Alternate Win Cards that are Cheaper Than Ever and Great for Commander

24 Sep
by Jason Cominetto

With the upcoming printing of Central Elevator // Promising Stairs in Duskmourn: House of Horror, and the recent Twenty-Toed Toad in Commander: Bloomburrow, alternate win cons have been at the forefront of my mind lately, and I think theyโ€™re a topic worth exploring. Regardless of how casual or competitive you are, when you sit down for a game of Magic youโ€™re playing to win, be that through combat damage or a variety of other means. 

The following unique โ€œyou win the gameโ€ cards provide you with a different way to approach piloting your deck that you may have otherwise ignored. In 60-card formats these alternate win cons can appear few and far between, but in Commander, where you have three opponents to distract each other and a larger card pool to choose from, they can thrive. Indeed, these win cons may seem easy to overlook, but if played correctly, they can take your opponents by surprise and win you games in ways you previously would have otherwise written off. 

Not all alternate win cons are created equal, however, so I went ahead and compiled the ones I believe are worth considering for your decks that are also currently at their most financially viable prices. These are relatively straightforward in terms of setup, and in the right deck wonโ€™t require any additional deckbuilding beyond swapping out one card.

Mechanized Production

When I think of alternate win cons, the one that sticks out as the most cost-efficient and impactful, while not overtly threatening as to attract too much attention, has to be Mechanized Production. This is one that creeps up on you, not registering as a threat to most players until itโ€™s too late. Unlike other alternate win cons, such as Test of Endurance and Epic Struggle, which only serve to give you a win under the right conditions and nothing else, Mechanized Production has an engine on it that actually helps get you there. Sure, you could say the same about something like Revel in Riches, but unlike that card, which needs to see your opponentsโ€™ creatures die to create a Treasure, Mechanized Production doesnโ€™t depend on anything other than surviving until your upkeep to reap its benefits. Also, Revel in Riches will win you the game off ten Treasure tokens, whereas Mechanized Production can win you the game off of just eight, and they donโ€™t even have to be Treasures - they can be Clue tokens, Food tokens, and moreโ€ฆ hell you can win the game with eight Sol Rings if thatโ€™s what you want. 

The opportunities here are vast, and with the above token types becoming more and more omnipresent, the chances of winning through Mechanized Production just go up with each new set. Put simply, itโ€™s a value engine that also can close out a game, and a cheap one at that - sitting at less than $2, this is at an all-time low, down from a historic high of just over $16 about two years ago, no doubt thanks to a slew of reprints. If you ever were curious if Mechanized Production could work for your deck, now is the time to pick one up and give it a shot.

Mechanized Production
Mechanized Production

Hellkite Tyrant

This is another personal favorite of mine, one that I feel so strongly about that if youโ€™re running any sort of Dragon synergy or artifact token-based decks in red, this is a must-include. Kaalia of the Vast? Run it. Dragon's Approach? Run it. Prosper, Tome-Bound? You already know what the answer is. The value of this bad boy is off the charts - it has a decent body, and even though it needs to hit a player to gain all their artifacts, its flying and trample keywords more than help with that. 

And as mentioned previously, artifact tokens are more present than ever lately, so youโ€™re bound to get some sort of benefit when you connect - even if they sacrifice all their Treasures or tokens in response youโ€™ll have wiped their board, which can be utterly debilitating. This ability is so powerful Iโ€™d even say Hellkite Tyrant is a decent target for Sneak Attack effects as well, even if it doesnโ€™t stay on board until your next upkeep. This too is down to its lowest price of $4.50 since 2018 due to the Ravnica Remastered reprint, so I wouldnโ€™t sleep on getting one if you donโ€™t have a copy already.

Hellkite Tyrant
Hellkite Tyrant (Anime Borderless)
Hellkite Tyrant (Retro Frame)

Felidar Sovereign

An old staple that is somewhat overlooked now, Felidar Sovereign is, in my mind, one of the original Commander boogeymen. While the argument can be made that this card isnโ€™t quite as intimidating as it used to be, itโ€™s still an absolute classic that, at the very least, draws attention and forces removal. 

If Felidar Sovereign hits the field early on it absolutely must be dealt with, and anything that carries that type of impact is worth considering. Like Hellkite Tyrant, Felidar Sovereign has solid stats that make it especially hard to kill through combat. And while its win condition may be considered straightforward, it simply gets the job done, and thereโ€™s nothing wrong with that. Plus, thereโ€™s been plenty of newer (relative to Felidar Sovereignโ€™s first printing in Zendikar) white cards that help you pull off this win, such as Teferi's Protection, all sorts of protection spells like Surge of Salvation, and even Mother of Runesโ€™ redundancy with Skrelv, Defector Mite. And like the other two cards previously mentioned, this too is at an all-time low of around $2 - well worth it in my opinion.

Felidar Sovereign
Felidar Sovereign

Mayael's Aria

While this cardโ€™s colors are fairly restrictive, itโ€™s worth mentioning due to the value it does provide if you find yourself playing Naya, especially if youโ€™re leaning into large creatures. And while, yes, it doesnโ€™t necessarily do anything until you have a creature with power five or greater, once you meet that threshold it provides consistent benefits to you and your board. It isnโ€™t deeply threatening to other players until itโ€™s too late, allowing it to fly under the radar. 

Mayaelโ€™s Aria is also worth bringing up since itโ€™s the most accessible price-wise in a decade after its Double Masters 2022 reprint, plummeting from around $15 to just under $3. Like the others, this one is cheaper than ever, and definitely worth a consideration.

Mayael's Aria
Mayael's Aria (Foil Etched)

Surviving to Upkeep

One thing you'll notice that all these cards have in common is they trigger at the beginning of your upkeep, which poses the inherent problem of projecting your win condition to the field potentially multiple turns before you can pull it off. So how do you ensure that you even survive to get to that point? There are a few options.

The first, and I think the best option, is to simply take your opponents by surprise and give them as little opportunity to respond to your threat as possible. This can be done by flashing in these win conditions on your opponent's end step with the help of cards like Vedalken Orrery or Leyline of Anticipation. I particularly like Emergence Zone, a single printing land from War of the Spark that enables flash for cheap and can easily slot in for another land - no need to cut any heavy hitters for this one. In my time exploring alternate win conditions, this has consistently proven to be the most effective route.

Another option is to stack additional upkeep triggers on your turn, though the most glaring downside to this strategy is you pretty much need to be playing blue, unlike the previous approach. If you do find yourself in this color however, Paradox Haze or Sphinx of the Second Sun (the latter of which is much cheaper monetarily, but does cost a whopping eight mana) should aid you in getting to your Mechanized Production win a bit quicker. Obeka, Splitter of Seconds is also worth noting here due to her ability to give you additional upkeep triggers, though her colors are fairly restrictive and oftentimes you would find yourself running her as a Commander and not in the 99 - still worth a shoutout if you find yourself in Grixis looking to win through alternate means.

And finally, you can go the extra turns route to just keep taking turns until your winning upkeep trigger. Like the previous one, this strategy is also somewhat shoehorned into blue, however there are some cards, such as Time Sieve, which can be utilized in various colors. This is arguably the least consistent method, as you will always need to have multiple extra turn effects in hand which you canโ€™t always guarantee, though it might be worth tapping into the best ones to help your strategy instead of going all in with every one you can find. 

Vedalken Orrery
Leyline of Anticipation
Emergence Zone
Paradox Haze
Sphinx of the Second Sun
Shadow of the Second Sun

In Conclusion

Alternate win conditions might not always work in your deck, but I implore you to try some out if you think they might. They add a little extra spice to what could be a traditional and straightforward Commander build, and allow you to pilot it or view it in ways that you previously may have overlooked. These are just a taste of the alternate win cons available, and I highly recommend checking the rest out to see if any are up your alley, as there is no greater feeling than cinching the win outright with an unusual โ€œyou win the gameโ€ ability when others thought you were out of the picture - and what else should we aim for, if not making our games more memorable?

Further Reading:

Cards to Watch from Duskmourn

Jason Cominetto

Jason Cominetto

Jason is a longtime lover of Magic, falling in love with the game at Seventh Edition, as well as an EDH enthusiast for both casual and competitive metas alike. He's also a screenwriter with a produced feature and plans to proceed with many more creative projects in and out of film. His favorite card is Rofellos, Llanowar Emissary, but he firmly believes that Mana Drain is the best card.


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