Last updated on August 13, 2025

Ethereal Absolution | Illustration by Eric Deschamps
Mass board pumps have always been a part of Magic, but Glorious Anthem from Urza’s Saga gave us the first untethered stat-boosting enchantment. This gave way to the slang term “anthem,” which I’m sorry to say has nothing to do with Bill Boulden and Patrick Chapin’s Magic rap album.
If you came here for “The Star-Spangled Banner,” I’m sorry to disappoint you. These anthems are more about making creatures better attackers and blockers. Don’t worry, we can still sing the praises of anthems in Magic and rank the best of the best.
What Are Anthems in MTG?

Elesh Norn, Grand Cenobite | Illustration by Igor Kieryluk
Anthems are permanents with a static ability that increases the power and/or toughness of your creatures. These always take the form of “creatures you control get +X/+X.” The most common buff is +1/+1, but this can include anything from +1/+0 to +5/+5 and beyond.
The word “anthem” gets used to describe a bunch of different stat-boosting effects, but I’m only considering effects that pump all creatures regardless of color, creature type, size, etc. I’ll make an exception for anthems stapled to creatures, since they usually only pump other creatures (Benalish Marshal).
I’m excluding lords, which only affect specific creatures, though I’ve included a few anthems that allow you to select a specific creature type since those have broader applications than some like Lord of Atlantis. I’ve excluded any overruns or other types of temporary buffs that go away at the end of the turn (like Craterhoof Behemoth). I don’t consider +1/+1 counter cards anthems either, since they often miss creatures that enter play after them.
To recap, an anthem needs to be a permanent, it needs to affect any creature that could end up on your side of the board, and it needs to increase power and/or toughness, without decreasing either. Got that? Good, let’s get to the cards!
Honorable Mention
Cid, Timeless Artificer is a relentless card and restricted to boosting certain cards, but I point out that this is one of the few anthems that counts cards in your graveyard and after the first one on the field, the next ones are just as effective in the graveyard. Thank you very much for the cycling!
#59. Glorious Anthem
Glorious Anthem is a victim of power creep, but it paved the way for the rest of these cards. Credit where credit is due.
#58. Jor Kadeen, the Prevailer
+3/+0 is a sizable buff but locking it behind a metalcraft ability raises some deckbuilding concerns. You’ll know when you want Jor Kadeen, the Prevailer, which won’t be often.
#57. Amazing Alliance

Amazing Alliance plays well with legendary creatures and offers a small lifegain upside. It's a very relevant one because attacking in often leaves your life total vulnerable.
#56. Sylvan Anthem
Green is the color least in need of anthems, but token-based strategies don’t mind the boost from Sylvan Anthem, and the scrying adds up.
#55. Spear of Heliod
Spear of Heliod is supposed to deter attacks, but the activated ability is visible to everyone. Players won’t blindly walk into it, which makes this much closer to an artifact version of Glorious Anthem.
#54. Force of Virtue
It’s not winning the “best free spell” award, but Force of Virtue’s still a fun “gotcha!” card. Unfortunately, white decks aren’t usually fond of losing a card just for the surprise factor.
#53. It That Heralds the End
Let’s jam some Eldrazi! It That Heralds the End helps cast your Emrakuls and Ulamogs early while buffing the Eldrazi Spawn and Eldrazi Scion tokens you have lying around after you’ve cast the Titans. You can get a wicked curve in Constructed by playing this turn 2 into a turn 3 Thought-Knot Seer.
#52. Lumen-Class Frigate
Lumen-Class Frigate is so easy to station it becomes very aggressively costed. The anthem does make it much easier to reach the 12 charge counters which is a great perk.
#51. Call for Unity
Call for Unity really needs you to ensure a revolt trigger the turn you play it. A spare Treasure token can ramp it out and satisfy revolt at the same time.
#50. Collective Blessing
Think about Collective Blessing like an Overrun that sticks around. It’s bulk-bin fodder that’s easy to scoff at but ends up stealing games.
#49. Leyline of Hope
The traditional weakness of lifegain cards is a lack of board impact. Gaining life can prevent you from losing the game, but it rarely helps you win it. Leyline of Hope gives your lifegain a little extra oomph by increasing the amount of life gained and giving you a powerful anthem. Lifegain decks often run lots of tokens, either as payoffs or to trigger Soul Warden effects, so I expect this to be impactful.
#48. Sorin, Lord of Innistrad
The main appeal of Sorin, Lord of Innistrad is the ability to -2 immediately for an emblem with a permanent anthem effect. It’s an otherwise dead-average planeswalker.
#47. Benalish Marshal
Benalish Marshal has two ideal homes: knight-themed decks or mono-white devotion decks. The mana cost is prohibitive, but anthems rarely get stapled to creatures at this mana value.
#46. Maja, Bretagard Protector
Maja, Bretagard Protector dares you to name a couple better than anthems and tokens. Maja’s my favorite brand of card: payoff and enabler all in one.
#45. Angel of Invention
Angel of Invention is another anthem that comes with its own body. Rarely in Commander will you fabricate +1/+1 counters, but it’s nice to have options.
#44. Minthara, Merciless Soul
Minthara, Merciless Soul mimics Call for Unity, but using experience counters lets it die without “losing its progress.” Minthara of the Absolute is remarkably better, but we don’t talk about Alchemy cards here. “But Tim, you’re the one who—.”
#43. Ulvenwald Oddity / Ulvenwald Behemoth
A hastey anthem is a deadly combo, although Ulvenwald Behemoth is hiding behind the much less impressive Ulvenwald Oddity. Thankfully the only barrier to entry is an expensive mana sink, and the reward is worth the cost.
#42. Nahiri’s Resolve
Nahiri's Resolve is a unique mix of anthem, haste enabler, and blink enabler on one card. I’ve yet to see it in action, but there’s potential here.
#41. Patchwork Banner
These days, 3-drop mana rocks need to do more than just add mana to be worth the slot in your Commander decks. Bloomburrow‘s Patchwork Banner supplies that: a typal lord-esque anthem! Any deck with a typal focus happily plays this, especially token-centric typal decks like goblins and saprolings.
#40. The Circle of Loyalty
Somehow The Circle of Loyalty keeps sneaking its way onto my lists. It really only belongs in knight decks or legends matter decks, but that’s a wide enough spread to deserve a mention.
#39. The Cyber-Controller
There are several ways to buff your artifact creatures, but I really like Doctor Who‘s The Cyber-Controller, largely because it comes with an army of artifact creatures to buff. That’s plenty of value before you consider all the shenanigans you can perform with your opponents’ face-down creatures.
#38. In the Trenches
In the Trenches shows just how far we’ve come from Glorious Anthem. What if we made the same exact card, but turned it into a late-game removal spell as well?
#37. Commander’s Insignia
Commander's Insignia’s fun if you have multiple commanders via partner or background (or friends forever, I guess). It’s an ideal anthem for cheap aggressive commanders like Isamaru, Hound of Konda, though those aren’t super popular.
#36. Nadaar, Selfless Paladin
Nadaar, Selfless Paladin promises an eventual board pump but makes you work for it. You can run out Nadaar after already completing a dungeon for an immediate effect, and Nadaar at least gets you one room closer on ETB.
#35. Paladin Class
I’ll take any excuse to talk about the AFR class enchantments. Paladin Class starts off tame, becomes an anthem on Level 2, then dominates combat on Level 3. One mana makes it easy to slot into your curve and upgrade over time.
#34. Anthem of Champions
Sometimes, simple is best. Anthem of Champions lacks frills, but it’s cheaper than Glorious Anthem. Being multicolored restricts the decks you can play it in, but it also benefits commanders like Aragorn, the Uniter. This Foundations card is great for token decks interested in another cheap buff.
#33. Gideon, Ally of Zendikar
Remember when there were talks about banning this card in Standard? 2015-2017 Magic was just built different, I suppose. Gideon, Ally of Zendikar has utility with knights and allies but using the -4 right away to guarantee an untouchable anthem emblem is usually the safest bet.
#32. Dictate of Heliod
What Dictate of Heliod lacks in efficiency it compensates for with the surprise factor. Flash is especially useful on anthems, changing combat math when your opponents least expect it.
#31. Righteous Valkyrie
The scourge of Historic players everywhere, Righteous Valkyrie fits perfectly in angels, clerics, and lifegain decks. You usually need help from other cards to get your anthem, but +2/+2 is a rewarding boost.
#30. Radiant Destiny
The best offense is a good defense, so Radiant Destiny should be decent. It takes very little work to get the city’s blessing, so you pretty much always get vigilance with your anthem. The combination of offense and defense helps simplify combat math since you don’t need to worry about deciding between attacking and keeping blockers back.
#29. Legion’s Initiative
Legion's Initiative is an underrated little gem for creature-heavy red-white decks. It’s a small anthem that you can cash in for some protection against board wipes when the time is right.
#28. Domri, Anarch of Bolas
Domri, Anarch of Bolas provides ramp and a passive creature buff, and making creatures uncounterable is a nice touch. Using its fight ability can sometimes cut short an opposing creature, just like they did with Domri’s character arc.
#27. Trostani Discordant
Trostani Discordant has all the characteristics of a typical anthem, but the Homeward Path ability comes in clutch more often than expected. The trigger returns creatures you own that were reanimated or stolen by another player, and Trostani always returns itself as well.
#26. Eldrazi Monument
Eldrazi Monument used to be much more popular in Commander. It’s not necessarily worse now, but a faster format means 5-mana cards are in less demand. This anthem requires a sacrifice every turn, but the boost is more powerful than most.
#25. Fecund Greenshell
Getting the anthem off Fecund Greenshell won’t be a problem in Commander, though other Constructed formats might find amassing 10 lands tricky. But that second line of text does a load of work. Turning every creature with toughness greater than its power into Coiling Oracle is insane value, even if you never hit 10 lands.
#24. Case of the Gateway Express
+1/+0 isn’t the greatest buff in the world, but Murders at Karlov Manor‘s Case of the Gateway Express gives you enough additional value to make up for it. Namely interaction. If you want to add more kill spells to your Commander deck without trimming the good stuff, you should consider this case. It’s also great in Standard with token decks.
#23. Judith, the Scourge Diva
The +1/+0 pump on Judith, the Scourge Diva makes it ideal for hyper-aggressive red-black decks. Leaning towards aggro often forces opponents into trades during combat, which triggers Judy’s ping ability.
#22. King Darien XLVIII
That’s 48 for anyone counting, the same as the 2014 Superbowl. The mana sink and sacrifice ability put King Darien XLVIII close to EDH staple territory for token decks. Long live the ki… oh, you’re just going to sacrifice it? Oh, um, never mind then.
#21. All-Out Assault
All-Out Assault ensures there will be carnage. As long as you outnumber the defending player expect to come away with a distinct board advantage. If an opponent blocked your deathtouch infested creatures, you can turn any of their trades into foolish ones with Faith's Reward or other mass reanimation cards.
#20. Flowering of the White Tree
Cheap and effective, but far from broken, Lord of the Rings‘ Flowering of the White Tree ushered in a new age for anthems. This white enchantment is a pushed effect that set a standard for what to expect from anthems moving forward.
#19. Wedding Announcement / Wedding Festivity
Wedding Festivity takes a full three turns to come into play, but Wedding Announcement provides just the right drip of resources to make the wait worthwhile. It’s worth the 3-mana investment no matter which combination of effects you end up getting. Send my best regards to the bride and groom.
#18. Intrepid Adversary
Intrepid Adversary’s anthem effect scales with the amount of mana you put into it, much like a multikicker ability. Did you know all the Adversaries from Midnight Hunt fight one another in the same house? You can spot Spectral Adversary in the foreground of this card’s art.
#17. Coat of Arms
Coat of Arms does its best work in token-centric typal decks, like goblins. Krenko, Mob Boss might be the best card to pair with this. It’s also fantastic with cards like Molten Echoes and Reflections of Littjara. The only typal decks I wouldn’t play this in are those focused on big, expensive creatures, like dragons, giants, and eldrazi.
#16. Ultramarines Honour Guard
Why stop at one anthem when you can have an entire squad of anthems? Thanks to squad, Ultramarines Honour Guard lets you invest extra mana into multiple copies of the card. They all pump each other and fit perfectly in token-based decks.
#15. Vanquisher’s Banner
Vanquisher's Banner causes lots of problems in the best way. Buffing your team while drawing cards is a nasty one-two punch. The anthem applies pressure while the card advantage lets you maintain it. It also provides a form of pseudo-wrath insulation since rebuilding post-Sunfall is much easier when all your creatures cantrip.
#14. Marshal’s Anthem
Marshal's Anthem overcharges on the front-end but gives you a mana sink that reanimates creatures with no restrictions. Those creatures come back better than ever, making this a great recovery tool post-boardwipe.
#13. Ravos, Soultender
I don’t know if Ravos, Soultender would make it as a standalone commander, but partner lets you sandbag Ravos until you have no other options. It’s strong, just held back by a frail body.
#12. Thunderfoot Baloth
The game ends quickly when Thunderfoot Baloth’s lieutenant ability comes “online.” I don’t see this card played as often as I should, so consider this an appreciation post for my Baloth friend.
#11. Inquisitor Greyfax
The color restrictions on Inquisitor Greyfax keep it from seeing as much play as other anthems, but it’s great when you can slot it in. Cheap tappers are underrated in Commander, especially ones that provide card advantage and make your other creatures better in combat.
#10. Elspeth, Sun’s Champion
Elspeth, Sun's Champion excels at generating tokens, but calling it an anthem is suspect. The -7 is literally an anthem, but it’s barred behind a planeswalker ultimate that rarely happens. Let me know what you think in the comments.
#9. Vivien Reid
While you’re down there, tell me what you think of Vivien Reid’s -8 as well. It’s another anthemic emblem that’s not likely to come up. Vivien has other relevant abilities, but does it belong on a list of anthems? You know where to sound off.
#8. Garruk, Cursed Huntsman
Unlike the previous planeswalkers, the anthem-like ultimate on Garruk, Cursed Huntsman is perfectly achievable in the average game. Carth the Lion lets it ultimate immediately, and the Wolf tokens from Garruk’s 0 ability help the cause.
#7. Mirari’s Wake
A mana doubler and a permanent creature buff, what’s not to love? Mirari's Wake faces more competition and interaction these days, but it’s still powerful. It’s rarely used for its anthem effect, but you’re not turning that down either, are you?
#6. Warleader’s Call
Warleader's Call is amazing. The lovechild of Impact Tremors and Glorious Anthem is close to an auto-include for aggressive Boros+ decks. Impact Tremors has always been a great red enchantment for go-wide decks to push extra damage, especially in Commander, but it has a weakness: It sucks when you draw it late. Warleader's Call doesn’t have this issue since it buffs the team. It’s great on turn 3 and fine on turn 10, and it should be in your deck.
#5. The Immortal Sun
The Immortal Sun has a lot of different value knobs all tied to one card, only one of which is the typical +1/+1 anthem. Keep your planeswalker count to a minimum if you plan to run it.
#4. Ethereal Absolution
Ethereal Absolution is an abysmal card to face in Limited and a Commander overperformer. It’s a mini Elesh Norn, Grand Cenobite that’s generally harder to remove. It spits out virtual 2/2 flyers and chews through opposing graveyards, all while shrinking opponents’ boards and growing your creatures.
#3. Beastmaster Ascension
Beastmaster Ascension does nothing, and then it makes your creatures enormous just like that. Best to play this green enchantment when you can get all seven counters at once instead of letting it sit around making your opponents nervous (translation: They’re going to try to kill you).
#2. Jetmir, Nexus of Revels
Oh, meow it’s a party! Jetmir, Nexus of Revels says the more the merrier, providing cascading board pumps depending on how many creatures you control. The Naya commander is also a rare instance of a modern-day anthem creature that buffs itself.
#1. Elesh Norn, Grand Cenobite
If Magic had a “first-player token,” Elesh Norn, Grand Cenobite would pick it up and put it squarely under your control. This anthem/debuff duo represents a 4-point power swing on every creature, which usually makes you the clear archenemy. I expect nothing less from this praetor, the Mother of Machines.
Best Anthem Enablers
To win the game with anthems your deck generally needs to be aggro, and you want to go wide with as many creatures as you can generate. Token generators that pop out creatures like Chatterfang, Squirrel General, Krenko, Tin Street Kingpin, or Myrel, Shield of Argive are your ticket to an alpha strike and a win.
Queue the Outro Music

Beastmaster Ascension | Illustration by Alex Horley-Orlandelli
Every army needs a bit of inspiration to maximize their potential. These anthems are the best of the best to give your wide board the power needed to cross the finish line, especially in a format like Commander with three opponents and lots of life to get through.
Which anthems are your favorite? Do you play any of these in your EDH decks? Let me know in the comments below or on the Draftsim Discord!
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4 Comments
Ranking glorious anthem below most of these should be considered a crime
Thanks for this list, it’s given me plenty to look at and at least most of the cards seen here are not £££ with a few exceptions!
Plenty of black/white which is what I was looking for… 😀
So, you did include Patchwork Banner, Coat of Arms and Vanquisher’s Banner, although they only buff creatures of a certain type. In the opening paragraph you wrote that you wouldn’t include those. Then, why not also include the awesome Door of Destinies or Banner of Kinship?
Reread that opening section. I specifically stated that I wasn’t going to go with type-specific lords, but cards that let you choose a type were fine.
I don’t value Door of Destinies at all in modern-day Magic, and Banner of Kinship released after this was written (Banner will probably make the cut in a future update, the card’s pretty strong).
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