Incendiary Command


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2013 Rare
Lorwyn Rare

Combos Browse all

Incendiary Command


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

Deepstriker29 on Vampires in Brooklyn

1 week ago

Kalitas, Bloodchief of Ghet is directly at odds with the removal piece that is your commander, and does not give you the myriad of interesting abilities that your opponents' creatures will have. He doesn't hit anything Olivia can't hit, and his tokens are far more fragile than nontoken creatures and aren't ideal for sacrificing. Drana, Kalastria Bloodchief suffers from many of the same problems as well. Defiant Bloodlord is a more expensive and frailer Sanguine Bond, and without the direct reanimation spells like Victimize (this card is a budget allstar btw) or Reanimate, or the self-mill to reliably get it in the yard, I feel very strongly that you'll be tutoring for Bond 19/20 times. Ascendant Evincar is a very win-more card whose mana could be better spent elsewhere in your deck. Mephidross Vampire isn't very useful in a deck that is overwhelmingly Vampires in the first place, and fits better in token strategies. Guul Draz Overseer requires an extremely limited window of opportunity in your deck to make anything near a strong showing.

Corrupt is extremely reliant on having Urborg out to do anything impressive and could easily be subbed out for more immediate removal like Murderous Cut or Rakdos Charm. Blood Tribute is in a similar vein, and Incendiary Command is rather weak in this format. Profane Command would suit your needs far better.

ShadyPear on Nekusar's Bizarre Adventure

1 month ago

YellaFeva I think the community is split on Decree of Pain being a clunky overcosted boardwipe or board wipe that can draw upward of 15 cards to refill later on. I sit with the later. Incendiary Command is too overcosted for a wheel that isn't a draw seven, I'm already considering cutting Dark Deal For it's card inefficient and I don't think the other modes of command are worth it.

YellaFeva on Nekusar's Bizarre Adventure

1 month ago

How about Crux of Fate or Extinguish All Hope instead of Decree of Pain? Cheaper than Damnation and less mana than Decree. Also Incendiary Command instead of Reforge the Soul or Time Reversal for the extra utility/damage

MRDOOM3 on The Locust God of Draw

1 month ago

Erm, I'm pretty sure Erayo, Soratami Ascendant is EDH banned... (full banlist here:

I personally would approach this sort of like a Nekusar, the Mindrazer deck, minus the black, so I would also consider cards like Font of Mythos, Howling Mine, Horn of Greed, Temple Bell, Mikokoro, Center of the Sea, Geier Reach Sanitarium, and Well of Ideas for extra draw each turn, wheels like Wheel of Fortune (Wheel of Fate if confined to a budget), Windfall, Reforge the Soul, Molten Psyche, Incendiary Command, Jace's Archivist, Magus of the Wheel, Teferi's Puzzle Box, etc., and cards like Time Spiral (Time Reversal if confined to a budget).

I2eptilian on Livin La Vida Locust - The Locust God EDH

1 month ago

I know it's been over a week, but I'm glad the suggestions were helpful! Why not a potentially excessive amount of them?!

Somehow, all of the cycle lands completely slipped my mind before. In a deck designed to draw as many cards as possible, you'd likely want all of the lands that can turn themselves into cards.

Blasted Landscape, Forgotten Cave, Lonely Sandbar, Remote Isle, Smoldering Crater, and the new ones coming out along with The Locust God in the new set, Desert of the Fervent and Desert of the Mindful. Mikokoro, Center of the Sea and Geier Reach Sanitarium Could also be decent.

What's also great is the opportunity to use Favorable Winds and Gravitational Shift.

Oh, and WHEELS! Don't even get me started on wheel effects! Dragon Mage, Forgotten Creation, Magus of the Wheel, Fateful Showdown, Incendiary Command, Collective Defiance, Reforge the Soul, Runehorn Hellkite, Wheel of Fate, Memory Jar, Magus of the Jar... I can't think of any more.

Alhammarret's Archive doubles your draws, and Obstinate Familiar can be a potential backup plan if something happens to your laboratory maniac, just so you can't deck yourself.

Some other things to consider are Arcanis the Omnipotent, Blue Sun's Zenith, Chasm Skulker, Jori En, Ruin Diver, Mercurial Chemister, Invoke the Firemind, Temporal Cascade, and Sphinx's Tutelage.

A nice way to take advantage of your swarm's sheer size is to use Breath of Fury, which can provide infinite combat phases when paired with Bident of Thassa, Coastal Piracy, or Windreader Sphinx, but it's really just good on its own..

If you can't tell, I've been thinking about building this deck since Locust God was spoiled.

Mannu_1978 on Chandra's Deck Wins!

1 month ago

Like every monored burn it's very playable :) and fine to discover magic.

Phoenix abuse is quite fun.

I find Incendiary Command quite expensive for 18 lands. I would go down to 2 Collective Defiance for versatility at a lower cost (and you can still pay it for 5)

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