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Top 10 Enchantment Removals in Magic: The Gathering

Jeremy casts spells in between his careers as a chemical analyst and campus manager.

Enchantment Removals in Magic

In Magic, enchantments are permanent cards that offer a variety of passive bonuses. They come in many forms, from standard enchantments to creature-boosting auras to enchantment/creature mixes, and you'll find some in most decks.

Many builds neglect proper enchantment removal, leaving them helpless when overwhelmed by opposing forces—how can you eradicate opposing artillery? These are the ten best enchantment removals in Magic: The Gathering!

10. Felidar Cub/Kami of Ancient Law/Keening Apparition/Ronom Unicorn

CMC (Converted Mana Cost): 2

All four of these cards are 2/2 white creatures that you can sacrifice at any time to destroy an enchantment. Those are fair stats for such inexpensive creatures, and it's nice that you can set them ahead of time. Remember that you can sacrifice them at instant speed, even if they're tapped or just arrived.

Unlike many of today's cards, these guys can only destroy enchantments (not artifacts), but they're powerful, fast, and decent beatsticks in the early-game. Bonus points to Felidar Cub for his cat synergy.

Unravel the Aether mtg

Unravel the Aether mtg

9. Unravel the Æther

CMC: 2

At a low price and instant speed, Æther can eliminate any enchantment or artifact. But it doesn't destroy them, instead forcing its target's owner to shuffle it into their library. Not only does this let Æther handle indestructible permanents, but it also prevents graveyard recoveries, making it especially difficult for foes to salvage their lost tools.

Dromoka's Command mtg

Dromoka's Command mtg

8. Dromoka's Command

CMC: 2

While Command needs two specific colors, it compensates with instant speed and variety, letting you activate any two of its four effects. You can:

  • Prevent all damage an instant or sorcery would deal this turn
  • Have a player sacrifice an enchantment
  • Put a +1/+1 counter on a creature
  • Have your creature fight an opposing creature

You're getting a handy two-for-one at low cost, and (unlike most removals), Command works fine even if your opponent isn't running enchantments. Just remember that if your opponent controls multiple enchantments, they pick what to forfeit when you make them sacrifice one.

Aura Mutation mtg

Aura Mutation mtg

7. Aura Mutation

CMC: 2

Yet again we see that green and white reign supreme in enchantment removal. Another two-cost instant, Aura Mutation destroys an enchantment, then lets you create a number of 1/1 saproling tokens equal to that card's mana cost.

This scales well into the late-game; the bigger the enchantment, the more minions you'll construct. A powerful removal, but one that only works on enchantments (not artifacts).

Wear // Tear mtg

Wear // Tear mtg

6. Wear // Tear

CMC: 2/1

Arguably the best-fused card in the game, you can cast one or both halves of this split spell when you play it. Wear annihilates an artifact while Tear eliminates an enchantment, and if you cast both, you're destroying two cards for just three mana (and at instant speed).

Thus, Tear serves as a strictly-better "Demystify," offering the same removal but with a potential Wear attachment.

5. Seal of Cleansing/Seal of Primordium

CMC: 2

Ironically, these enchantments make for great enchantment (or artifact) removals. Like Felidar Cub, you can set them ahead of time for two mana, sacrificing them whenever you please to destroy an enchantment or artifact.

Each of these only requires a single color, can counter two card types, and they're available in different factions (white has Cleansing while green has Primordium).

Aura Shards mtg

Aura Shards mtg

4. Aura Shards

CMC: 3

Maybe your commander deck emphasizes creatures (common in green/white), but you don't want to overlook removals. Enter Aura Shards, an enchantment that lets you destroy any enchantment or artifact whenever a creature enters the field under your control.

While this relies on other cards to actually gain the effect, it's a reusable removal for two card types. You don't even need to cast the creatures for the ability (meaning tokens can trigger it), and since the effect says "may," you can decline to avoid destroying your own cards.

Aura of Silence mtg

Aura of Silence mtg

3. Aura of Silence

CMC: 3

Like our previous Seals, you can sacrifice Silence at any time to destroy an artifact or enchantment. So, why pay an extra mana? Well, Silence forces opponents to spend two more mana for each artifact and enchantment they cast, making it difficult to play them in the first place.

Cast Silence early to stall opposing plays, then eventually sacrifice it when you need to eliminate a big threat—reaping plenty of usage from a three-cost card.

Hull Breach mtg

Hull Breach mtg

2. Hull Breach

CMC: 2

Red joins green for this amazing removal. Besides its specific color requirements, Breach's only downside is its sorcery speed, so you'll have to wait until your main phase to cast it. But it lets you choose between destroying an artifact, destroying an enchantment, or destroying one of each.

That's potentially two removals with just one card and two mana, and you can downgrade into singular removals when necessary.

Qasali Pridemage mtg

Qasali Pridemage mtg

1. Qasali Pridemage

CMC: 2

Qasali Pridemage again requires both Selesnya colors but offers an amazing smorgasbord of abilities. He's a solid 2/2 warrior with two useful subtypes: cat (mostly supported in white) and wizard (a staple in blue). He also has exalted, which lets any creature you control (including himself) get +1/+1 for the turn when it attacks alone.

Finally, you can sacrifice Pridemage and spend one mana at any time to destroy an enchantment or artifact. In one potent package, you're getting an impressive creature who boosts his allies before taking out a threat, making Pridemage an easy choice for my own green/white decks. He's also surprisingly cheap for such a competitive card, costing well under two dollars!

More Removals in Magic

In addition to today's spells, feel free to examine some of Magic's best artifact removals (you'll see a few repeats, but many fresh entries), several of which also eliminate enchantments.

Since they depend on what your opponents run, it's challenging to determine a fixed removal count, but they can really save your bacon against enchantments like "Humility" or artifacts like "Paradox Engine." But for now, as we await Wizards of the Coast's next expansion of relic-destroying spells, vote for your favorite card and I'll see you at our next MTG countdown!

© 2019 Jeremy Gill