Austere Command

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations Common
MTG: Commander Rare
Lorwyn Rare

Combos Browse all

Austere Command

Sorcery

Choose two Destroy all artifacts; or destroy all enchantments; or destroy all creatures with converted mana cost 3 or less; or destroy all creatures with converted mana cost 4 or greater.

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Austere Command Discussion

Teal_Fox on Superfriends!

2 days ago

I find Merciless Eviction is just strictly better than Descend upon the Sinful as it is far more versatile. I would also consider adding an Austere Command over Decree of Pain for that same reason, as being able to hate out Enchantments and/or Artifacts when needed is always great.

Is there a specific reason you choose to run Hero's Demise over something like Path to Exile? While I can see the appeal of being able to spot remove Commanders for little mana investment, I don't really understand why you would dedicate a slot to such a narrow focus card when there are alternatives that are arguably better.

Anyway, this deck looks like a load of fun to play and I hope my suggestions are at least a little helpful.

ZombieswithJetpacks on What should the invocations have ...

1 week ago

I agree that they should have only been Spells, no creatures or artifacts. Also the lack of green invocations was disturbing. To break it down:

White cards: 7

Blue cards: 11

Black cards: 6

Red cards: 3

Green cards: 1 (The God)

If you count the gold cards, Green gets an additional 1 card, white gets an additional 1, and black gets 2 more.

This brings us a total of 30 cards. I kind of wish they were evenly spread out, each color getting an even amount.

Below is a list of what I would have made the invocations be and this list does include alot of the invocations that were already made. Additionally this list is made to have all the colors get equal representation. Additionally this is just an opinion. Here we go by color:

White:

1x Austere Command1x Worship1x Wrath of God1x Swords to Plowshares1x Oblivion Ring

Blue (This is the only color, for obvious reasons, that I didn't add any cards to, but rather subtracted from):

1x Counterspell1x Cryptic Command1x Daze1x Force of Will1x Pact of Negation

Black (I almost just subtracted down to 5 like blue, but Mind Twist always felt a bit disappointing for me as an invocation, and was cut [remember this is all just opinions and fun times]):

1x Attrition1x Dark Ritual1x Diabolic Intent1x Damnation1x Entomb

Red:

1x Aggravated Assault1x Chain Lightning1x Lightning Bolt1x Sneak Attack1x Anger of the Gods

Green (This one took some work):

1x Vines of Vastwood1x Harrow1x Tooth and Nail1x Nourishing Shoal1x Exploration

Gold (While not totally even, I tried to represent colors fairly):

1x Maelstrom Pulse1x Vindicate1x Lightning Helix1x Aura Shards1x Electrolyze

What do other people think? Hows my list?

rizzenkampf on Sen Triplets (building it together)

2 weeks ago

@Winterblast spot removal is a necessary evil, I agree. I tend to play a bunch in my decks - mostly staples like Swords, Beast Within and Vindicate/Anguished Unmaking. The best spot removal is the one that covers the most card types.

All your points are completely valid and that brings me to another thing - that countermagic is often essentially just that, spot removal that happens to deny ETB triggers. For this reason, unless your deck expressly rewards stuffing itself full of countermagic, I don't think one should run counterspells.dec. In my Jenara's Bant Enchantress deck I run 2 counterspells and around 4 pieces of spot removal. Less so in my Teysa deck (http://tappedout.net/mtg-decks/little-teysas-value-town-1/), but that is justified by the commander who has built-in removal.

With that being said, proactively controlling the game by stealing opponents' stuff and stax is a better strategy for Sen Triplets than reactive counter-based gameplan, although they obviously won't hurt. If I was building a deck such as this I would include 6-8 of the following:

I would consider Turn Aside, Daze, Hinder, Mental Misstep, Stifle depending on the meta. I can't myself consider Mana Drain and Flusterstorm because of budget issues.

As for spot removal, Esper is one of the best colours for it giving access to:

And for board control:

rizzenkampf on Sen Triplets (building it together)

2 weeks ago

And I should also qualify everything above by saying that the kind of advice you'd want depends on how powerful and competitive you want this deck to be. If you want to play a high flavour/high power deck in an average meta you still don't need to go full cutthroat and balance around 3-5 turn games. Other cards I would consider are:

LVL_666 on Child's Eternal Garden

3 weeks ago

"The primary gameplan is to control the board with lands, wrath if needed..."

I don't see very many wrath effects built into this deck. Might i suggest Austere Command? It can be specific enough such that you don't target your own creatures.

Terra Eternal + Obliterate - This could be an alternate wincon as opposed to Inkmoth Nexus. Given all of the graveyard recursion built into your deck, you wouldn't be starting from ground zero. To accompany this combo, i'd also suggest Yawgmoth's Will or Ghastly Conscription.

How fast is your deck? Does it regularly lock down the battlefield, making it difficult for other players to attack you? Because to me, your deck seems to be reliant on attacking with big critters, while using stalling tactics to control the flow of the game. Anywho, nice list...so many foils! :P.... oh and +1 for you!

sonnet666 on I Need Help Making My ...

4 weeks ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

TheHelvault on H: HUGE DISCOUNTS!!!! W: EDH ...

4 weeks ago

Hello all! this is my update on what's available plus PRICE DROP!!.

So what I have here are cards from my binder that I'm trying to get rid of. I'm building Karametra EDH and I need some expensive cards for it (listed below cards for sale), and I can't afford them. I will take trades or cash in the price listed below:

So, here's the cards!

All cards are NM/LP unless otherwise specified.

Cards I Need! 1 of Each!

If you're still reading by the time you get here, thanks! You're the best! :D

I will update this daily with what is and isnt available. Again, I will take cash or trades for the second list of cards

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