Silumgar's Command


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Dragons of Tarkir (DTK) Rare
Promo Set (000) Rare

Combos Browse all

Related Questions

Silumgar's Command


Choose two —

  • Counter target noncreature spell.
  • Return target permanent to its owner's hand.
  • Target creature gets -3/-3 until end of turn.
  • Destroy target planeswalker.
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Silumgar's Command Discussion

_Kane_ on Mairsil, the Pretender

2 days ago

If you're still looking for cuts here are my suggestions.

Overall Ideas: 1. Cut the instants and sorceries. 2. Add better creatures/artifacts with activated abilities.


I would look to add more wheel effects to get cards into the graveyard. Although it can feel a little similar to chaos the results are more effective card draw and will fill up your graveyard faster with more additions. Meaning you would fill your graveyard with more potential options for Marsil; and will add more overall card draw potential than the following cards: Probe, Flux, Mystical Teachings, Cathartic Reunion, Careful Study, Gifts Ungiven, Thirst for Knowledge, Frantic Search

Silumgar's Command: There are better creatures/artifacts that can fulfill this role through Marsil and have the additional benefit of being repeatable.

Walking Ballista: 4 mana for a +1/+1 counter is not efficient enough to justify it's inclusion.

Argent Sphinx: I think that relying on Metalcraft in this deck will end poorly in most situations.

Snapcaster Mage: By removing the instants and socrceries Snappy becomes less effective and should be removed.

Galecaster Colossus: Similar situation with this card having no activated abilities, the high CMC, and the ability to only bounce two (with the Colossus and Marsil on the battlefield) non-land permanents a turn doesn't seem worthy of an inclusion.

Decree of Pain: Being in Grixis colors, you have access to more effective card draw and board wipe spells than to justify this cards high CMC even with the cycling component.

Anthroplasm: This card confuses me and I don't understand its use. Care to enlighten me?

Cephalid Coliseum: You have access to better card draw that is repeatable.

Hammer of Purphoros: Unnecessary haste inclusion.


Basalt Monolith: All the ramp. None of the draw backs.

Hateflayer: BOOM, goes the dynamite.

Pili-Pala: The best part of your deck is this card.....

Jace's Archivist: Wheels for days..

Avatar of Woe: Problem solved. Plus can be a cheap cast on its own.

Urborg, Tomb of Yawgmoth+ Cabal Coffers: Need I say more?

Chromatic Lantern, Commander's Sphere, and Fellwar Stone: Three color deck has three colors...

Vandalblast: You're playing red right?

Mercurial Chemister: Ehh, Idk about this one.

Entomb: Tutor time.

Gamble: Great tutor for your deck.

Cavern Harpy: Wow, just, wow....

Training Grounds: Mana reductions are the key.

babushkasara on All hail the ancient crab

2 weeks ago


You also have no sort of board wipe or wrath. Something like a cycled Decree of Pain would miss most of your high-toughness dudes or it could be cast normally if needed. Tragic Slip is an EDH staple and gets around indestructible.

Things you could possibly remove:

  • Living Wall - I feel like you can do better than 4 mana for a 0/6 (Like Guardians of Meletis for example, which you already have), though the regenerate is nice.
  • Forgotten Creation - what benefit do you get from discarding your hand? Is there a card that deals damage to your opponents when you do? If there's nothing like that, Forgotten Creation isn't contributing much. I'd feel like you'll be able to achieve delirium fairly easily
  • Kefnet's Monument and Bontu's Monument - keep an eye on your black to blue creature ratio and your creature to non-creature ratio to see if you should remove one or both of these
  • Meekstone - currently about 1/3 of your creatures have power 3 or greater so keep an eye on this
  • Swarm Intelligence - lots of mana when you have other ways of copying spells. Though this is an enchantment. Hmm.
  • Candles of Leng - Why not just Staff of Nin or something instead?
  • Soul Net - doesn't trigger off of things being put from a library into the graveyard

AwesomeOctopus on This charming deck

3 weeks ago

what about commands like Silumgar's Command and confluences like Mystic Confluence? those are basically like charms, or is that is a flavor violation?

ArchonBlue on

1 month ago

I might make some room too for Silumgar's Command, maybe take out a Countersquall and Profane Command. I'd also recommend running 23 lands plus two Urborgs, only 6-8 basics though.

Mj3913 on Let's Talk Ramos...

2 months ago

Hey all, maybe y'all can help me with some decision making regarding the creation of a Ramos deck. Right not it's a pile of 200+ cards with various overlapping theme, which I will list below. If you have built around him yourself, or have ideas regarding inclusions that'd be great. A public list is not yet available but there really is nothing set (except the giant pile of aforementioned cards). On another note trying to stay as budget as possible so try to stay below $5 a card but don't let it limit your suggestions.

For those that don't know of Ramos, Dragon Engine, he resorts to turning +1/+1 counters into cash (Mana). That being said it would make sense to include a +1/+1 counter theme. Also, the more colors a card has, the better to generate more counters. Counter doubling cards like Vorel of the Hull Clade and Corpsejack Menace do well to ramp/boost with Ramos.

Charms: These are cards that usually offer choices, making them versatile for many situations and some can match to certain themes. Jund Charm for example is Artifact removal, restricted creature removal, or +1/+1 counters, while Silumgar's Command allows 2 choices. While they can fit any theme, there are so many of them its hard to choose the best ones. Alot of them offer control options (counters, removal, bounce), which them steers away from creature based deck (I think anyway), which wouldn't really require a +1/+1 counter theme.

A lot of multicolor cards seem to offer Cascade, this would allow Ramos to grow faster however may cast spells I'd rather hold onto (I.e. charms). Also could tie into a Voltron theme I suppose... didn't add alot of support in that area though.

Another possibility is using a go wide token strategy paired with the various Liege's of Shadowmoor/Lorwyn I.e Murkfiend Liege and Mindwrack Liege. Some are better than others, and would probably require a more expensive land base.

That's it for themes, would be nice to tie them all together but there's just not enough room for it all. There are also a few things I'd like opinions about. The first being I am thinking of including the Borderposts, how many I'm not sure, may just have a few to cover the prevalent colors. My reasoning is that the are mana rocks that have colored cost, ergo triggering Ramos if later in the game. My question is if it is worth it or to just include signers instead. Secondly, Is Urza's Filter worth including considering every card is multicolored or to risque? Thirdly, The Guildgates and The land that says "you win if you have all 10" worth it or no? Lastly.... I thought I had more, maybe I did and am now just drawing a blank, who knows.

If you've made it this far, thanks for reading. Leave your comments, suggestions, alternate ideas, and/or builds and I'll get back when I can. TIA!

Hyperalgialysis on Jeskai Black

2 months ago

Its all good, honestly I forgot all about frontier. Looks really good for that format, think you could work in a single Silumgar's Command in place of a land? When Brain in a Jar was a solid deck it did so much work for me, I can imagine it would have the same utility here.

UpperDeckerTaco on Enough Lands...Or Need More?

4 months ago

KumaBozu since you're the only one who commented on this, I would like your opinion on something. Here is a list of cards I find undwhelming in my list and a list of replacements I was thinking about:

Countersquall ---> Arcane Denial

Nicol Bolas, God-Pharaoh ---> Thirst for Knowledge

Leyline of Anticipation ---> Faithless Looting

Duplicant ---> Reality Shift

Liliana of the Veil ---> Tribute to Hunger

Word of Seizing ---> Dark Petition

Silumgar's Command ---> Search for Azcanta  Flip


Arcane Denial answers more than Countersquall does and is easier to cast.

Thirst for Knowledge offers more card draw and filtering along with synergy with my general whereas Nicol Bolas is powerful but doesn't really fit the mold of the deck.

Tribute to Hunger is instant speed and is a spell which interacts more with my deck and offers a bit of lifegain, although, Liliana can win independent games and is very controlling and reusable if not dealt with.

Faithless Looting is card filtering and lower on the curve where Leyline only turns about 1/3 of my deck into instant speed. I understand Leyline being powerful and letting me cast wraths on my opponents turn or something else that is big game, but it seems like late game, it isn't necessary.

Reality Shift is a cheaper to cast, spell version of Duplicant.

Silumgar's Command seems underwhelming in general and expensive whereas Search for Azcanta  Flip has a lot of early and late game value.

Word of Seizing is a tough one to rid myself of because of how swinging it can be. But Dark Petition would just be better to find the direct spells I need.

So what are your thoughts on this matter?

Is Liliana too good to pass on? Is Tribute worth it? Are the cards given to the opponent from arcane denial back breaking? Is Shift giving them a 2/2 manifest horrendous? Is Leyline too good not to use? Is Dark Petition too many tutors with Vampiric and Demonic already in the deck? Is Seizing overrated?

Any help would be great. Thank you.

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