Atarka's Command

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.
Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (1) arachnophilia

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Atarka's Command occurrence in decks from the last year

Modern:

All decks: 0.07%

Atarka's Command Discussion

Gracco on Boros Burn

2 weeks ago

This should be your side deck

3x Chained to the Rocks

3x Exquisite Firecraft against Control

3x Rampaging Ferocidon

3x Rest in Peace against graveyard decks

3x Wear / Tear

In the main deck -1 Titan's Strength -1 Shock +2 Lightning Strike

If you really really really want the Titan's Strength then splash green in your mana base and run 4 Atarka's Command instead, which I strongly advise against actually doing.

Keep the 2 Ramunap Ruins. They are a good card for added reach in the late game. Honestly consider Runaway Steam-Kin in the main deck at 4. It is incredible with Light Up the Stage. Viashino Pyromancer is also a good card since it is a guaranteed 2 damage when it enters the battlefield. Overall you want to keep the mana curve low and the deck as aggressive as possible so Haste or some amount of value on entering the battlefield is what you want to look for. On that note I am not a personal fan of the Soul-Scar Mage. Dropping Soul-Scar Mage for Runaway Steam-Kin is the direction I would go.

Hi_diddly_ho_neighbor on What Was Wrong with Battle ...

1 month ago

The short answer: fetch lands. Everyone was playing hyper-powered 3+colored decks. There was also the scourge of standard at the time: Siege Rhino . Fate Reforged introduced the Whisperwood Elemental and Monastery Mentor decks. Dragons brought in cards like Atarka's Command making fast aggro decks prevalent. The Dragonlords also gave control a big boost. Plus at some point in that time-frame there was a Rally the Ancestors deck performing well in Standard. Origins introduced Hangarback Walker and the flip walkers, all of which (besides Chandra) saw play.

Basically BFZ came in and outside of Gideon, nothing could really crack into any of these decks. Even Ulamog was relatively underplayed until Khans rotated. Once OGW arrived and Khans/Fate rotated, BFZ block started seeing play. However, once SOI block arrived, BFZ block started falling to the wayside again outside of the Gideon/Nissa tokens deck.

With all of that said, my favorite standard deck of all time was spawned because of BFZ. I played a W/B eldrazi processor control deck and it was super fun.

Zuzur on Naya Arcanist

1 month ago

GaslightGames Hey! Thanks for your suggestions :) For sure Dreadhorde Arcanist has been one of my pet card since its release, I hope this deck is going to work in Pioneer as well as it did in Standard!

I'll try Atarka's Command for sure, after a bunch of tests I'll know what to take out :)

Good games!

GaslightGames on Naya Arcanist

1 month ago

Very neat deck! I’ve been wanting to try Dreadhorde Arcanist in a shell with green since it may have an interesting interaction with Atarka's Command , it pumps the team +1/+1, which lets you cast it again. The other options can stop lifelink, deal direct damage, or ramp. I’m not sure what exactly is available to take out, maybe one Season of Growth and the Rimrock Knight s?

Also, Veil of Summer is banned, so that might be a non-starter for now. Thanks for sharing, and happy shuffling!

Magnanimous on Naya Value

2 months ago

Maybe add Oblivion Ring as a one or two of as just blanket removal against fringe cards. Also Veil of Summer in the sideboard might be useful against control. I don't like Domri that much, he seems slow and requires a lot of creatures or counter-magic from the other side to pay off in my opinion. Boros Charm and Atarka's Command are very aggressive cards that can be fantastic in zoo or burn, but this seems like it wants to play a slower and more reactive game, so you could swap them out for Collected Company / Chord of Calling and more creatures ( Elvish Reclaimer is a personal favorite, but you should probably go with some creatures from Death and Taxes lists). Otherwise, I like the plan of running either many lands (at least 24) and a few Arboreal Grazer type effects or dorks like Noble Hierarch and a slightly lower curve so you can just plan on dumping your hand and then spinning the wheel with Bloodbraid Elf and Throes of Chaos each turn. Cool deck, love Knight of the Reliquary , Throes of Chaos , and the idea of a true naya midrange deck!

Somedutch on "Here's looking at Zoo, kid."

2 months ago

Looks fun, but I am a little concerned with some of the slower options like Bramblecrush and Into the North . Have you looked at some of the commands like Atarka's Command and Dromoka's Command for quick flexible options for the deck? Also for a cheap enchantment/removal option, may I recommend Destructive Revelry ? Either way, keep at it. Always fun taking a concept and adding a fun twist to it.

OLucas on

2 months ago

Wouldn't Explore be better than Atarka's Command in this deck?

mtgplayer100 on Zoo

2 months ago

Goblin Guide , Experiment One , Lightning Bolt and Atarka's Command are all worth considering. Explore doens't make a lot of sense to me, as I don't see why you would want to have a lot of lands in play.

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