The Best MTG Instants of 2025 for Commander

by
Jeremy Rowe
Jeremy Rowe
The Best MTG Instants of 2025 for Commander

Marang River RegentMarang River Regent | Art by Brian Valeza | Emergency EjectEmergency Eject| Art by Leon Tukker

What Makes Instants So Good?

Josh Lee Kwai, of Command Zone fame, is infamously connected to his pet card Vedalken OrreryVedalken Orrery, noting how he often signs copies of it at events. As someone with a pet card myself, in the form of UnsummonUnsummon, I can certainly relate to someone proselytizing a card others overlook. The Orrery lets its controller cast all spells at instant speed, which enables flexibility; breaking the rules of Magic is a powerful thing to be able to do, and timing restrictions are often built to limit the power of otherwise broken cards.

In a multiplayer game, playing reactively is very difficult, which makes control and tempo tough to play. Tapping out on your own turn means telegraphing to the table that your shields are down for their turns, and threats will often go unanswered. The easiest maxim to remember for running these archetypes is this: “It’s not my problem unless it’s coming at me.”

We can try making deals, as Josh would attest. That requires trust on both sides: Will the deal be honored, and is there an ulterior motive that is being allowed by agreeing? It’s easier to just leave mana up and decide on the opponent’s turn. Instants tend to sacrifice some power, utility, or mana cost in order to make up for the strength of flexibility.

With that preamble out of the way, let's look at the best MTG instants for Commander in 2025!

Bounce OffBounce Off

Bounce Off

Of course I’m starting with a bounce spell. Would you expect anything else from a dude called the Unsummoned Skull?

Seriously though, UnsummonUnsummon is already a strong tempo card to protect threats or remove them in a non-threatening way, and being able to bounce Vehicles, whether crewed or not, is an added bit of tech, especially for the same cost.

Duty Beyond DeathDuty Beyond Death

Duty Beyond Death

Given the Jeskai proclivity for showing their prowess, it stood to reason that the return to Tarkir would bring some strong noncreature spells. This card doesn’t disappoint; it protects and grows our board, just like Unbreakable FormationUnbreakable Formation, but without having to be cast on our turn, and for one fewer mana, and at the cost of one creature.

Token strategies and Aristocrats will love this, as will other go-wide strategies.

Heritage ReclamationHeritage Reclamation

Heritage Reclamation

While it doesn’t come with a sage body, this card can help to reclaim a game getting out of hand. Modal spells have gotten a lot of support recently, with Riku of Many PathsRiku of Many Paths in Thunder Junction, and for good reason. Instants are powerful because of their flexibility, and being able to do several different things based on the situation doubles down on this.

In particular, a NaturalizeNaturalize fused with a cantripping piece of graveyard hate is almost always going to be relevant, even if we’re just exiling something inconsequential to dig.

Moogles' ValorMoogles' Valor

Moogles' Valor

While this may seem to be another board protection spell, it's actually a potent win-con. The order of the abilities is important: it makes a lifelinking token for each creature we control and then protects our board, so we don’t just laugh off a board wipe, we emerge even stronger.

White's been eating good with board protection spells, and the downside of this is the cost: leaving up five mana is a bit of a red flag.

Self-DestructSelf-Destruct

Self-Destruct

I mean…the spell won a Pro Tour, so the card’s pedigree is pretty well-known. FlingFling is already a hilarious way to end a game, and Chandra's IgnitionChandra's Ignition is a known commodity for base-red decks.

Since the creature deals the damage, this works with infect, and since the creature damages itself, this can do some funky things with Brash TaunterBrash Taunter.

Archenemy's CharmArchenemy's Charm

Archenemy's Charm

Archmage's CharmArchmage's Charm and Archdruid's CharmArchdruid's Charm set the bar pretty high, and Archenemy's CharmArchenemy's Charm...would be a lot better if it didn't have the other two to compare against. Again, modal instants are especially useful, and this combines removal, card advantage, and power.

Hero's DownfallHero's Downfall, double Raise DeadRaise Dead, and a pump effect coupled with lifelink are all solid, but the key is finding a deck that wants all three.

Hide on the CeilingHide on the Ceiling

Hide on the Ceiling

Another board protection effect, this time in blue. While board protection spells tend to lean white, this spell…also probably could be white. It exiles however many creatures or artifacts, owned by anybody, and then returns them to the battlefield at the beginning of the next end step.

Blink decks will absolutely love this, and it's perfect with Allies, right in time for Katara, the Ally PanharmoniconPanharmonicon!

School DazeSchool Daze

School Daze

Five-mana instants are risky, as Moogles' ValorMoogles' Valor showed, but blue can get away with it in a way that white often can’t. The card is also able to be fired off at end of turn to draw cards, which gives extra utility for controlling decks and cascade.

CounterspellCounterspells that can be cast normally for value have been explored quite a bit recently, and this one drawing cards regardless of mode gives it a good amount of use.

Zuko's ExileZuko's Exile

Zuko's Exile

The last time Lessons were used, Introduction to AnnihilationIntroduction to Annihilation became a staple in decks that sought to answer problem permanents. This card does a similar job, giving colors the ability to check threats they usually can’t, and delays the card draw by giving a Clue instead of a card outright.

Elemental TeachingsElemental Teachings

Elemental Teachings

Like Mystical TeachingsMystical Teachings, this is an instant-speed tutor, this time for lands. It operates on a similar axis to the Game Changers Gifts UngivenGifts Ungiven and Crop RotationCrop Rotation, with the added bonus of feeding strategies that got a lot of support recently, in Deserts and Gates.

This will pair nicely with Life from the LoamLife from the Loam, which essentially turns this into a five-mana find any four lands.

Honorable Mention: Sokka's HaikuSokka's Haiku

Sokka's Haiku

Look, I had to shout out the coolest design of the year, possibly my favorite-designed card of all time. I mean, the rules text is a Haiku! How cool is that?

Conclusion

Instants have been a bit of a mixed bag; there have been a lot of cool utility pieces, but not many big, splashy spells. It seems like those have been mostly relegated to sorcery-speed recently, and I can’t say I blame the powers-that-be. What these instants lack in excitement they more than make up for in utility.

Many decks will be after what these cards do, and they fit a wide variety of decks and playstyles.

But what instants have you excited? And what are the cards you’re looking to pick up?

More 2025:

Jeremy Rowe

Jeremy Rowe


Teacher, judge, DM, & Twitch Affiliate. Lover of all things Unsummon. Streams EDH, Oathbreaker, D & D, & Pokemon. Even made it to a Pro Tour!

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