Choose two - Incendiary Command deals 4 damage to target player; or Incendiary Command deals 2 damage to each creature; or destroy target nonbasic land; or each player discards all the cards in his or her hand, then draws that many cards.
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Incendiary Command Discussion
1 day ago
Consecrated Sphinx, Winds of Change, Pull from Tomorrow, Read the Runes, Mulldrifter, Nin, the Pain Artist, Illuminate, Illusory Ambusher, Incendiary Command, Izzet Charm, Kefnet the Mindful, Laquatus's Creativity, Master the Way, Mindmoil, Molten Psyche, Faithless Looting, Fateful Showdown, Fiery Gambit, Flux, Wheel of Fortune, Forgotten Creation, Collective Defiance, Dack Fayden, Dangerous Wager, Desperate Ravings, Distant Memories, Bedlam Reveler ...
Any mass draw + Molten Psyche can be a funny way of finishing someone off...
Just ideas !
Bumping CommanderEesha's Skullclamp suggestion. It would be absolutely broken in this deck !
2 days ago
need more wheel effects
4 days ago
Sup, here are my initial thoughts:
Lands:Surprised you're not running Mikokoro, Center of the Sea. You can prob come down to 37 lands too.
Creatures:I'd prob cut:
I'd prob bring in:
- Clever Impersonator
- Sakashima the Impostor
- Archfiend of Ifnir - spicy board wipe synergy - breaks through indestructible too :D
- Seizan, Perverter of Truth
- Consecrated Sphinx
- Niv-Mizzet, the Firemind
- Sire Of Insanity
I think these would be pretty sick in place of all the other enchantments:
- Liliana's Caress
- Fevered Visions
- Underworld Dreams
- Breathstealer's Crypt
- Helm of the Ghastlord
- Leyline of Anticipation
- Leyline of the Void
- Hive Mind = EPIC!
- Well of Ideas
Could prob add more rocks too.
Instants:I think these are the only instants you really need:
These are prob the only ones I'd run:
Ropis on Locust Draw
5 days ago
Cards to consider (if you haven't already):
...and for maximum chuckles, it would be awesome to find room for Tibalt, the Fiend-Blooded here. I think you can get some work out of him.
1 week ago
@charliedastrike I do play Teferi's Puzzle Box in my own version of this deck(just running a budget version), it's very good, I'll add it here. Incendiary Command sounds great, as for the other ones, I'll keep them as suggestions but I like to keep the deck diversified, I feel adding too many wheels will make the deck too straight forward ? Maybe I'm wrong hehe.
1 week ago
I've always loved/hated this commander, made for good games or painful ones but either way. A couple of cards that I can think of is Incendiary Command, Commit / Memory, Jace's Archivist, Memory Jar, Teferi's Puzzle Box, Winds of Change, and Windfall to give you a few that are relatively cheap.
2 weeks ago
I think you need to work on your mana base, ensure you have sufficient color generation, as you have a lot of lands that produce colorless (albeit have secondary effects), and you have a lot of lands that come into play tapped. This can cause you to be delayed in turns when you NEED to cast a creature or two for a winning swing.
As it stands, I would recommend removing Evolving Wilds, Myriad Landscape, and Terramorphic Expanse and replacing them for basic lands as you don't have sufficient basics to even be able to fully utilize them (I believe you needed more mountains when I thumbed through your deck, no? 20 White Mana Generation in Lands and 14 Red Mana Generation was what I counted, I believe). That being said, I'll recount it once you have your changes made, to ensure you have a stable mana base. You could remove Darksteel Citadel as well. I'm not sure about Haunted Fengraf nor Sunhome, Fortress of the Legion, as you already have multiple ways to provide double strike. There was a Red/White land from Aether Revolt, I believe, you can add it in.
Your deck seems to want to deal more damage via tokens and creatures with multiple combat steps than in other ways, so I would consider removing the direct damage spells for more utility. Shattering Spree will take care of a LOT of things that could hinder your deck, Pillage gives you a choice of busting a land as well as an artifact (and also stops them from regenerating). You could also run Incendiary Command for utility and draw.
I'm not sure Ajani Vengeant nor Nahiri, the Lithomancer are good in this deck, it can open up slots for other effects, like Wake of Destruction or Ruination. The former will single-handedly wreck decks in a muliplayer environment that run lands that are not of your colors, whereas the latter will wreck EVERY deck that is in play (including yours), unless you run more basics. You could also benefit from running Secure the Wastes or Martial Coup for token generation for both, plus creature removal on the latter.
In regards to creatures, you could also check about adding a Weathered Wayfarer, Knight of the White Orchid, and Serra Ascendant. The first two are good to net you lands while the other is an undisputed beater as a turn one drop in commander.
In your enchantments, you're already running a True Conviction, which is one more white mana intensive than Rage Reflection, but it provides you with an additional effect, which I consider is better than the Rage Reflection itself. You can open up a space for something else. Anointed Procession benefits greatly when you run Secure the Wastes and Martial Coup as well. I'm not sure that a single effect like Sphere of Safety will be necessary, and the Murder Investigation is cute, but not optimal.
For your Artifacts, I'd replace the Hammer of Purphoros. The haste effect is nice, but the secondary ability isn't worth it in my opinion. Try and get a Darksteel Ingot, Mana Vault, Seal of the Guildpact, and possibly a Gilded Lotus. A Boros Signet and a Boros Keyrune aren't a bad idea either.
1 month ago
dont tell me to "learn to count". when i looked at this deck, there were SIX land destruction cards. you've changed it since then. and if you're using Primal Command to bounce lands, then congrats on wasting 5 mana. you'd be better off using Incendiary Command to outright destroy the land and deal 4 damage.