Austere Command


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
MTG: Commander (CMD) Rare
Lorwyn (LRW) Rare

Combos Browse all

Austere Command


Choose two-

*Destroy all artifacts.

*Destroy all enchantments.

*Destroy all creatures with converted mana cost 3 or less.

*Destroy all creatures with converted mana cost 4 or greater.

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Austere Command Discussion

Joe_Ken_ on Semi-Competitive EDH 4 Person Pod ...

21 hours ago

Swap Rout for Austere Command or Hour of Revelation Maybe get some protection equpment for your commander. Maybe Hammer of Nazahn or Darksteel Plate I highly recommend putting Sunforger since getting access to all your instants with red/white in their cost that are 4 or less can really be some good value.

eliakimras on Jurassic Park Adapted

3 days ago

Gishath, Sun's Avatar requires kind of an aggro strategy. You'll almost never win by casting dino after dino and swinging. Your goal has to be cast him as soon as possible then swing for cheat dinos into play. Extra combat steps really help with that. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // These are some ways you can get to 8 mana: Nature's Lore / Farseek / Rampant Growth / Sakura-Tribe Elder + Explosive Vegetation / Circuitous Route / Skyshroud Claim + Temple of the False God (or just wait a turn). Cultivate / Kodama's Reach + Hour of Promise (grabbing Temple of the False God and Boros Garrison ) will also do the trick. // You can take off some cards that don't synergize with the deck: Rootborn Defenses , Unbreakable Formation , Eerie Interlude ( Boros Charm and Heroic Intervention are enough protection), Onward (they can see it coming), Reinforcements (this is only useful when Gishath connects, otherwise is a dead card). // Gishath, Sun's Avatar requires kind of an aggro strategy. Your goal is to cast him as soon as possible. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // Eladamri's Call is better than Congregation at Dawn (if you have 11+ mana to cast both Gishath and Congregation, you should already be winning the game). But I don't think you should bother with tutors, since this is not a combo deck. You should focus on connecting with Gishath, and keeping your board state for the next swing. // Harmonize is never a bad card in decks without blue or black. You might need some cards when you don't have a creature. // Austere Command , Cleansing Nova , Blasphemous Act ( Akroma's Memorial protects your creatures from B. Act), Harsh Mercy , Mass Calcify , Solar Tide and Rout are better boardwipes than Wrath of God in this deck, since mana is never a problem for Gishath. Catastrophe , Armageddon and Decree of Annihilation if you feel like swinging without oposition.

sub780lime on Zirilan Dragon, Dragon, Dragon, Death Deck

1 week ago

Had an interesting 1v1 play-through on this against an Edgar deck. That deck would probably run all over this one 8/10 times.

I had Stormbreath Dragon (not monstrous), Glorybringer and Zirilan of the Claw out. I had Glorybringer up a few turns and had exerted to clear some of the board by pinging and had kept things locked down with AEther Flash . My opponent had just tutored for Austere Command , but couldn't cast it on their turn. They had one creature untapped on their side and they were sitting at 30 life. I was sitting on 6 mana and had Final Fortune in my hand.

I tapped 3 and Zirilan to tutor out Tyrant's Familiar and swung. Tyrant's Familiar dealt with the one blocker and allowed all three to get through for 15 (after Tyrant's Familiar added +2/+2). In my second main phase I use the Final Fortune with my remaining 3 mana. After untapping, I tutor again with Zirilan of the Claw and go get Mana-Charged Dragon . With my remaining three mana I add +2/+0 to the Mana-Charged Dragon and I am able to swing for another 15, taking my appointment out.

This is exactly what this deck is designed to do - tutor for answers and a wincon. I don't think it will work often and it will struggle even more in multiplayer, but in 1v1, it is fun. I need to play test some more.

Hexaflexagon on Welcome to the Strange Land of Dice!

1 week ago

Hey DrkNinja,

Thanks and you're welcome.

I'll try out the three boardwipes, and see how playtesting goes.

I see your point on TP and Heroic. TP, as you said, pretty much says "you can't lose the game until the start of your next turn" and Heroic gives hexproof and indestructible to ALL permanents, not just creatures with +1/+1 counters.

I see your point on Tuskguard Captain vs Zegana. However, Captain is three mana but I still think I'll swap the two.

I agree with you that instant speed is really good and STP shouldn't be replaced. I'll take the Talisman for STP.

I just realized that I didn't include Primal Vigor in my last swap draft, so I'll take out Armorcraft Judge for it. What do you think of my final swap draft? Anything else you think I should change?

Thanks again,


Hexaflexagon on Welcome to the Strange Land of Dice!

1 week ago

Hey DrkNinja,

Thanks for another extremely helpful comment.

My newest swaps draft. Anything else you would change?

Thanks again,


Hexaflexagon on Welcome to the Strange Land of Dice!

1 week ago

Hey DrkNinja,

Thanks for another extremely helpful comment.

My newest swaps draft. Anything else you would change?

Thanks again,


Hexaflexagon on Welcome to the Strange Land of Dice!

1 week ago

Hey DrkNinja,

Thanks for your extremely helpful comment. It's no worries that it came a little late. Sorry for commenting a bit late, I had to chew it over a bit. I don't feel that you're coming off as a dick, so you're all good there.

I agree with you on lack of spot removal. In the description that is in the works, I listed it as a weakness. The lack of boardwipes is due to me not being a fan of them, as it kind of ruins the game, so I'll add one in for now and see how it goes. I'm not a big fan of counterspells (due to reasons outside of EDH), which is why I'm not playing any. I also feel like counterspells sometimes are a dead card sometimes when there is nothing to counter that is really worth it.

  • I agree with you on the PWs. Most times, the pod or table overreacts to an Omniscience ult or ult on the next turn, so they'll be getting the cut.

  • The reason why I have Spellbook in is because you want to draw a bunch of cards, but to do that you have to play a land. You draw into the Spellbook, and you can play it. But I'll try Reliquary Tower and see how that works. But after thinking about it, I almost never have more than 7 cards, so I'll cut Spellbook

  • I'll again try out Contagion Engine over the Clasp, but I really like being able to kill an early dork before things get going. After thinking about it, I have decided to cut it in favor of more removal.

  • You're probably right about the PW tutors, so I'll cut those for more card draw.

  • I feel you're right on Tireless Tracker , so I'll cut it for card draw that actually draws when cast.

  • I don't really want to cut Vizier of the Menagerie , as I like the ability to look at the top card of my library to plan out my turn. I guess I could use Future Sight and the accompanying Magus. After thinking about it, I do need some more removal, so I'll have to cut this for more removal.

  • I feel that I was low on ramp, so I just put Talisman of Progress in. Do you have any suggestions for other mana dorks/rocks that I might put instead of this?

  • I agree with you on Oath of Ajani , as you'll never need it in the early game, so I'll replace it with Loyal Guardian

These are the things that I'm going to swap out, after your suggestions. Anything you would change?

Thanks a lot, I really appreciate your help.


urchinpriests on The Ur-Dragon

1 week ago

Might have went overboard with the signets... but a little short on cheap CC dragons, so:

Golgari Signet -> Mirror of the Forebears

Trying a dragon-based removal solution (which also ends up lower cc after the discount):

Austere Command -> Vaevictis Asmadi, the Dire

Real talk... Sarkhan isn't great. Moltensteel wins games sometimes:

Sarkhan the Mad -> Moltensteel Dragon

Triple red (and red activation is tough); I like stealing artifacts though:

Moonveil Dragon -> Hellkite Tyrant

A few tapped lands aren't gonna kill anyone (plus I realized later I didn't have a couple of these):

Scalding Tarn -> Vivid Crag

Unclaimed Territory -> Savage Lands

Mountain -> Crumbling Necropolis

Mountain -> Frontier Bivouac

Mountain -> Exotic Orchard

Load more

Austere Command occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

White: 0.86%

GW (Selesnya): 0.85%

W/B (Orzhov): 0.48%

W/U/B (Esper): 0.37%

RBW (Mardu): 0.47%