|Commander / EDH||Legal|
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|Dragons of Tarkir (DTK)||Rare|
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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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Kolaghan's Command Discussion
1 week ago
Brass Squire is a cheap way to get past equipment costs.
3 weeks ago
Would Kolaghan's Command be worth a slot here?
3 weeks ago
Bolas is usually Grixis colors, and in my opinion one of the best things that you can do in those colors is Snapcaster Mage and Kolaghan's Command. Because of the revive mode on K Command, you can bring back dead Snapcasters for more fun and chain Commands and Snaps together.
Like picture this: You have, say, Lightning Bolt in the yard. You Snapcaster Mage to bring it back. Then you block a 2/2 with Snapcaster. Then you cast Kolaghan's Command, destroy an artifact or make them discard, and bring the Snapcaster Mage back. Then you Snapcaster again, targetting the K Command and using whatever relevant modes you need.
It's not really a combo, just great synergy. Snapcaster Mage is also great with Cryptic Command, just in general. Since Bolas is usually a control card I think Snap-Cryptic-K Command is probably the way to go here.
1 month ago
Nice deck! I love madness. If you don't mind, here are a few suggestions for improvements:
For a madness deck to be good, you shouldn't include cards just because they say madness. Even if the rate of the madness cost is good, remember that that cost is always plus a minimum of a mana (since you had to cast another card beforehand). The only situation in which you will get full value for your madness is off of Liliana, but at that point you could just be casting a better card. Take Fiery Temper for example. I think this is probably the most popular madness card, but also the most over rated. When it is good, it feels reeeallly good. But when it is bad, it is beyond bad. This deck looks to be focused on inevitability, in that your win conditions are big, hard to deal with, threats that WILL win the game if the op does nothing. So would you play Lightning Bolt in this deck? Do you need to burn their face? No. You have hazoret for that. So what is the point of bolt other than creature removal? I understand that it speeds up the game, but my point is, why make it harder to cast bolt by playing fiery temper if it isn't an integral card to the deck anyways? I feel the same way about Biting Rain vs Damnation or Anger of the Gods or Sweltering Suns.
Ok, I'm done saying negative things. Here is what I like about the deck and what I think you can increase. Discarding cards for value is a great feeling. So you should include cards that like to be discarded, other than just madness cards. Like: Bloodghast and Cut / Ribbons. The good thing about cards like these is they can stay in your graveyard and do not have demand immediate mana like the madness cards do. I am not saying you need to cut the madness from the deck, just be very specific with which madness cards you are keeping. Don't just think of them in their best case scenario, but also not in their worst case scenario, you've got to think about things in averages. "on average, how good is this card?" Cards like Faithless Looting, Collective Brutality, and Kolaghan's Command are all great examples of cards that are pretty good most of the time, and are therefore great includes!
Hopefully my ramblings help. Let me know if you have any questions, and if you like my suggestions: check out my podcast all about brewing decks at mtgcoldbrew.buzzsprout.com (we're also on itunes and spotify)
1 month ago
Now that I look at it, what are your thoughts on changing the Ancient Grudge to a 3rd Kolaghan's Command? They both hit artifacts, and the trade off would be "better against artifacts" for a better generalist card.
1 month ago
Hey, this looks like a solid list so far, I like it, but there are a few things I highly recommend to make it much faster and more consistent
First off, I would highly recommend more card draw. I see you have some, but it could definitely use at least Rhystic Study and Sylvan Library. Those are possibly the best card draw engines in the format. Skullclamp also looks amazing in this deck.
Secondly, some more mana acceleration would greatly help the speed of the deck. I would recommend at the very least Birds of Paradise, Noble Hierarch, Bloom Tender, Mana Crypt, and Deathrite Shaman. Commander's Sphere, Thran Dynamo, Mana Vault, and Gilded Lotus also wouldn't hurt, but they aren't as essential.
I know they're not warriors and might seem kinda boring, but they are crucial to a successful deck. I would also recommend cutting the lands the enter the battlefield tapped in favor of all the fetchlands and original duals if you can afford them or can proxy them. Considering this optimized landbase, Farseek, Nature's Lore, and Skyshroud Claim all become viable options if you need them since they hit shocklands and the og duals as opposed to Cultivate and Harvest Season (though I don't think you really will need them).
As for cuts, at first glance, Archetype of Aggression doesn't seem overly strong considering the bulk of most of your creatures. Combat Celebrant seems redundant with Najeela, and Thrilling Encore is probably just better than Garna, the Bloodflame, but you might need to maintain your warrior count, you've done more testing than I with this deck, so that's up to you. Aggravated Assault seems unnecessary for the same reason as celebrant, but it's not even a warrior. Wretched Confluence is actually surprisingly weak, I'd recommend cutting that. Chance for Glory isn't really the greatest; it does nothing the vast majority of the game, sometimes all of the game. You're in blue, just run Time Warp if you want an extra turn. Kolaghan's Command is dissapointing in edh as compared to modern. If you're looking for something that hits multiple targets, you can run Decimate and Curtains' Call. I'd also recommend Austere Command for this. Noxious Revival seems kinda unnecessary for this kind of deck, but it's fine.
A few random suggestions to end off, I'd recommend at least having one or two emergency counterspells like Pact of Negation, Negate, and/or Disallow/Counterspell. I would also highly recommend a Craterhoof Behemoth. That thing slaughters people. Eldrazi Monument also seems great in this deck due to all the tokens you're generating.
Sorry, I know that's a lot more suggestions for additions than cuts, but that speaks to the power of the list you already have here. It's kinda tricky balancing the warrior count with other "better" options. Trust me, I played a Gishath, Sun's Avatar deck back when he was released, and keeping dino numbers high while trying to run as many cards that are just better was rough, but it can be done. Keep at it!
1 month ago
For testing I went -2 Spell Snare, -2 fatal push, -2 Lightning Bolt
and +2 Countersquall, +1 Disdainful Stroke, +3 Molten Rain
Most tron decks sideboard some combination of Thought-Knot Seer and Thragtusk, so I think it's better to keep more Terminates than Lightning Bolts.
Beating turn 3 tron on the draw is really hard.
I've never found a hand of counterspells to be a winning hand. Eventually Tron will get more threats than I have counters and then I lose. It doesn't seem like stalling without pressure is a winning plan.
Part of the challenge is that I don't know if I can beat tron without drawing Young Pyromancer or Tasigur or Angler. Perhaps that means I should play more, but on the flip side too many creatures (in grixis) leads to hands which do nothing.
Could a version with 4 delve threats (probably 2-2 anger-tasigur split), 4 pyromancer, and 4 snapcaster function? My first instinct is to drop to 2 Kolaghan's Command.
1 month ago
Lingering Souls Kambal, Consul of Allocation, Kolaghan's Command, Anger of the Gods are good if you wanna go more midrange, if not you have way too many lands. 18 lands means flooding. RDW decks run a MB that has 5+ more 2 drops and SB that has 10+ 2-3 drops. you are closer to the ground so you will need less lands and mroe gass, for example with 14 lands (random number for example) you have a 3/4 chance of hitting land no 2 on turn 2 and 3+ land is only 34% down from the current 54%.