It’s so easy to put three or more lands onto the battlefield with Risen Reef. A classic combination is pairing this with Mirror March. Just be careful not to draw yourself to death!
#11. Omnath, Locus of the Roil
The poster child of the Core Set 2020 elementals, Omnath, Locus of the Roil is a fantastic finisher.
This can be a way to win on the spot in a 1v1 format. It provides you the value to win if it doesn’t, probably on your next turn. It’s strong by itself and fits the lands-matter elementals deck like a glove. This was the elemental commander when it first came out.
#10. Cavalier of Thorns
Cavalier of Thorns has lots of great stats, but possibly the most important one is that it gives you three green devotion. Mono-green devotion has at times been a top deck in Pioneer, and this card provides both a great rate and more fuel for your Nykthos, Shrine to Nyx.
This has seen play in Constructed formats on and off since its introduction, and it’s just a fair and solid card.
#9. Vigor
Now we’re getting into the good stuff. Vigor has the potential to give a whole load of stats.
Think about it. You have a board full of tiny creatures (potentially from Verdant Force). Your opponent can’t swing in because your creatures are effectively immune to combat damage. If they do, your stuff will get swole.
Remember, your 1/1 gets 20 counters if it's dealt 20 damage!
#8. Lutri, the Spellchaser
The poor otter was finally given their chance in early 2026, when it was removed from the Commander banlist, despite still being banned as a companion. In actuality, it's kind of just a tame spell-copying creature, slightly worse than Dualcaster Mage, though legendary and eligible for the command zone. It doesn't go infinite with traditional copy spells, but Release to the Wind does the trick.
#7. Nyxbloom Ancient
Who doesn’t love a mana doubler? Green players do. What’s better than a mana doubler? Why, a mana tripler, of course!
Nyxbloom Ancient is just that mana tripler. It can make a ridiculous amount of mana. Every Timmy’s dream. Being a 5/5 trampler isn’t bad either.
#6. Yarok, the Desecrated
Yarok, the Desecrated is one of those elementals that don’t follow the crowd. As a Panharmonicon on a stick, it’s got a unique effect.
It has a bit of an odd color identity for ETB-matters effects, but that’s part of the fun. There are obviously a lot of great ETBs in Magic, but it’s probably worth noting that elementals often have good ETBs. You could even build towards Yarok's creature types if you wanted to!
#5. Muldrotha, the Gravetide
Good elementals can provide lots of value, and Muldrotha, the Gravetide is yet another. We have a great guide on Muldrotha's EDH deck.
Sultai () is a color identity that already loves filling the graveyard. One of the strongest Sultai cards, Muldrotha cares about exactly that, allowing you to cast boatloads of extra cards each turn as long as you’ve got the mana and a diverse number of permanent types.
It’s even great for assembling combos. You don’t need to draw your combo pieces if you can just mill them instead.
#4. Bane of Progress
Artifacts and enchantments are running around all over the place in Commander because they’re difficult to deal with en masse. Bane of Progress not only fills that niche, but it profits off it!
Getting rid of your opponents’ mana rocks and tricky enchantments (and your own, but never mind that) and getting a huge beater with the deal? Not a bad card if you ask me. It does what it means to do well, and it’s a useful piece in pretty much any green deck.
#3. Jegantha, the Wellspring
Jegantha, the Wellspring isn’t format-warping in Commander, but it’s also pretty easy to sculpt a deck around the companion condition. You likely have to give up a few strong spells in your 5-color deck to make it work, but Commander’s card pool is large enough to make up for that.
#2. The Modern Horizons 2 Elemental Incarnations
The elemental incarnations from Modern Horizons 2 had a big impact on how games play out. Subtlety is usually seen as the weakest of the group, not because it’s bad, but because free counterspells already have a lot of competition. Solitude has become one of the most reliable removal spells across Eternal formats, offering both creature removal and lifegain on a solid body. Endurance does important work by keeping graveyard decks in check while still being a useful creature on its own. Fury and Grief proved to be so strong that they were banned in Modern, with Grief also banned in Legacy, showing just how powerful this cycle really was.
#1. Omnath, Locus of Creation
Omnath likes being associated with really strong elementals. Omnath, Locus of Creation is among the most powerful. It really is the cantrip that pushes it over the top, taking away the downside of having it removed at any point.
Very few of the other elementals are powerful enough to justify a whole deck being built around them, but this one is. Banned in multiple formats, the requirement to get multiple land drops in a single turn is trivial in the right deck, especially in formats where fetch lands are legal.
Best Elemental Payoffs
Elementals have been explored in multiple settings, giving them specific help outside of the generic typal support you could use with any creature type.
There was a heavy focus on them in Morningtide, which gave way to Primal Beyond as a multi-purpose elemental fixer, Smokebraider as a dedicated super mana dork, and Flamekin Harbinger as an efficient tutor for elementals. Flamekin Village is a haste enabler that excels with elementals in your deck.
Horde of Notions was the original elemental commander, and though it’s super clunky, it lets you play every elemental you could want and rebuys them from the graveyard.
Incandescent Soulstoke is a dedicated elemental lord that also grants a Sneak Attack effect for elementals. Master of Waves is an off-type lord, though it’s not really designed with other elemental creatures in mind.
Elementals’ second big wave of support came from Core Set 2020, where we not only got a new elemental commander in Omnath, Locus of the Roil, but also the best elemental payoff in MTG: Risen Reef. There were some other minor payoffs in that set as well, like Creeping Trailblazer and Chandra's Embercat.
Elemental is also the creature type most closely associated with creature lands. Quite a few lands that animate into creatures become elementals and pick up associated buffs. By the same token, landfall is heavily associated with elementals, making cards like Roil Elemental and Omnath, Locus of Rage common mainstays in landfall decks.
There are some payoffs like the ones shown here that are both elementals and strong enablers from the return to Lorwyn, and they help push the theme even further. Cards like Twinflame Travelers and Flamebraider reward you for staying in elementals by doubling triggers or fixing mana specifically for the creature type, while Eclipsed Flamekin helps smooth draws and keep your hand full. On top of that, kindred spells like Ashling's Command and Kindle the Inner Flame give the deck flexible, on-theme interaction that scales well in longer games.
Wrap Up

Subtlety | Illustration by Anastasia Ovchinnikova
Elementals have been a part of Magic since the beginning, and even though they’ve gotten the love they deserve as a collective creature type, I highly doubt we’ve seen the end of powerful elementals. Lorwyn Eclipsed definitely did quite a bit to make them popular again.
What’s your favorite elemental? I’d love to hear your ideas down below or over in the Draftsim Discord.
Until next time, stay safe and stay healthy!
Follow Draftsim for awesome articles and set updates:































Add Comment