Kolaghan's Command

Kolaghan's Command

Instant

Choose two —

  • Return target creature card from your graveyard to your hand.
  • Target player discards a card.
  • Destroy target artifact.
  • Kolaghan's Command deals 2 damage to target creature or player.
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Printings View all

Set Rarity
Mystery Booster (MYS1) Rare
Dragons of Tarkir (DTK) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Kolaghan's Command occurrence in decks from the last year

Modern:

All decks: 0.19%

Legacy:

All decks: 0.28%

Commander / EDH:

All decks: 0.01%

Rakdos: 0.16%

Kolaghan's Command Discussion

Osbert on Vile Smasher of the Face

5 days ago

No love for Rakdos, Lord of Riots? He seems pretty perfect in here.

I'm not sure if you're on a budget or not but you might want to replace your 3 CmC mana rocks with 2 CmC mana rocks like Rakdos Signet and Fellwar Stone so you ramp one turn sooner. Most of your deck is 3+ CmC so you want to make sure you can get there and not get stuck on 2 lands and a hand full of 3 drops.

Maybe include some more instants so you can take advantage of Vial Smasher's effect each players turn. And, you know, you want to interact with what your opponent is doing and Rakdos has some pretty sweet instants like Rakdos Charm and Kolaghan's Command.

StopShot on Legendary Equipment - Custom Card ...

2 weeks ago

@abby315, Ah, no the formatting is correct if you check the oracle text of Splinter Twin on Gatherer.

I get what you're saying about Splinter Twin being a risk as its easy to get 2-for-1 if you're the Twin player. I tried to replicate that here where you could destroy the equipment with the copy ability on the stack which would cause the combo player to lose the creature later due to the ability. This 2-for-1 only works for artifact removal however.

Do keep in mind Kiki-Jiki, Mirror Breaker does exist in the format as there's no way to 2-for-1 that set-up and both my custom card and the Kiki-Jiki setup can only be pulled off no earlier than turn 5 which is pretty slow/late in the Modern format. While my custom card doesn't die to creature spot-removal like Kiki-Jiki, it does get removed easily to a wide myriad of format staples such as Inquisition of Kozilek, Natural State, Abrupt Decay, Smash to Smithereens, Abrade, Stony Silence, Kolaghan's Command, Rakdos Charm, Collector Ouphe and Karn, the Great Creator. There's also been more cards printed since Splinter Twin's banning that could be effective at countering the strategy that weren't present before such as Dovin's Veto, Authority of the Consuls, Thalia, Heretic Cathar, Fry, Unmoored Ego, Trespasser's Curse, Harsh Mentor, Wilt, Force of Negation, Tyrant's Scorn, Spell Queller, Aether Gust, Sorcerous Spyglass, Cindervines and Assassin's Trophy. Given the card pool and turn 5 being the earliest the combo can go off, is the late-game flexibility too strong?

Also this card is designed for Modern competitive and casual EDH value, but more emphasis on Modern.

I_Want_To_PlayAllTheDecks on Pioneer Pirate Aggro

3 weeks ago

So I’ve been checking out more lists like this and I think a good sideboard could look something like this: 2x Fry 1x Kalitas, Traitor of Ghet 3x Leyline of the Void 3x Pithing Needle 1x Golden Demise 1x To the Slaughter 3x Kolaghan's Command 1x March of the Drowned I also like how you had Collective Brutality but I just couldn’t find a place for it. I dunno- it might be really good, but either way it’s out of my budget range lol.

TriusMalarky on Mono Rant

4 weeks ago

Magic has a very interesting unspoken rule:

If something looks easy to use, it probably isn't. If it looks difficult to use, it's not.

This applies to a lot. I mean, Command cards(Cryptic Command, Kolaghan's Command etc) seem complicated. But in reality, they have extremely straighforward uses. Most of the time. Commands are put in your deck for 1-2 different modes(make 'em discard and deal 2 damage with Kommand, for example) but have the options of doing something else. Very rarely do you need to use the other modes, and when you do it's often pretty obvious.

Monocolor decks might look simple.... but wait! The only way they can succeed is by using vague cards that give them a huge array of options. The more options they have, the better, especially because they're naturally bad at dealing with certain things.

I'd say monoblue decks have an oddly high number of ways to get rid of creatures. Why? Because that's blue's weakness most of the time. But they also have to still use enough of blue's anti removal and anti non-creature cards well enough to not be blown out. In fact, just choosing what counterspells to use in your 6 2-mana counterspell slots is a headache by itself, not to mention the fact that you should have spent hours doing the math deciding on the arbitrary number of 6 slots.

I think you've gone up against a lot of Cavalcade and Devo decks, and just needed an outlet.

SideBae on Angels, Demons, and Dragons, oh my.

4 weeks ago

I agree with multimedia: Two-mana mana-rocks are really important in EDH, as long as you're not in green. My first instinct here is to add more of them, and upgrade the three-drop rocks to two-drops. Three-drops like Commander's Sphere and Chromatic Lantern aren't as good, since they don't allow you to cast your general turn three. Consider some adding some of the following: Talisman of Conviction, Talisman of Hierarchy, Fellwar Stone, Talisman of Indulgence, Arcane Signet, Everflowing Chalice, Mind Stone...

I like Crackling Doom, since to be good 2+-for-ones are necessary in EDH (since you have 3 opponents). Fire Covenant and Kolaghan's Command are also fairly powerful, the former more than the latter. Wear / Tear is also a RW staple.

There're some lands I think you missed. Savai Triome is almost strictly better than Nomad Outpost and could probably replace one of your basics. Mana Confluence, City of Brass, Reflecting Pool, Forbidden Orchard and Exotic Orchard are also funny, though the first few are kinda expensive. If you have $10 and want to get spicy, Shizo, Death's Storehouse can replace a basic Swamp and will give your general more evasion. I also think you can cut one to three lands if you put in more artifact-based ramp, since this'll make your deck faster. Slow-fetches like Rocky Tar Pit, Mountain Valley and friends are also on the table, since they can get Smoldering Marsh and Savai Triome (if you run it).

Alternatively, you could consider the "moon" plan. Blood Moon and Magus of the Moon can be back-breaking against a lot of decks, and if you design your deck right you can still run them in a three-color deck. Running snow-covered lands and Arcum's Astrolabe can help, and your signets/potential talismans are all good ways to smooth out your colors. Ruination is similar. If you want to go hard (I like pushing my decks to be as good as possible), consider Armageddon and Ravages of War: those can end a game if your general is out, since you can prevent a response.

Depending on your meta, you may want to consider cards like Cursed Totem. If you're playing against a green player (who is playing dorks, which they 2,000% should), this will shut down Elvish Mystic etc. and slow them down like crazy. It also shuts down Jace, Vryn's Prodigy  Flip shenanigans and other abilities.

Maze of Ith is similar to Reconnaissance; you can use it on your own dudes, too.

Depending on your deck budget, you may want to consider Demonic Tutor, Vampiric Tutor and/or Gamble. They're all better than Diabolic Tutor.

Depending on your meta, consider running Boil, Red Elemental Blast and Pyroblast. My meta is very blue-heavy and I suspect most are, so at least Red Elemental Blast is generally a safe bet.

Some other demons/dragons/angels to consider: Sire Of Insanity, Archfiend of Despair, Razaketh, the Foulblooded...

Deflecting Swat seems like a good way to protect your general from spot-removal.

Last card I can suggest is Cataclysm. It's good for wiping the board once you've landed your general, and making people lose their lands serves as protection for her. Also note that it totally wipes planeswalkers.

Good luck!

abbatromebone on Amulet Rainbow Reef

1 month ago
  • Theres a lot to say
  • . So the big thing is this is the biggest brain deck you could imagine, and its hard to play. I like to consider myself a strong magic player and this deck is challenging for me. If you have no idea how the deck works here watch this: https://www.youtube.com/watch?v=u6S-llbx3M4
  • Lets start with your mana base. Competitive decks run about 3 basics. They also tend to run 3 shocks, they do zap your life total. Now shock lands can be found by fetch lands such as woodedfoothills. It looks for a mountain NOT a BASIC mountain, which is why it works to find stomping grounds or steamvents. I would recommend running about 6. The total number of lands is based on your curve or how high you to get. Right now your telling me you want 4-5 mana spells. You could probably reduce the number needed to 19-21.
  • Mana costs are the next big deal. You have a compaion which costs 5. I would recommend not playing it beacuse in modern a 4 mana spell should just win you the game. A great example of this is Collected Company Its a great top end, and gets you so much vaule. You have enough creatures to run it. You want Lurrus of the Dream-Den so you can keep casting your two drops. (provided you dont take the next recommendation).
  • Elementals are super fun however Lightning Skelemental is super fun to play, and looks bad but theres also cards like Unearth and Thunderkin Awakener. You can also consider Ball Lightning. It also lets you run Kolaghan's Command which is super powerful.
  • As for a SB you need to ask yourself "What's my worst match up" and put in cards that help solve that matchup. If adding cards does not help that match up DO NOT add cards, you only have 15 cards to use, invest on imporving another match up.
  • You have no interaction which can be a problem (ive only seen this work in 1 deck and thats KCI, which is now banned for a reason). You are running Red so bolt is great, searing blaze, searing blood, you have blue for counter magic as well. It does not hurt to cut the deck a little bit from max damage to get some survivablilty.
  • If you have any questions or want more help please let me know

Vulnoth on Turbo Aggro Grind Time

2 months ago

Continuing where I left off.

continuing from creatures

Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.

Support

Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.

  • Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.

  • Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.

  • Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.

  • Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.

  • Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.

  • Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.

  • Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.

  • Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.

  • Scheming Symmetry - Helps your consistency and makes a friend.

  • Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.

  • Generally any spell with X in its cost. As the game drags on, they only get better.

I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.

Artifacts

Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.

Lands

Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.

  • Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.

  • Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.

  • Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.

  • Command Tower - Staple.

  • Graven Cairns - Filter lands are always nice.

  • Rakdos Carnarium - Slow, yes, but in the long run gives more mana.

  • Shadowblood Ridge - Another pseudo Filter Land

Chopping Block

I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.

  • Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.

  • Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.

  • Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.

  • Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.

  • Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.

  • Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.

  • Rakdos Guildgate - Guildgates are just packfiller.

  • Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.

  • Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.

  • Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.

  • Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew

  • Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.

  • Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.

  • Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.

I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.

nUKe13 on nUKe13 Mardu Pyromancer

2 months ago

fasmith718 that's sweet to hear you killed it at a paper event! I've been competing on MTGO and doing decent. Kaya, Orzhov Usurper has been a popular discussion point in that discord that I shared in the description. I, personally, am not a fan of planeswalker cards, but that's the aggro in me. Kaya, Orzhov Usurper is good as a recurring grave exile threat, and as a small cmc creature threat. However, Kaya's Guile can be at instant speed, adds to grave for Bedlam Reveler and can force opponent to sacrifice an expensive creature (which has come in hand against Primeval Titan, Gurmag Angler, Bedlam Reveler, and other big creatures we find it difficult to remove at instant speed. As for the synergy with Leyline of the Void, I agree that that could close out games really well IF opponent lets Kaya, Orzhov Usurper get there. Generally, you don't judge a planeswalker based on ultimate alone, but you do bring up very strong points. If you like the synergy, and it works for you, keep it! Keep reporting back to us on how it works for you. Also, as for Chalice of the Void, I usually use Kolaghan's Command or Wear when I know opponent uses it. Usually, Mardu Pyromancer can work at the 2 or 3 cmc range really well, until artifact hate is found. Opponent usually doesn't have 6 mana super early to use Chalice of the Void to counter 3cmc spells.

YamishiTheWickedOne there are new Rakdos lists that use Lightning Skelemental, Kroxa, Titan of Death's Hunger, Dreadhorde Arcanist, and Seasoned Pyromancer to absolutely blaze through opponents. I think I've generally seen them forgo to also threaten with Blood Moon and Magus of the Moon. They are somewhat susceptible to early interaction and grave hate, so that's why I've kept my list this way. That being said, Unearth doesn't work here super well, since most creatures are not 3 cmc or lower pre-sideboard. I actually just did a league and I found myself not needing more card draw. I had plenty of threats and just had to "toolbox" and figure out which I needed to cast at that moment.

Thank you for your comments! Please feel included and encouraged to critique and suggest anything else to the deck, or even the primer to make it better! :)

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