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Commander Review: Gifts Ungiven - The Future of the Format?

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A little over a week ago, Gifts Ungiven was unbanned in Commander. Let's see how that went!

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übersetzt von Joey

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rezensiert von Joey

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Inhaltsverzeichnis

  1. > Introduction
  2. > It Has Always Been Relevant
    1. It's 2025
  3. > Much More Than a Tutor
  4. > Why Now?
  5. > Instead of Fearing, you Should Celebrate This Return!

Introduction

The most recent decision by the Rules Committee put Gifts Ungiven back in Commander and, as such, back on everyone's minds. It was also not just a curious historic fact, but an investment, and, possibly, a very powerful card. After years banned, this card came back in style, and quickly became one of the most impactful additions to competitive Commander.

And that's not a coincidence. It's a different time, with different decks, but what before seemed too broken is now simply... strong. It is simply the type of card that challenges you to build better decks, draft better strategies, and just play better.

It Has Always Been Relevant

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Ok, you got me: this card hasn't always been relevant, that was just an exaggeration. But you have to admit that, even when it was banned, Gifts Ungiven had an air of mystery and respect. It wasn't only a banned card - it was a scary card. Not because it broke the game on its own, but because it messed with the game in a creative way that was very difficult to answer.

Tutoring four cards, putting two in the graveyard, and, on top of it all, making your opponents decide between a rock and a hard place - all at instant speed - was considered too powerful for a "casual" format.

But life goes on. Today, tutors, graveyard synergies, and fast mana are as common as tapped Islands.

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In this context, Gifts is no longer a threat - it is an interesting challenge.

It's 2025

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Yeah, Gifts Ungiven spent sixteen years banned. Now that it is back, the game has changed. If before it was seen as a full engine that created an unfair amount of advantage, now it is just another engine piece. It is still strong, still relevant, but now it is in a much more powerful ecosystem.

Decks that lean on Underworld Breach, like Grixis or Jeskai, don't see Gifts as a full combo, but an efficient way to get there. With so many modern engines around, so many ways to access the graveyard, and so many redundant cards in combos, Gifts is a versatile piece, a card that demands wits and a lot of knowledge to really work.

More than that, its return opens space for conversations the Commander community had been putting off for years. After all, why are some cards still banned even though the meta has left them behind? Why do some lists seem written in stone? Unbanning Gifts Ungiven is a mark. It shows that yes, change can come. And that not all past decisions are eternal.

Much More Than a Tutor

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In cEDH, Gifts Ungiven quickly found space in Grixis, Sultai, and Jeskai lists, as well as four color combinations that already played Intuition. This comparison is not too far off: both are ways to get combo pieces and put specific cards in the graveyard - they're often a way to win, too.

Yet, Gifts is incredibly nuanced. Instead of three cards, it gives you access to four. And, instead of simply putting one in the graveyard and the others in your hand, it puts two in the graveyard, which, for many decks, is even better.

If you're playing Underworld Breach, Snapcaster Mage, or Sevinne's Reclamation, manipulating the graveyard may end the game rather quickly.

In practice, Gifts is:

- A second Intuition for plays with Underworld Breach.

- A second, blue Entomb at instant speed (not that the original isn't).

- A political piece that tests your opponents' knowledge and nerves.

And, most curious of all, it is not linear. Each deck that uses it can do this in slightly different ways. Some will go straight for the combo. Others will prefer using it as a value tool. Others will lean on the uncertainty it creates, putting pressure on the opponents because they'll have to decide between four cards that, in the end, will all lead you to victory.

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When built well, a Gifts pile can be a work of art. This card represents what the deck does, how experienced you are, and how perceptive your opponents are. It is not forgiving - not to you, and not to your opponents'.

Why Now?

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Gifts Ungiven's return was not only a technicality, it was a symbol. Considering most banned cards remain so more out of tradition than because of how impactful they really are, this decision is a healthy invitation to reevaluate the past with brand-new eyes. The new committee showed us they're willing to make bold changes and that they understand Commander as a living thing, capable of change - and not simply a static relic.

Now, interactions are better, players are more experienced, and difficult decisions are part of the game. And, most of all, competitive players have decided that power isn't the issue. The real issue is balance.

While Jeweled Lotus and Dockside Extortionist have long been the topic of debate when it comes to fairness (or the lack thereof), Gifts has returned to the game without this burden. It is not a "free" card. To play it, you need to plan your strategies really well, build a proper deck, with a lot of thought behind it, and, often, the perfect timing as well. You'll need to work hard to access its full potential. But when you do... it is beautiful.

And yes, the absence of Primeval Titan still hurts.

Instead of Fearing, you Should Celebrate This Return!

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Seeing Gifts Ungiven return to Commander is seeing this format mature. It is a sign we are no longer stuck to decisions made when the format was still young. It is accepting some cards were only problematic because we didn't know how to handle them.

Of course, we might still regret this. Maybe, a year from now, someone will figure out a new, absurd way to make it broken, and we'll once again start discussing its place in the format. But, for now, it is where it should be: in the hands of players who know how to use it.

And that's not a reason to worry. It is a reason to celebrate. The more interesting cards we can play, the richer the meta will be. The more creative our solutions will be. The more exciting each match will be.

What about you? Did you like this decision? Do you agree with it, or not? Would you like to see another card return to this format?

I had the idea for this article while talking to Ka0s, a prominent tournament organizer that we interviewed recently.link outside website

Thank you for reading, and see you next time!