Ray of Frost: Synergies with Popular Commanders in Commander

Ray of Frost: Synergies with Popular Commanders in Commander

In TCG ·

Ray of Frost MTG card art

Image courtesy of Scryfall.com

Blue tempo and red threats: Ray of Frost in Commander

Ray of Frost is a tiny blue package with a big punch, a {1}{U} enchantment — an Aura with Flash that can swing games in your favor in a Commander pod. In Adventures in the Forgotten Realms, this uncommon Aura asks a lot less from your mana curve than a heavy removal spell and a lot more from your timing. The thrill isn’t merely in locking down a single creature; it’s in the tempo you gain by shutting down a red threat just before it can start generating real value. 🧙‍♂️🔥💎

Let’s break down what this card actually does on the battlefield. Flash lets you drop Ray of Frost right when you need it most — often on an opponent’s turn, or in response to a dangerous play. Enchant creature means you can attach it to any legal target, but the real payoff comes when that target is red. If you enchant a red creature, it gets tapped as it enters the battlefield, and it stays tapped until you decide to move it along. While the aura remains attached, the enchanted creature loses all abilities and won’t untap during its controller’s untap step. That combination—tap from entry, lock out red abilities, and prevent untaps—is a powerful tempo engine in a multiplayer format where a single red commander can swing the pod with a well-timed Wheel, a big attack, or a game-ending stax storm. ⚔️

In Commander, blue decks often shoulder the role of tempo and control, steering the board with countermagic, bounce, and selective destruction. Ray of Frost slots nicely into that philosophy. It buys you a turn or two to draw into another answer, set up a protective dome, or simply stall long enough to deploy a win condition of your own. The fact that the aura can be flashed in means you’re not committed to a straight-line race; you can weave Ray of Frost into your plan as a reactive tool that punishes red-heavy strategies. And in a pod where multiple players are competing for dominance, a well-timed Ray of Frost can swing the balance by forcing someone to deal with a locked commander rather than advancing their own plan unimpeded. 🧙‍♂️🎨

Targeting popular red-leaning commanders: practical implications

Popular Commander metas often feature red-influenced leaders who lean on big creature bases or high-impact ETB triggers. When you attach Ray of Frost to a red commander, you’re not just removing a threat for a moment—you’re removing their ability to threaten you with the same tool again and again each combat. For example, consider a blue-red commander like Niv-Mizzet, Parun. Niv-Mizzet thrives on drawing cards and dealing damage from a steady trickle of spells. If Ray of Frost touches a red creature in that pod, the target is tapped and its abilities are suppressed, hindering its attack potential and cool-downs, and you buy time to answer the board on your terms. The same logic applies to other red-based or red-leaning leaders that rely on haste, evasion, or big-board presence. When a red commander is tapped and its abilities vanish, the players who depend on that throne can lose their momentum abruptly, shifting the tempo in your favor. 🔥

Of course, Ray of Frost isn’t a miracle cure; it’s part of a broader blue-control toolkit. You’ll want a plan to protect the aura from removal spells and to recast it if needed. Blue-focused decks often pair tempo enablers like this with flicker effects or recursive returns to keep reusing the effect—imagine blinking Ray of Frost onto another red threat or re-enchanting an already-tapped red commander after it untaps, sealing the deal. And since the aura requires the enchanted creature to be red, you’re best served by identifying red commanders in your pod and prioritizing those targets for maximum impact. Blue flexibility gives you the edge you need to respond to unpredictable turns in a multiplayer game. 🧙‍♂️⚔️

There’s also a storytelling angle here. Ray of Frost lets you narrate a turn-by-turn clash of colors: the cool, calculating blue making a stand against red-hot aggression. The flavor of the card—an ice-cold spell that freezes a foe’s most dangerous threats—pairs nicely with art and lore that emphasize clever manipulation and restraint. The hush before a game-changing moment often lands when you flash in this Aura, tap a red commander, and watch the table recalibrate around your tempo play. And yes, you’ll hear the groans of players who had plans dashed by a timely melt of their battlefield momentum. It’s part of the charm of Commander: the little spells that swing games in unexpected ways. 🎲💎

If you’re building around Ray of Frost in a control shell, consider augmenting your resilience with protective spells and recursion. Counterspells, permission-heavy engines, and bounce effects can all help you maintain a beacon of control while you assemble more durable win conditions. The synergy isn’t just about the one enchantment; it’s about creating windows of opportunity where you can safely deploy your threats while your opponents scramble to reset their plans. In that sense, Ray of Frost is less “remove a creature” and more “create an opportunity to dictate the pace of the game.” 🧊🎨

Practical deck-building tips

  • Pair Ray of Frost with blink effects or permanents that reattach auras, so you can re-use the effect on new red threats across turns.
  • Include protection for your aura—counterspells, bounce, or spells that deter removal—to ensure you keep the tempo you’ve earned.
  • Target red commanders thoughtfully. The goal is to slow down high-impact leaders and give your team time to stabilize, not simply pick off a single attacker.
  • Blend Ray of Frost with card draw or wheel effects to maximize value and keep pressure on the table while you build towards a win condition.
  • Be mindful of opponents who run non-red threats; the aura’s restriction helps you focus on the most dangerous players in the pod.

As a quirky, clever piece of the blue toolbox, Ray of Frost offers a distinctive route to command-zone control. It’s the kind of card that sparks conversations about tempo, denial, and the art of reading the table—perfect for fans who relish the back-and-forth of a long multiplayer game. And if you’re ever feeling nostalgic for the days when a well-timed Flash could swing the entire round, Ray of Frost delivers that classic MTG moment with a modern twist. 🧙‍♂️⚡

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Ray of Frost

Ray of Frost

{1}{U}
Enchantment — Aura

Flash

Enchant creature

When this Aura enters, if enchanted creature is red, tap it.

As long as enchanted creature is red, it loses all abilities.

Enchanted creature doesn't untap during its controller's untap step.

ID: 7edd5058-a964-4288-937b-84df6e9ba7c4

Oracle ID: 3de32046-454b-40be-b522-a3d1d5302b10

Multiverse IDs: 527355

TCGPlayer ID: 243222

Cardmarket ID: 571332

Colors: U

Color Identity: U

Keywords: Enchant, Flash

Rarity: Uncommon

Released: 2021-07-23

Artist: Kim Sokol

Frame: 2015

Border: black

EDHRec Rank: 21480

Penny Rank: 11823

Set: Adventures in the Forgotten Realms (afr)

Collector #: 68

Legalities

  • Standard — not_legal
  • Future — not_legal
  • Historic — legal
  • Timeless — legal
  • Gladiator — legal
  • Pioneer — legal
  • Modern — legal
  • Legacy — legal
  • Pauper — not_legal
  • Vintage — legal
  • Penny — not_legal
  • Commander — legal
  • Oathbreaker — legal
  • Standardbrawl — not_legal
  • Brawl — legal
  • Alchemy — not_legal
  • Paupercommander — not_legal
  • Duel — legal
  • Oldschool — not_legal
  • Premodern — not_legal
  • Predh — not_legal

Prices

  • USD: 0.07
  • USD_FOIL: 0.15
  • EUR: 0.11
  • EUR_FOIL: 0.15
  • TIX: 0.03
Last updated: 2025-11-15