Command Beacon

Legality

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

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Set Rarity
Commander 2015 Rare
Promo Set Rare

Combos Browse all

Command Beacon

Land

: Add to your mana pool. ( represents colourless mana.)

, Sacrifice Command Beacon: Put your commander into your hand from the command zone.

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Command Beacon Discussion

Enral on Titania

14 hours ago

I think you can safely cut your lands down to 37 or even 36 for your cmc. I would also recommend adding Lotus Vale and cutting Terminal Moraine for it. If you don't mind infinites, Titania + Food Chain + Command Beacon will net you infinite mana and tokens. For simplicity let's assume Titania, Command Beacon, and Food Chain are in play.

  1. Activate Command Beacon second ability saccing itself
  2. Titania triggers, getting a 5/3 token
  3. In response to Command Beacon ability on the stack, exile Titania, getting 6 green Food Chain mana
  4. Command Beacon ability resolves, returning Titania to hand
  5. Use 5 Food Chain mana to cast Titania from hand, etb trigger targetting Command Beacon. At this point we are back to our initial position, while netting one Food Chain mana and one 5/3 token
  6. Repeat for infinite Food Chain mana and tokens.
  7. You can finish with Walking Ballista, or Akroma's Memorial if you have enough normal mana to cast it, or use a land sac outlet to finish with Rath's Edge or Sunscorched Desert recursion.

I don't play titania but has brewed a couple of land-matters deck...feel free to check my 4 color lands deck for more ideas!

AllhydeNoJekyll on Chancellor Palpatine

4 days ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

sonnet666 on [List - Multiplayer] EDH Generals by Tier

6 days ago

MagicalHacker,

For starters, I have already looked at your's and ay.lobo's Purphoros lists at least 10 times. You don't have to keep posting them. I know you've submitted them, and they're on my mind.

Secondly, Purphoros was the first EDH deck I built when I first got into the format, and I've played and updated the deck ever since then, so I know the ins and outs of the deck very well. And believe me when I say you are still using some sub-par strategies in your list. For instance, I can say with certainty that Glitterfang and Lightning Berserker are too slow to be of any real use.

Third, goldfishing Turn 6 wins is no longer enough to get you higher than T3. Since the advent of Paradox Engine, Aetherflux Reservoir, Walking Ballista, new efficient combos like DramaticScepter, and the Protean Hulk unban, nearly everything in the top tiers have gotten a significant uptick in power level. Nearly everything in T2.5 and above is capable of goldfishing T4 wins. The top tiers have so many overpowered cards right now that they could unban Tinker without shaking up the format too much. Purphoros gets a little bit of leeway, since he screws over AdNaus decks so badly, but if I were to put your list up as the example for Purphoros right now, I would have no choice but to demote Purphoros to T3, since it's unrealistic to expect a deck that wins on turn 6 to compete with the upper tiers in this meta.

If you still think that your deck is between T2 and T1.5, then I challenge you to playtest the Arcum Dagsson and Azami decklists from T1.5 and T2 in the description. Both of those can go off on turns 2 to 4 easily, with occasional T1 wins. A Purphoros list would lose to those decks without a doubt 99 times out of 100.

That being said, I appreciate the contention with the current Purphoros list in the description. As ay.lobo has brought up, restricting the deck to just goblin tribal cuts out a lot of cards that synergize really beautifully with Purphoros. However, there are a lot of things that play well with Purphoros, and unfortunately, not all of them play well with each other. The reason we have a goblin tribal deck up right now is that the tribal synergy speeds up the clock of the deck by about 1 turn because of the extra rituals, tutors, and things like Warren Instigator or Goblin War Strike. It's that little bit of speed that's keeping Purphoros in T2.5 really.

I think what needs to happen going forward is to work out how to add the non-goblin cards that Purphoros shines with to a goblin shell that will continue to speed up the deck. Could be super tricky. I've been planning on taking a crack at it for a while now.

spudman3d, A while back I suggested a six tier system in the interest of separating the moderately (mostly) Janky commanders like Chisei, Heart of Oceans or He Who Hungers from the complete trash like Barktooth Warbeard or Myojin of Infinite Rage. (Also, to keep stuff like Chisei from clogging up T4, which clogged up T3, which actually bothered people.)

We tried it for a little while, but ultimately thegigibeast decided that T5 and T6 were so close that functionally no one cared to separate them. He combined them into the current T5, and I think that's fine the way it is.

Also fyi, there are actually some pretty functional Phage decks. Black has the best tutor power and the best graveyard recursion, so you can easily get one of the six ways to get Phage out of the command zone: Sundial of the Infinite, Command Beacon, Null Brooch, Thrull Wizard, Withering Boon, and Kozilek, the Great Distortion. It's stupid and over-complicated for what is essentially a mediocre Voltron deck, but it does function.

JaceTheSwagSculptor on Uril's Revenge

1 week ago

I'm a big fan of the update, the deck has come a long way. However there still are a few things that I think would make the deck better still:

  • Unravel the Aether -> Qasali Pridemage

  • Rounding out the curve so that it has the look of a descending staircase. To do this we need to replace a 3-drop with either a 1-, 2-, or 4-drop. Snake Umbra is definitely the weakest 3-drop.

  • Holy Mantle could still probably be replaced. I still find this card to be really unimpressive at 4 mana.

  • Lastly, Grasp of Fate is still missing. This card is really hard to pass up.

I don't want this to get lost in translation over multiple posts so I'll try to fix the curve and you can either agree or disagree with my adjustments...

You mentioned getting rid of the color fixing enchants like Abundant Growth and Unbridled Growth, but those are there for multiple reasons. They add to enchantment count (for both Ancestral Mask & Ethereal Armor), can filter and/or draw cards, and provide early game fixing. There is not really a need to remove them as they actually do more than you think.

Do you find yourself getting board wiped that much that you need the second Replenish effect in Retether? If not, I'd just replace it with Regrowth. If so, just leave it.

The lands that I suggested were...Grove of the Burnwillows, Horizon Canopy, City of Brass, Mana Confluence, more fetches, and Okina, Temple to the Grandfathers. They will be better than the speed lands and with the replacement of more basic lands, better than the check lands as well. I definitely would not get rid of all your basics though.

My suggestion for your ideal land base would be...

1x Ancient Tomb

1x Misty Rainforest

1x Cavern of Souls

1x Arid Mesa

1x Command Beacon

1x Command Tower

1x Contested Cliffs

1x City of Brass

1x Okina, Temple to the Grandfathers

3x Forest

1x Verdant Catacombs

1x Horizon Canopy

1x Grove of the Burnwillows

2x Mountain

1x Scalding Tarn

4x Plains

1x Marsh Flats

1x Plateau

1x Mana Confluence

1x Flooded Strand

1x Sacred Foundry

1x Savannah

1x Stomping Ground

1x Bloodstained Mire

1x Taiga

1x Temple Garden

1x Windswept Heath

1x Wooded Foothills

I also love that you have this deck tagged as "casual," this deck is a far cry from casual. Lol

MsSysbit on MoBlu Spellspam

1 week ago

Docent of Perfection  Flip is a backup talrand. I also see no reason to leave out Archaeomancer or Baral, Chief of Compliance. A few creatures might help you a very long way. And if only Talrand Command Beacon might be essential to grabbing him when tax gets too high. I recommend adding some more blockers as if they know Talrand is the only guy he will be killed so you're neutered. But good luck!

Forceofnature1 on Kaalia's air sovereignty

1 week ago

Soooooooooooo you are going to want a Cavern of Souls otherwise your commander is just going to get countered every time. She is that much of a threat that someone will hold a counterspell just for her.

Be prepared to run your deck WITHOUT her in a large group setting unless you can get the proper tools out to protect her. You're running black so you should be running ALL the tutors you can Demonic Tutor, Vampiric Tutor, Beseech the Queen, Diabolic Intent, Rune-Scarred Demon to name a few. This will allow you to get some of your combo pieces (and give you something to do early game).

It's easy to think JUST angels, demons, dragons, but think of it as "kaalia's helpers" too. Things like Stoneforge Mystic and Grand Abolisher can help you get her out safely. Dolmen Gate is bonkers cuz it allows you to attack with kaalia with less fear.

Karmic Guide is a great recursion, and Command Beacon to get your commander out one more time. Any enchantment that gives you multiple attack phases can be broken super hard too.

This is a great first time EDH deck as there are a LOT of ways to play it. Once you iron out some of the standard "how can I effectively play this commander deck" you can get crazy with the themes. I think I ended up using her as my commander for a couple years when I first started playing the format because I could just remake the deck in one of three themes or a combination. I settled on a super heavy ETB theme in the end but I wonder what I would do now that I've played more...

With new cards out now what you have looks fresh and exciting. +1 for sure, enjoy all the hate that is about to come your way.

JaceTheSwagSculptor on Uril's Revenge

1 week ago

Harmonize was a difficult include for me as well, but it's pretty much the only option G/W and Naya have for card advantage. I don't think giving it a test would be that detrimental as it's a pretty cheap card monetarily. I've had good experiences with it, but I get that not every card translates well.

Also, I wasn't saying you should be running the same exact disruption spells as I do, but that maybe you should consider running more of them. Cards like Possibility Storm, Pyroblast, Nevermore, Choke, Red Elemental Blast, Thalia, Heretic Cathar, and Blind Obedience are all decent options. Your ideal disruption card is something that comes down before Uril or is low cmc and is as asymmetrical in your favor as possible.

Artifact disruption cards (I.e. Stony Silence & Null Rod) are more for shutting down fast mana than they are hosing decks like Arcum Dagsson. Fast mana effects are too common in EDH (at least in my meta) to pass on aforementioned effects. If this is not the case for you, then I could see how you could forgo Null Rod and Stony Silence.

On a side note, I think we might have different definitions of "disruption". I don't necessarily believe removal to be disruption. To me disruption is an ongoing effect that negatively impacts a player or group of players. Thus, in my interpretation you would only have two disruption effects or ~2% (assuming Teeg and Abolisher will be in the next update, please correct me if you have decided to go ahead and include more than this).

I ended up cutting Nykthos, Shrine to Nyx as well due to that fact that I couldn't find a slot for it after discovering Command Beacon was a card.

It's always very difficult to maintain fast mana effects (like Avacyn's Pilgrim) as well as include cards that will carry you through the late game if your general gets wrathed. I've found that in addition to a plethora of indestructible and disruption effects, just knowing how to navigate the game is incredibly helpful. Sometimes you just can't win and you have to live with knowing that you'll occasionally get land screwed, someone will have the nuts, or the table will seemingly have an everflowing number of answers. It's just how Magic works.

I don't want to sound too cliche, but the best thing you can do once you've done solid conceptual work is play games as if they're a learning experience. Coming to better understand your deck and meta is crucial for consistency. People will most likely complain that you play the same deck too much, but if your goal is to build the voltron deck that works best for you then it shouldn't bother you.

NP. Although I can't playtest with you or learn your meta, I'm always open to helping out. Feel free to bring up discussion points as you see fit.

dlamars on Maralen or Xiahou Dun?

3 weeks ago

Yeah, I just think she's a better commander overall than maralen it's easy in black to have the mana to cast her 2 to 3 times a game sacrificing herself. Command Beacon is already in the deck too, it'd be a easy switch...

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