|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Commander Anthology 2018 (CM2)||Common|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|Commander 2013 (C13)||Common|
|Commander's Arsenal (CMA)||Common|
|MTG: Commander (CMD)||Common|
|Promo Set (000)||Common|
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: Gain one mana of any colour in your commander's colour identity.
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Latest as Commander
Command Tower Discussion
10 hours ago
For your mana base suggestions: Llanowar Wastes , Woodland Cemetery , Underground River , Drowned Catacomb , Yavimaya Coast are all affordable dual lands that should help out and are relatively cheap. Also Command Tower isn't expensive either and is the best land in our format. Also, Commander's Sphere and Chromatic Lantern wont set you back much. Also consider Prismatic Omen that card can turn a meh mana base into a efficient one once it hits the table
10 hours ago
Your biggest manabase problem is the number of lands you have that enter tapped or otherwise put you behind on mana (such as Bant Panorama ).
The ideal Muldrotha, the Gravetide manabase will be full of fetch lands, that can be recurred each turn with your commander. However, that can get a tad pricey. However, you have some other options. Even on a budget, there are a number of decent two-coloured lands, such as Sunken Hollow that will regularly enter the battlefield untapped. There are some relatively inexpensive lands such as Meteor Crater and Tarnished Citadel that will generally get you the mana you need, though there are some difficulties in doing so. Command Tower will also help you significantly.
If you want a full list of lands that is sorted and links to price, check out this decklist: All the lands in a sorted list.
1 day ago
Also, can we acknowledge that Command Tower only taps for in this deck?
WotC please fix.
1 day ago
3 days ago
NoOneOfConsequence I honestly don't think that the mine, wasteland, or command beacon are good cards.
The Mine/Wasteland are for very different reasons than the beacon however, but one issue is with all of these colorless lands. Your deck wants to cast cards like Necropotence and double-devotion cards like Grasp of Fate . A colorless land does nothing but the 1 mana on the Grasp, and nothing on Necro. Since your landbase didn't even run Command Tower or much fixing at all, it would be relatively often you get a hand like Temple of Silence , Wasteland , and Swamp , with Necro or Grasp you couldn't cast either. Running the maximal amount of fixing, especially for the high-devotion deck you put together is key.
Wasteland/Mine's abilities are also really weak, to a 1v1 they are amazing, but in 4 player, you use 1 card to get rid of 1 card, and 2 opponents suddenly have advantage over you. It is card disadvantage, and that along with your deck's reliance on having good mana makes those cards nearly impossible to justify.
Command Beacon is only good in decks when it is using its commander as a key piece that can easily be removed and if it is it cannot easily come back. Think Prossh, Skyraider of Kher , where you cast and sacrifice it infinitely to get infinite mana, but if your outlet to win is countered, and you have to pass, it will never be able to be gotten back again, Beacon doesn't help a ton, as going infinite is nearly impossible at that point with Prossh, but it does make about 13 extra mana with Food Chain, to be spent trying to find another wincon.
1 week ago
LOL, yeah, you're definitely going to want to go with something more, um, nuanced for a mana base than 7 of each basic but I understand the time constraints...but at least find space for a Command Tower!
Given that its a 5 color deck, would Muldrotha, the Gravetide make sense? She can replay expended 'walkers from the yard as well.
Progenitus just for fun? If you have Pir, running Toothy for the card draw alone is probably worth it. Thalia's Lancers can also fetch your planeswalkers [the newer ones now have 'legendary' on them] and gives you a decent body to boot.
1 week ago
You need more mana. 34 lands and two pieces of artifact ramp is not going to be enough. 36-37 lands and 6 pieces of artifact ramp are what I would recommend. Izzet Locket, Commander's Sphere, and Command Tower all have a home in this deck.
The deck seems unfocused. Are you blue/red artifacts? Blue/red spells? Are you playing aggressively or controlly? I would pick one strategy and focus in on that. Niv-Mizzet, Parun Incentivizes a spellslinger deck, as do Talrand, Sky Summoner, Guttersnipe, and others so that's what I would focus on if I were you
1 week ago
Hey, nice start lots of good cards here, +1
Cards to consider adding:
- Command Tower: all multi-color decks in Commander should play this land.
- Tainted Peak: good with lots of Swamps.
- Urborg, Tomb of Yawgmoth: good with Strands of Night, etc.
- Foreboding Ruins: interacts well with a lot of Swamp and Mountain Basic lands.
- Sneak Attack: expensive price, but one of the best ways to cheat big Demons into play with haste and then reanimate them after.
- Waste Not: get a lot of value when your opponents discard cards.
- Magus of the Wheel: another wheel effect, who you can reanimate.
- Feldon of the Third Path: repeatable reanimation.
- Crypt Ghast: ramp, double the amount of mana Swamps make, good with Urborg.
- Chaos Warp: instant permanent removal.
- Talisman of Indulgence: two drop Rakdos mana rock.
- Rakdos Signet
Cards to consider cutting:
- 2x Mountain
- 2x Swamp
- Tibalt, the Fiend-Blooded
- Grimoire of the Dead
- Wild Ricochet
- Spirit of the Night: least good Demon here.
- Songs of the Damned
- Macabre Waltz
- Dark Suspicions