CommanderMagic: The GatheringNatural Order

Is Natural Order Worth Running in Commander? A Deck-by-Deck Breakdown

Natural Order has a strange status in Commander circles. It's fully legal in regular multiplayer Commander, but it's banned in the 1-on-1 Duel Commander variant and in Brawl, which tells you something about how efficient the card actually is.

That legality split raises a real question for EDH deckbuilders: is Natural Order worth the deck slot in a 99-card singleton list, where you likely only have one copy of your ideal target?

The earlier guide to Natural Order's best targets focused on Legacy staples like Craterhoof Behemoth. This one looks specifically at how the card performs inside actual Commander decks.

The short answer is that it depends heavily on which commander you're building around, and the data backs that up clearly.

Why It's Banned in Duel Commander but Not Regular EDH

Duel Commander's banned list exists specifically to slow down explosive, game-ending plays in a two-player format where a single big swing matters far more. Natural Order's ability to put a huge creature directly into play for four mana is exactly the kind of effect that list targets.

In multiplayer Commander, the same play is less back-breaking, since three other players are still in the game and a single large creature doesn't automatically end things the way it might in a duel.

Where Natural Order Actually Sees Play

Real deck-building data shows Natural Order performing best in green ramp and value commanders rather than aggressive creature decks. Selvala, Heart of the Wilds and Marwyn, the Nurturer both see the card in over a quarter of their decks, since both commanders want to flood the board with mana and creatures anyway.

Lumra, Bellow of the Woods shows an even higher inclusion rate, since its value engine rewards big creatures re-entering the battlefield, which pairs naturally with what Natural Order delivers.

The Sacrifice Cost Matters More in Multiplayer

In a four-player pod, you're often more willing to sacrifice a mediocre green creature than you would be in a two-player Legacy match, since board development matters less than raw power spikes. That makes the additional cost less painful in Commander than it looks on paper.

Decks that already generate lots of small green creatures, like token or Elf tribal strategies, have an easy time finding a body to sacrifice without losing real board presence.

Which Commanders Skip It

Aggressive, low-curve green commanders like Fynn, the Fangbearer see lower inclusion rates, since those decks care more about a wide, cheap board than one huge finisher. Natural Order competes for a deck slot against cards that better support a go-wide plan.

Decks without a real green bomb worth tutoring for also tend to skip it, since the card is only as good as the single best creature it can find.

Good Commander Targets Versus Legacy Targets

Legacy Elves wants Craterhoof Behemoth for an immediate lethal swing. Commander decks have more room to consider value-oriented targets instead, like a big enters-the-battlefield creature that swings a whole board state rather than ending the game outright.

This difference in target selection is the main reason a Commander-specific copy of Natural Order can feel like a completely different card from its Legacy counterpart.

Weighing the Deck Slot Honestly

A singleton deck only has one copy of its best target, so Natural Order's ceiling in Commander is capped by whatever one creature you're actually building around. In decks with several strong late-game creatures, the card is more consistently good than in decks leaning on a single bomb.

For most green Commander decks, the real question isn't whether Natural Order is powerful, since it clearly is, but whether the deck has enough expendable green creatures to reliably pay its cost.

Comparing Natural Order to Other EDH Ramp Payoffs

Compared to other green ramp payoffs like Rampant Growth or Skyshroud Claim, Natural Order delivers its creature immediately rather than accelerating toward casting it the normal way. That immediacy is valuable in a multiplayer pod where tempo swings matter more than in a two-player match.

Cards like Elvish Piper offer a similar direct-to-battlefield effect without Natural Order's color restriction, making them worth comparing directly if a deck already runs multiple green creature cheat effects.

Common Mistakes to Avoid

  • Running Natural Order in a deck without a genuinely strong green finisher to find
  • Forgetting it's banned in Duel Commander and Brawl before building a two-player list
  • Sacrificing a creature you actually needed on board for value or defense
  • Assuming Legacy's best targets automatically translate to a singleton Commander deck

Frequently Asked Questions

Is Natural Order legal in regular Commander?

Yes, it's fully legal in multiplayer Commander, though it's banned in Duel Commander and Brawl.

Which commanders run Natural Order most often?

Ramp and value-focused green commanders like Selvala, Marwyn, and Lumra, Bellow of the Woods include it at notably high rates.

Is Natural Order good in an aggressive, go-wide green deck?

Not usually, since those decks value a wide, cheap board over spending a card slot on a single big tutor target.

Does sacrificing a creature matter more in Commander than in Legacy?

It's often less punishing in multiplayer, since board development matters less relative to raw power in a four-player pod.

Take Natural Order Into Your Next EDH Pod

A singleton deck lives or dies on protecting its one copy of every key card, tutor included. Keep your 99-card list organized and shuffle-ready in a deck box built for Commander so your whole pod's worth of cards travels together.

Sleeve up your commander and your key green bombs separately so they're easy to find during your draw step.

Related Guides

Recommended Products