Top 10 Cards With Two Card Types

(Winter, Cynical Opportunist | Art by Andrey Kuzinskiy)

Delirious Typings

Welcome to Too-Specific Top 10, where if there isn’t a category to rank our pet card at the top of, we’ll just make one up! (Did you know that Demonic Covenant is the only Kindred Enchantment that mills you?)

Oh hey! Duskmourn made Delirium, enchantment creatures and artifact creatures a focus! That's synergy, baby!

And while the new commanders that care about this stuff are overwhelmingly Golgari, with the exception of the unplayably-mean Winter, Misanthropic Guide, there are still some older commanders that care about card types that are other colors.

So, while it is tempting to just look at the cards that will make Delirium and Rendmaw, Creaking Nest go, I think we'll be better served by getting a snap-shot of all the options that will get your type-count up, in the graveyard or otherwise.

Top 10 Dual-Type Cards

So, what cards are those? Well, to find out, let's first go over what card types exist in the game today.

  1. Artifact
  2. Creature
  3. Enchantment
  4. Instant
  5. Land
  6. Sorcery
  7. Kindred
  8. Planeswalker
  9. Battle

Artifacts, creatures, enchantments, instants, lands, and sorceries have all been around since the game's inception in 1993. It wouldn't be until 2007 that more card types would be added to the game, but Wizards decided to go hard at that point, with the technically first Bound in Silence from Future Sight followed hot on its heels by Lorwyn, a set that featured both the first planeswalkers and Kindred cards. It would then be another 16 years before the latest card type would be introduced in Battles, printed in March of the Machine, bringing the total card types up to nine.

So, of those nine, which can have multiple card types at once? Well, in short, not many of the newer types. Battles may eventually get combined with other card types simultaneously, but their current Siege form simply flips from Battles into another card type on the back of the card, with only the front-facing Battle counting towards Delirium in your graveyard. Planeswalkers don't flip, but with their inherent complexity, they also have not currently had a way that they could be combined permanently on one side of the card, instead having exceptions that don't work for Delirium like Grist, the Hunger Tide and various Gideons.

The exception? Every single printed Kindred card has two card types, with the current list including Kindred artifacts, Kindred enchantments, Kindred instants, and Kindred sorceries. With that in mind, any deck looking to reach Delirium quickly or count the number of card types in their graveyard in general will by definition want to use Kindred cards. That doesn't mean you go all in on them, though. Achieving Delirium is all about balance, meaning we're going to want to look at the other dual-card types as well. So, let's take a look at them!

Criteria: Cards with two card types that would both simultaneously count toward Delirium in your graveyard. As is tradition, all results are ordered by EDHREC score.

10.

The new cycle of artifact dual lands isn't everyone's cup of tea, given that they come in tapped. With that said, Rustvale Bridge and the other lands like it provide great color fixing, and don't get blown off the board by artifact board wipes due to their indestructibility. Put all that together with them counting as two types in your graveyard for Delirium, and counting as an artifact for your various artifact shenanigans on the board, and you'll want to include these.

I've been talking around Lhurgoyfs this whole article, but no more! Tarmogoyf Nest not only counts as two card types as a Kindred enchantment, it also creates synergistic Tarmogoyf tokens that will be huge with all the effort we're putting into getting these dual-typed cards into our graveyard. In short, it's ideal.

9.

Whether your colors allow for Baleful Strix or Spirited Companion, you're going to end up playing them. The why is simple: getting a body you can chump block with that replaces itself upon entering the battlefield is good in just about any deck. In a Delirium brew? Those chump blockers having two cards types goes above and beyond.

As with most split cards, neither half of Consecrate // Consume blows you away. With that said, you're always telling yourself you should be playing more graveyard removal, and here's half a card that does that at instant speed while cantripping to get to the graveyard and count double for Delirium. As for the other half, Topple effects are underrated, especially ones that don't target and get around indestructible. If you're in the colors, I absolutely suggest giving this split card a try.

8.

One of the most flexible cards ever printed, Phyrexian Metamorph can come down as a copy of any creature or artifact on the entire battlefield, and can discount itself while it's doing so. I struggle to think of a board state where that wouldn't be useful, but I can think of several where that also means that the Metamorph-turned-someone-else's-commander isn't long for this world. Luckily, when that inevitably happens, it still counts as both an artifact and a creature in your graveyard.

Blades of Velis Vel isn't a card you usually write home about, but given that many of the Kindred cards care about specific creature types we're not going to be building around but might be stuck with (lookin' at you, Boggart Birth Rite), this basic +2/+0 for two combat trick is still worthy of consideration.

Having dual card types in your deck is all well and fine, but if you can't get them into your graveyard, you're not going to reach Delirium. Enter Flotsam, your early-game instant that will have you mill three and get you a Clue for your troubles. Is it a bit overcosted? Sure, but that's split cards and options. As for the other half of the card that provides those options? Six mana to cast three spells is actually a good rate, and exiling them isn't anything to sneeze at, either.

7.

The old green staple has started to fall out of favor, but if you're looking for a "generically good card that has two card types", it doesn't get much more no-brainer than Courser of Kruphix. Being able to see your top card in a self-mill deck is inherently valuable, as is having the extra "card in hand" when the top card happens to be a land. In short, you play this card if you can.

Our first Kindred artifact is a bit of a sleeper pick. Veteran's Armaments is oft misunderstood as just another Wayfaring Temple effect, but if you read closely you'll see that that's only on offense. On defense, the pump the equipped creature gets is actually dependent on how many creatures are attacking you. This can be a mixed bag, of course, but can also be quite the surprise for opponents when it comes to alpha strikes and the like. Combine that with Soldiers being common enough that you'll probably get a few free equips without even building around things, and Veteran's Armaments can be worth the price of admission.

Removal or a body? Seems like a hot ticket!

6.

I've expressed doubts about Ornithopter of Paradise before, but consider me a convert. It's still not good in comparison to the various one-mana mana dorks out there, mind you, but not every deck is playing green. A lot of those non-green decks, though? They want bodies, or types, and Ornithopter is good for both in addition to mana and color fixing.

The OG artifact lands were banned for a reason, and it's because 99% of the time they're as good as a basic. That's still true today, and yet they still feed your artifact synergies on the battlefield and turn on Delirium in your graveyard.

The Shapeshifter Kindred spells continue to be the best of the bunch, none moreso in my opinion than Nameless Inversion. +3/-3 is a versatile effect, providing the opportunity to pump for damage in addition to getting around indestructible. The losing all creature types thing probably doesn't come up much, but when it does, it will be impactful!

5.

Spear of Heliod held the title of "Best Glorious Anthem" for more than a few years there, and as much as it's been usurped now, it's still a great card. +1/+1 for the team, and a bit of available revenge if you leave some mana open? Yes please!

As previously stated, Lhurgoyfs and Delirium get along like two peas in a pod, as they both want to do more or less the same thing. It's likely that as soon as this comes down for five mana, you're giving a creature +7/+7, between your Delirium-rich graveyard and the rest of the table. Or, alternatively, it gets milled into your graveyard, and there's your Delirium!

4.

Fervor effects keep on getting better and better, and Hammer of Purphoros is starting to be left in the dust a bit by entries like Rising of the Day and Bitter Reunion. With that said, none of those have two card types, nor can they shove a land in your graveyard to activate Delirium at instant speed!

Skittering Invasion is great and all, but don't you wish it had the flexibility of three other effects and some instant speed? Kozilek's Command can do that, getting you your Eldrazi Spawn while also tacking on some removal or top-of-library manipulation. In general, this card is just underplayed. The pain lands are some of the best duals out there, and aren't hard to throw in decks, with the same going for the filter lands. Give it a shot, you won't be disappointed.

3.

I've been trying to stay away from "this card is generically good" type-stuff in this list. So why are we talking about Roaming Throne, then? Well, because if we're being honest, the most popular of the commander's we've covered up top are going to be Rendmaw, Creaking Nest and Winter, Cynical Opportunist. They both have triggered abilities that can be copied by Roaming Throne. Nuff said.

As I've mentioned a couple times now, when you're building this hard to a theme, inevitably the thing that's going to get ignored is your removal package. With that in mind, much as we might be excited for Purphoros, God of the Forge or Bow of Nylea, the card that should actually make your 99? That's Lignify all day.

Another colorless-pipped card that gets ignored too often for it, Eldritch Immunity is the epitome of flexible. Save a creature from targeted removal, have a creature become nigh-unblockable for an alpha strike, or do all of the same with all of them for five. Again, introducing colorless pips to your deck isn't that hard to do, and these cards are worth it.

2.

Yeah, yeah, yeah, Esper Sentinel is an amazing card that every deck should play. It's also $25, and we're not playing cEDH, so we're already not playing all sorts of cards that every deck should play. So what's a worse card that we can get behind? Whip of Erebos. Four mana to give all your creatures lifelink isn't amazing, but it is worth the price of admission. Tack on a repeatable reanimation effect, and this card still has it, a decade on.

Eight mana is a lot, but if you've ever had an Eldrazi Conscription hit the board and immediately swing in, you'll know that it's costed correctly. Annihilator 2 packs a punch, and often just means whoever got swung in on no longer has an opportunity to win the game. Ten extra damage with trample tacked on isn't nothing, either.

The new enchanment land, only the second of its kind, isn't blowing anyone away by entering tapped and only tapping for a single color. The hexproof is also puzzling for anyone not playing a Noyan Dar deck. With that said, it does sort of color fix, and it counts as an enchantment and a land. That might be enough for decks who care about typing, or enchantments specifically.

1.

Urza's Saga took a power hit with the recent banning of Mana Crypt and Jeweled Lotus, but still remains one of the best lands ever printed. Playing it down on turn one results in you grabbing a Sol Ring or combo piece on turn three, and it puts itself in the graveyard for you for Delirium purposes. Why wouldn't every deck play this? Well, because it's too good, and costs $50.

Lands tapping for every color is a heck of a boon for anything playing three colors or more, to say nothing of how good playing two lands a turn obviously is. In short, Dryad of the Ilysian Grove is good, and should see play in Delirium decks, none of which should come as a surprise to anyone.

Bitterblossom has been one of the best token generators in the game for over a decade now, and while not every Delirium deck will be interested in tokens, the opportunity cost here is too low to ignore. Two mana for a token a turn is just going to be good for any deck early, and when it inevitably lands in the graveyard, it being a Kindred enchantment will help out, too. If you're in colors, it's a no-brainer.

In my opinion, too many decks play Dryad Arbor. It's effectively a tap land, it routinely gets removed by happenstance, and most decks aren't really playing it for a good reason. Which is why I suggest not playing Dryad Arbor in your Delirium decks, despite it being a dual-typed card that only appears once in the game. The downsides just aren't worth the upsides for this strategy, unfortunately.


Honorable Mentions

Let's not mince words here: I went with the full options for colors because there were a lot of two-types that don't even have 10 instances. With that said, people are excited about these cards in Golgari right now, not WUBRG. So, let's take a look at some of the Golgari goodies we missed along the way.

For artifact creatures, there are obviously all sorts of options, but we also don't want to get too bogged down with the best of the best and not have room for our other types. Still, you will end up playing enough artifacts in general that Myr Retriever will be worth it, guaranteed. I'd also like to continue my "removal is important and should be prioritized within the theme" mantra and highly suggest Noxious Gearhulk and Haywire Mite.

In the generically good enchantment creature category, Arasta of the Endless Web is a bit pricey, but makes extremely relevant bodies in relevant numbers. Even better, however, are the enchantment creatures that allow you to get all this stuff in your graveyard, Nyx Weaver and Mindwrack Harpy.

We went over every Golgari Kindred enchantment except Demonic Covenant and Eyes of the Wisent. The latter is awful. The former is new, and will make the top ten before long. Six mana for a 5/5 flier every turn is already worth the price of admission, but milling two and having said Demons draw cards? This is a staple of Delirium decks until the end of time.


Reach of Branches
Peppersmoke

Reach of Branches is expensive, but repeatedly recurring any card to your hand can have its advantages. If you have discard effects, consider giving it a shot! As for Peppersmoke, it's not wowing anyone, but -1/-1 kills a lot of various utility creatures and makes for a good combat trick. It's not worth doing if you aren't playing Faeries or Changelings, but if you are, it's worth consideration.


Nuts and Bolts

There always seems to be a bit of interest in how these lists are made (this seems like a good time to stress once again that they are based on EDHREC score, NOT my personal opinion…), and people are often surprised that I’m not using any special data or .json from EDHREC, but rather just muddling my way through with some Scryfall knowledge! For your enjoyment/research, here is this week’s Scryfall search.


What Do You Think?

It's kind of crazy, when you look at all the things on this list, to note that we haven't managed a dual-typed planeswalker yet. I think it might be a while before we see two-typed battles, as well, simply because they already feel very complex, and to a certain extent having a battle enchantment would feel a bit redundant? Regardless, I have to think that the possibility of both of these types joining this list is a possibility. Right?

And finally, what is your favorite card with two types? Okay, now what's your favorite that's not an artifact creature? Are you building Rendmaw or one of the new Delirium commanders?

Let us know in the comments, and we'll see you at the table that's also a counter. They call it an island, but who are we kidding, really?


Read more:

Top 10 Library Manipulation Enchantments

Brew For Your Buck - Rendmaw Dagger Burn on a Budget

Doug has been an avid Magic player since Fallen Empires, when his older brother traded him some epic blue Homarids for all of his Islands. As for Commander, he's been playing since 2010, when he started off by making a two-player oriented G/R Land Destruction deck. Nailed it. In his spare time when he's not playing Magic, writing about Magic or doing his day job, he runs a YouTube channel or two, keeps up a College Football Computer Poll, and is attempting to gif every scene of the Star Wars prequels.

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