Atarka's Command

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Rare

Combos Browse all

Atarka's Command

Instant

Choose two —

  • Your opponents can't gain life this turn.
  • Atarka's Command deals 3 damage to each opponent.
  • You may put a land card from your hand onto the battlefield.
  • Creatures you control get +1/+1 and gain reach until end of turn.

Price & Acquistion Set Price Alerts

DTK

Ebay

Recent Decks

Atarka's Command Discussion

ArrestedSnow on Burning Man MODERN

35 minutes ago

I can't Blood Moon, I have too many other colored spells for that. Vexing Devil and Browbeat, any card that gives my opponent the choice will always be a hard pass for me. I'm thinking about taking our the two Atarka's Command but I like having the life cancel ability. I took third last night in a local modern tournament and the only match I bombed hard against was blue/white control because I couldn't find any of my sideboard.

Mstash on Modern Burn

1 day ago

Really like the deck

I would say try to add a few more Atarka's Command and more green sources, like more Stomping grounds.

sylvannos on Pattern Recognition #56 - Fetches

3 days ago

The problem with the article (and this has been pointed out all over the place over the years every time it gets posted) is that it assumes everything in a vacuum. It ignores that life is a resource.

For example, suppose I lose next turn to my opponent's infinite combo and the only way I can win is if I do so on my current turn. In that case, paying all but 1 of my life total to gain a even a 1% chance of drawing the card I need to execute my own combo is worth it. If I'm playing Storm and sitting at 4 life, paying 3 of that life to go grab a Steam Vents before I try to draw a card is worth it.

This is done at multiple instances throughout the game because I can only play one land a turn. So with the example of Storm in Modern, if I'm going up against another fast deck like Death's Shadow, Burn, or another combo deck, I can map out the number of cards my opponent can play.

So let's continue by taking a look at Burn. It can do 4 damage with Boros Charm. 2 damage a turn with Goblin Guide is one of its more efficient means of damage. Monastery Swiftspear does a lot of damage but is limited by the mana available. Atarka's Command likely does the most damage. A resolved Eidolon of the Great Revel is enough to kill me on its own. What's the fastest way that a burn deck can kill me, as a Storm player?

Hitting a land drop each turn is ideal for the Burn player. If they hit 4 lands and nothing but spells, they should be able to do 20 damage by turn 4.

So with 7 starting cards and then 4 turns being on the draw, they have 11 cards total. 4 of those are lands, meaning they get 7 of their burn spells. The absolute nuts is if they get multiple Goblin Guides and Atarka's Command. So:

Turn one: Goblin Guide, attack for 2 (18 life remaining).
Turn two: Cast another Goblin Guide, attack for 4 (14 life remaining). Cast Lightning Bolt (11 life remaining).
Turn three: Monastery Swiftspear -> Atarka's Command for 3 to the face (8 life remaining), pump the team, attack for 9 (0 life remaining).

That's 21 damage by turn 3, with the Burn player getting a strong draw. So if I'm on the play, and I know I take 21 damage by the Burn player's turn 3, that means the most life I can pay of my own is 10. That's because it's what keeps me alive at the end of turn 2. If I pay even 1 life, I'm dead on turn 3 regardless of what else I play. Because of this, any life I pay by turn 3 is irrelevant.

So if my opening hand has only 2 Misty Rainforest, but I need , then I'm going to pay at least 2 life to fetch a pair of Steam Vents. If I have to fetch and shock twice, I go to 14. I'm dead when my opponent gets their turn three, so I decide to combo off. Part way through my combo, I draw Scalding Tarn and Island. I can still play a land and I only need to get , so I can play the Island. However, since I know I'm dead the following turn, I may as well pay the life to use Scalding Tarn, even if it only improves my draw by 0.000000000000001%.

This is a long, convoluted example, but I hope it illustrates my point. Life is a resource. Games more often that not depend on certain life total breakpoints (in our Burn example, it goes 18 -> 13 -> 1). Using a fetch to thin out your deck in those cases makes the smallest percent worth it.

The times where the article is correct is when looking at a meta that does random amounts of damage each turn and you're playing Mono-Red Burn. It's better off to play nothing but basic Mountains, even if the option of fetches is there. That's because you'll never be in a situation where paying life to improve your chances will be relevant.

Even then, sometimes the shuffling itself becomes a relevant resource. Or you want to fill your graveyard (Grim Lavamancer being the go to example). But most of the time, it comes down to mana fixing. Because fetchlands can grab dual lands, they open up all 5 colors without any issues. If you rely just on dual lands, you may draw all of your spells, but only your lands. If those lands were Verdant Catacombs? It's no longer an issue because you can go get your Taiga or Badlands.

This becomes even more obvious against decks with few actual win conditions. Sneak and Show is going to attack me with either Griselbrand, Emrakul, the Aeons Torn, Ashen Rider, or all of the above. Scapeshift is going to kill me with Valakut, the Molten Pinnacle. Once you know the threshold for when these decks can kill you, crossing that threshold means any life you pay from fetchlands makes the deck thinning worth it.

Edit: I should mention, my point is that "Fetches are good for thinning your deck" is a correct statement. This is only clear if you take the time to think about why. But once you do, it's obvious and becomes second nature to most players.

xyr0s on Help building Bloodbraid elf burn ...

5 days ago

In spite of having more effect, Oracle of Mul Daya is not as good as Courser of Kruphix. It has a lot smaller body (dies to Lightning Bolt) and higher casting cost (can't be cascaded by Bloodbraid Elf).

I'm not really believing in mana dorks either - imagine cascading for something with impact, and coming up with Elvish Mystic. Not really what you'd want. Noble Hierarch at least has the exalted ability going for it, but its mana is off-color. Also, it has a pretty heavy pricetag, more than most fetch or shock lands.

Groundbreaker and Ball Lightning are probably really good in this deck. Perhaps Atarka's Command too, although it interacts poorly with cascade (it would resolve before your bloodbraid elf).

I don't think there's any reasonable way to get to play your top-library card for free. But just to get more card advantage, you could perhaps play Dire Fleet Daredevil - a lot of match-ups could really turn around on that one. In others it would probably be rather irrelevant and just wait to be boarded out.

I don't think you should play a passive card like Crown of Convergence; a scenario with plenty of creatures on your side, working magic on your topdeck is nice, but drawing it and playing it on an empty table is bad.

Lands: I forgot a couple of useful lands. Kessig Wolf Run and Treetop Village.

lukas96 on Help building Bloodbraid elf burn ...

1 week ago

yeah you shouldnt try to use BBE multiple times, that wont work as good as you might thinkAtarka's Command is pretty good in the same deck as bbe.

Magma Jet should not be in any Burn deck, same is true for Magma Spray and Burst Lightning.

Combining burn with landfall seems odd and not very usefull so id drop this idea.

What about something like

4 BBE 4 Monastery Swiftspear 4 Ball Lightning

4 Lava Spike 4 Lightning Bolt 4 Rift Bolt 4 Atarka's Command 4 Searing Blood/ Searing Blaze (Searing Blood might be better because you cant guarantee the landfall trigger when you are cascading) 2 Exquisite Firecraft

22 lands

Delta-117 on Comment your best packs opened

1 week ago

My best were:

Back during BFZ, attending a draft at my lgs, we decided to mix things up a little and go with everyone getting packs from standard sets at the time. I started with my BFZ and opened a Prairie Stream expedition, then next I opened my DTK pack to get an Atarka's Command, and lastly an OGW pack to reveal a Fetid Heath expedition!

From Shadows of Innistrad - Hour of Devastation I also have opened a foil mythic from each of these sets. The notables were a Emrakul, the Promised End, Chandra, Torch of Defiance and The Scarab God.

Another time after placing well in fnm, I on a whim decided lets try and open a masterpiece, so all I did was purchase a lone Aether revolt pack to open a Chalice of the Void masterpiece :)

WizardOfTheNorthernCoast on Modern R/W Burn

1 week ago

I've played my RW list yesterday at a modern tournament with 36 people. Ended up 7th, really unlucky in the top 8 by getting stuck at 2 lands with 2 Blood Moon in hand against RG Valakut... But another RW build made it to the final so it's all good :)

I wouldn't go with Naya Burn, because you lose too much HP from your mana base. You also really increase your chances to get mana screwed. In the mirror, Boros is much better than Naya because of that.

The only real reason to run Naya would be Atarka's Command, but I find it kind of meh when running only 8 creatures in the form of Monastery Swiftspear and Goblin Guide. If you wanna deal 3 and prevent lifegain, just go with Skullcrack!

Load more