Last updated on February 22, 2025

Omnath, Locus of Creation (Promo) - Illustration by John Tedrick

Omnath, Locus of Creation | Illustration by John Tedrick

Elementals are a collective that's been around for most of Magicโ€™s history, but theyโ€™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!

Table of Contents show

What Are Elementals in MTG?

Fury - Illustration by Raoul Vitale

Fury | Illustration by Raoul Vitale

Elemental is a creature type in Magic that represents the embodiment of an element of the plane theyโ€™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 theyโ€™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 itโ€™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 Magicโ€™s history and newcomers that benefit from the general power creep of recent years. Iโ€™ve ranked my picks mostly on power level, but sometimes a particularly interesting or cool card creeps in.

Honorable Mention: Infinity Elemental

Infinity Elemental

One of the coolest ideas Iโ€™ve seen for a creature is Infinity Elemental. The best part about it is that itโ€™s not particularly broken!

Of course, โ€œgoing infiniteโ€ with this card is pretty trivial. Itโ€™s actually kind of fine as a creature that can attack. Funny things happen when you give it lifelink, but thatโ€™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.

Honorable Mention: Lutri, the Spellchaser

Lutri, the Spellchaser

The poor otter that was never given a chance. Lutri, the Spellchaser is simultaneously too free in Commander, and therefore banned, and too restrictive in Constructed, where it sees virtually no play. โ€œCompanionโ€ is a powerful word, but you gotta have a home somewhere to make this list!

#52. Mulldrifter

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 doesnโ€™t quite have those stats, but you get two cards to go with it!

#51. Fulminator Mage

Fulminator Mage

Not one thatโ€™s often seen in Commander, Fulminator Mage has been a key hate piece in 60-card formats. Itโ€™s been power crept out of Modern now, but this elemental was once worth over $30 and was a staple in decks like Jund ().

#50. Rubblehulk

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 wonโ€™t consider during blocks.

#49. Verdant Force

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!

#48. Vesperlark

Vesperlark

Vesperlark is the younger sibling of Reveillark, but itโ€™s got the potential to be even more powerful because itโ€™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, thereโ€™s lots of value in this little 3-drop.

#47. Zirda, the Dawnwaker

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.

#46. Beza, the Bounding Spring

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 doesnโ€™t do anything on ETB is a telltale sign that maybe youโ€™re doing just fine this game, but youโ€™ll almost always fulfil at least one of its conditions.

#45. Flickerwisp

Flickerwisp

Hitting a bit of a theme here with the white elementals, 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 opponentโ€™s bounce lands (like Boros Garrison). When the land comes back, they need to bounce another land to their hand. Value!

#44. Runaway Steam-Kin

Runaway Steam-Kin

Runaway Steam-Kin is one of those cards thatโ€™s always crying out to be broken (and it isnโ€™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. Itโ€™s not currently in any game-breaking decks, but it feels like itโ€™s just a matter of timeโ€ฆ.

#43. Chandraโ€™s Incinerator

Chandra's Incinerator

Another card crying out to be broken, Chandra's Incinerator hasnโ€™t been broken in half yet. Yet.

I mean, come on! Itโ€™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

Grinning Ignus

Weโ€™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 itโ€™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 โ€œbad card.โ€

#41. Earthquake Dragon

Earthquake Dragon

Earthquake Dragon may be more at home with its other creature type, dragons, but itโ€™s still a powerful elemental worthy of mention.

As potentially a 1-mana flampler (flying and trample), itโ€™d be good enough for some decks if it were just that. The ability to come back to your hand is a great sweetener, and sacrificing lands is something that its elemental brethren sometimes look for.

#40. Maha, Its Feathers Night

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. Itโ€™s best friends with Curse of Death's Hold and Kaervek, the Spiteful.

#39. Wildsear, Scouring Maw

Wildsear, Scouring Maw

Thatโ€™s a big boy if youโ€™re playing enchantments. Wildsear, Scouring Maw supports a niche archetype for Gruul (), but itโ€™s also a reason to be doing RG enchantments in the first place.

#38. Cavalier of Gales

Cavalier of Gales

Cavalier of Gales is a Brainstorm attached to a giant flier, which is pretty good value in any deck. The payoff when it dies maybe isnโ€™t as good as some others, but thereโ€™s no getting around this powerful beater.

This is another card with some great value that doesnโ€™t see a lot of play right now, but I can see a world where this changes.

#37. Cavalier of Dawn

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.

Itโ€™s got a bit of a Generous Gift feel about it, but a mana value of 5 doesnโ€™t quite do it in a lot of decks, even attached to a 4/6 body. Thereโ€™s still a lot of words on this card, and it has the potential to be quite good someday.

#36. Cavalier of Night

Cavalier of Night

Next up with the Cavalier cycle, Cavalier of Night is a pretty good removal spell if nothing else! A removal spell attached to a 4/5 lifelinker is even better. If you can turn the sac cost into an upside, whatโ€™s not to love?

This is definitely at home in some kind of aristocrats deck, and thereโ€™s a lot of value in this little rectangle of cardboard.

#35. Voice of Resurgence

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 Dragonโ€™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. Jegantha, the Wellspring

Jegantha, the Wellspring

Jegantha, the Wellspring isnโ€™t format-warping in Commander, but itโ€™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 Commanderโ€™s card pool is large enough to make up for that.

#33. Ancient Greenwarden

Ancient Greenwarden

You know whatโ€™s better than a Crucible of Worlds? A Crucible thatโ€™s attached to a Panharmonicon for lands. Thatโ€™s exactly what Ancient Greenwarden is!

Thereโ€™s lots of synergies available with this, especially since many other elementals also care about lands. Its mana value is probably a bit too high for Constructed formats, but Commander players should absolutely love this one.

#32. Cavalier of Flame

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 thereโ€™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 youโ€™re going for a combo.

#31. Omnath, Locus of Rage

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 wonโ€™t want to wipe the board because you can bolt them to death with the triggers from this, giving a certain amount of inevitability.

Thatโ€™s if the 5/5s it creates donโ€™t already give you that, of course!

#30. Reveillark

Reveillark

Reveillark is a super interesting card. A rare case of an evoke cost that's greater than its mana value can set up all kinds of shenanigans.

Itโ€™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 Charming Prince to flicker the 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

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 Iโ€™ve seen is Raised by Giants with Jyoti as your commander.

#28. Animar, Soul of Elements

Animar, Soul of Elements

Animar, Soul of Elements was the Temur commander at one point. It may have more competition these days, but itโ€™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. Itโ€™s one that has seen play since it was printed and should continue to for a while.

#27. Yasharn, Implacable Earth

Yasharn, Implacable Earth

Yasharn, Implacable Earth absolutely doesnโ€™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

Ygra, Eater of All

Everythingโ€™s food with Ygra, Eater of All on board. This is a super cool food commander thatโ€™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 Ygraโ€™s type-changing text. It gets into one-shot commander damage territory in a hurry.

#25. Fecund Greenshell

Fecund Greenshell

Fecund Greenshell reads like it only belongs in those defender-style decks full of high-toughness, low-power creatures, but truth is it can go in a lot of decks to good effect. Even if youโ€™re not constantly triggering the creaturefall effect, youโ€™ll get it on occasion, which is good for some extra ramp and card draw. Even without the toughness-oriented text, Greenshell still provides a +2/+2 buff across the team once you hit the 10-land threshold.

#24. Titan of Industry

Titan of Industry

A recent 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 in pretty much any situation. Itโ€™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.

#23. Omnath, Locus of Mana

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 hadnโ€™t seen before. It wasnโ€™t even that long after mana burn left! Giving the benefit of not spending all your mana just seemed crazy. Itโ€™s not broken, but this one is super interesting and still pretty unique after all this time.

#22. Eluge, the Shoreless Sea

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. Thatโ€™s already a recipe for spellslinger and counterspell shenanigans, and none of thatโ€™s accounting for its scaling power as the game goes on.

#21. Omnath, Locus of All

Omnath, Locus of All
The 5-color Omnath, Locus of All tops the curve of many elemental decks, and has some promising potential. Saving mana and getting a free card with the potential upside of free colored mana to pay for it breaks some of the fundamental restrictions in Magic. You're essentially rewarded for putting strong spells in your deck.

It really helps that elementals are pretty good at bringing you additional lands so making sure you have the correct colors is your biggest hurdle to get this Phyrexian Omnath on a destructive path.

#20. Greensleeves, Maro-Sorcerer

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.

#19. Titania, Natureโ€™s Force

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.

#18. Maelstrom Wanderer

Cascade is a mechanic that makes some of our hearts flutter. Thereโ€™s just something about not knowing what youโ€™re going to hit which makes playing the mechanic incredibly exciting. Itโ€™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!

#17. Avenger of Zendikar

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 โ€œlands matterโ€ 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.

#16. Ashaya, Soul of the Wild

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 thereโ€™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.

#15. Titania, Protector of Argoth

Titania, Protector of Argoth

Titania, Protector of Argoth may not look like much. 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.

#14. Risen Reef

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 youโ€™re building your elemental deck around lands. Itโ€™s so easy to put three or more lands onto the battlefield with this one. A classic combination is pairing this with Mirror March. Just be careful not to draw yourself to death!

#13. Omnath, Locus of the Roil

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 doesnโ€™t, probably on your next turn. Itโ€™s strong by itself and fits the lands-matter elementals deck like a glove. This was the elemental commander when it first came out.

#12. Cavalier of Thorns

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 itโ€™s just a fair and solid card.

#11. Vigor

Vigor

Now weโ€™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 canโ€™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!

#10. Nyxbloom Ancient

Nyxbloom Ancient

Who doesnโ€™t love a mana doubler? Green players do. Whatโ€™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 Timmyโ€™s dream. Being a 5/5 trampler to boot isnโ€™t bad either.

#9. Yarok, the Desecrated

Yarok, the Desecrated

Yarok, the Desecrated is one of those elementals that donโ€™t follow the crowd. As a Panharmonicon on a stick, itโ€™s got a unique effect.

It has a bit of an odd color identity for ETB-matters effects, but thatโ€™s part of the fun. There are obviously a lot of great ETBs in Magic, but itโ€™s probably worth noting that elementals often have good ETBs. You could even build towards Yarok's creature types if you wanted to!

#8. Muldrotha, the Gravetide

Good elementals can provide lots of value, and Muldrotha, the Gravetide is yet another.

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 youโ€™ve got the mana and a diverse number of permanent types.

Itโ€™s even great for assembling combos. You donโ€™t need to draw your combo pieces if you can just mill them instead.

#7. Bane of Progress

Bane of Progress

Artifacts and enchantments are running around all over the place in Commander because theyโ€™re difficult to deal with en masse. Bane of Progress not only fills that niche, but it profits off it!

Getting rid of your opponentsโ€™ 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 itโ€™s a useful piece in pretty much any green deck.

#6. Subtlety

Subtlety

Anyone coming into this list wonโ€™t be surprised to see the MH2 incarnation elementals in the top 10. The first is Subtlety.

There may be some discussion in the rest of this cycle, but I think itโ€™s fairly agreed that this is the weakest in the cycle. Not that a free counter is bad, itโ€™s just that there are other options for free counterspells. This isnโ€™t quite as good as the others. Still super powerful.

#5. Grief

Grief

Grief was the evoke elemental on everyoneโ€™s mind when MH2 was previewed. Turn-1 grief plus Ephemerate was something that a lot of people were (quite rightly) worried about coming out of the gate.

As it happens it wasnโ€™t quite as broken as people thought. Or maybe the rest of the set was more broken than people thought! Itโ€™s still a powerful play, and you need to watch out for it when playing Modern. โ€œThis hand is bad to Thoughtseize,โ€ is now โ€œthis hand is bad to Grief.โ€

#4. Solitude

Solitude

Solitude, in contrast to Grief, was one that players didnโ€™t seem to think much of in spoiler season, but itโ€™s become a definite staple in Modern since.

One hell of a removal spell and one of Magic's best lifelink creatures, itโ€™s still amazing if you hard-cast it. Now that Yorion, Sky Nomad is gone itโ€™s lost a little, but itโ€™s still a powerful removal spell attached to a not-insignificant body.

#3. Endurance

Endurance

Endurance is arguably the fairest of the cycle, but that doesnโ€™t mean that itโ€™s weak.

Itโ€™s got a mana value of 3, and itโ€™s a real threat just to be flashed in as a blocker. Stopping graveyard-based combos for free is a fantastic upside for this mid-sized body. This card does a lot to keep absolutely degenerate decks in check.

#2. Fury

Fury

Fury is a card so strong that hits hard and got banned in Modern.

It almost single-handedly makes any 1-toughness creature unplayable. It almost made Death & Taxes seem like a joke. The cycle of elemental incarnations is super strong, and I think this is arguably at the top of that conversation.

#1. Omnath, Locus of Creation

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 hekp outside of the generic typal support stuff 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

Horde of Notions was the original elemental commander, and though itโ€™s super clunky, it lets you play every elemental you could want and rebuys them from the graveyard.

Incandescent Soulstoke is a typical lord that also grants a Sneak Attack effect for elementals. Master of Waves is also an elemental lord, though itโ€™s not really designed with other elemental creatures in mind.

Elementalsโ€™ 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.

Wrap Up

Subtlety - Illustration by Anastasia Ovchinnikova

Subtlety | Illustration by Anastasia Ovchinnikova

Elementals have been a part of Magic since the beginning, and even though theyโ€™ve gotten the love they deserve as a collective creature type, I highly doubt weโ€™ve seen the end of powerful elementals. Who knows if another Risen Reef will come along to bring them another surge in popularity?

Whatโ€™s your favorite elemental? Iโ€™d love to hear your ideas down below or over in the Draftsim Discord.

Until next time, stay safe and stay healthy!

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