Austere Command

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
MTG: Commander (CMD) Rare
Lorwyn (LRW) Rare

Combos Browse all

Austere Command

Sorcery

Choose two-

*Destroy all artifacts.

*Destroy all enchantments.

*Destroy all creatures with converted mana cost 3 or less.

*Destroy all creatures with converted mana cost 4 or greater.

Austere Command Discussion

PhotogenicParasympathetic on Planeswalkers as Generals: Is it ...

4 days ago

PlatinumOne: Wow, you're so right! If only Elspeth were in colors that were good at dealing with enemy creatures. Like if she shared a color with Path to Exile or Swords to Plowshares or Wrath of God or Day of Judgment or Fumigate or Akroma's Vengeance or Austere Command or Terminus or... need I go on?

You're counting on having creatures to attack with, and then counting on them being evasive enough to get around her blockers, AND counting on them being hasty enough to get in good hits before she minuses to kill them/casts any one of white's infinite wraths. Turn five Fumigate -> turn six Elspeth is going to make that very, very hard.

Your playgroup isn't a good comparison for the health of the format overall. Sure, your meta might have the tools to deal with a planeswalker commander. Others won't. The argument is that overall, having access to cards as powerful as walkers repeatedly, without recourse to end the threat permanently, is dangerous. The point isn't that there are no possible answers to planeswalkers - the point is that planeswalkers as commanders warps the meta in unhealthy ways, to the point where decks unable to consistently, not just once or twice, but every time, answer a walker will not really be viable anymore.

JoosetheMuice on Feather, the Reedemed

1 week ago

Gods Willing is just better than Stave Off , though you could even have both. Comet Storm could also be worth it, since if you target feather it goes back to your hand, though you don't wanna kill her. Rolling Thunder could even be better since you can just assign feather the one. World at War could be a game winner. I'm not sure I love Mass Calcify , namely because sometimes it just doesn't deal with your problems. I'd choose Austere Command over it. Lastly, even though its semi-hated, Balefire Liege could fit well in here. it's a mini pump, and you cast a lot of red and white instants and spells.

Barometer_Soup on Vorosh, the Hunter

2 weeks ago

You should add Eldrazi Conscription , Loyal Guardian , Murkfiend Liege and Austere Command .

For removal, you could probably cut back on the creatures that return cards from the graveyard.

Joe_Ken_ on On a scale of 1 ...

2 weeks ago

I think it looks pretty good, but I would include a few white board wipes since your stuff should normally be indestructible or at least be hard to kill. I would recommend Fumigate or Rout if you are on a budget. But if you're going all out I would recommend Day of Judgment , Wrath of God , and Austere Command .

NinjaKitty778 on Geral's Roon Deck

3 weeks ago

Ok well first things first you need to look at what your commander wants from you. Roon has the ability to manipulate creatures on the battlefield: whether they're your own or an opponent. He can blink opponents creatures from combat if there is one that's causing you grief, blink a big defender in the way of one of your attacks, and (most importantly) he can blink your own creatures and cause their ETB effects to trigger. So we'll need creatures that can:

1) Ramp 2) Control the Battlefield 3) Generate some Card Advantage/Utility/Tutor 4) Enable Aggro

Now of course given Roon's colors there is lots of room to pop in some great non-creature spells as well. We're looking for anything that can grab us whatever we need from our creature toolbox, manipulate the field to our advantage, and of course some effective removal as well.

So for ramp I'm thinking:

- Coiling Oracle - Farhaven Elf - Oracle of Mul Daya - Sakura-Tribe Elder - Selvala, Heart of the Wilds - Solemn Simulacrum - Wood Elves - Blighted Woodland - Cultivate - Kodama's Reach - Sol Ring

For Battlefield control:

- Acidic Slime - Angel of Serenity - Bane of Progress - Duplicant - Knight of Autumn - Reclamation Sage - Terastodon - Venser, Shaper Savant - Austere Command - Supreme Verdict - Cyclonic Rift - Eerie Interlude - Aura Shards

Card Advantage/Utility/Tutor

- Ephara, God of the Polis - Eternal Witness - Karmic Guide - Mulldrifter - Prime Speaker Zegana - Recruiter of the Guard - Reveillark - Seedborn Muse - Sun Titan - Woodland Bellower - Eldritch Evolution - Green Sun's Zenith - Tooth and Nail - Wargate - Chord of Calling - Eladamri's Call - Birthing Pod - Garruk, Caller of Beasts - Venser, the Sojourner

Aggro Enablers:

- Avenger of Zendikar - Brago, King Eternal - Craterhoof Behemoth

And those are just to name a few cards. Of course you have access to a lot of ETB copy stuff like Clever Impersonator that turn into whatever you want it to turn into when you blink it in; they can really turn the tide in your favor. I did up a proto-type deck here: Roon Proto-Type. Give it a test run and let me know what you think about it.

PhotogenicParasympathetic on General problems with Deckbuilding

3 weeks ago

The answers to your questions vary more based on your deck than they do based on your meta.

If you are playing a control deck, 8ish counterspells is usually sufficient (providing you've got plenty of card draw to make sure they show it). I usually go for some selection of Disdainful Stroke , Arcane Denial , Counterspell , Negate , Essence Scatter , Dissolve , Sinister Sabotage , Swan Song , Commit / Memory and if you can afford them Pact of Negation , Mystic Confluence , Cryptic Command and Mana Drain . Important to remember that Cryptic is not as good in commander as it is in 60-card formats, and Force of Will is mediocre at best. If you are NOT playing control, don't play counters.

Board wipes, if you are playing a heavy creature based aggressive deck, should be zero. If you are playing control, three-four. If you're playing superfriends, 8-9. At least two of Wrath of God , Day of Judgment , Supreme Verdict and Damnation should always be the first ones you put in, followed by Merciless Eviction , Blasphemous Act , and Austere Command then some selection of Cyclonic Rift , Evacuation , AEtherize , Settle the Wreckage , Fumigate , Kaya's Wrath , Chain Reaction , Akroma's Vengeance , Terminus , In Garruk's Wake , Necromantic Selection , All Is Dust and Kindred Dominance . Prioritize your picks to 1) be cheap so you aren't restricted from casting them and 2) be flexible - Merciless Eviction and Austere Command should be high pirority picks, and things that bounce/tuck/sacrifice are good for indestructibility.

As for spot removal... play little to none. Unless your deck focuses on it, it's fairly weak. I'd run things like Hero's Downfall / Vraska's Contempt / Beast Within / Swords to Plowshares / Path to Exile because they are cheap, flexible, and can deal with hard-to-answer permanents, but I wouldn't typically run more than two-three in a deck. The exception, of course, is right here: Shameless self promotion.

Remember that you're playing in multiplayer pods. If you spend one card to answer an opponent's one card, you're down by the two cards your other two opponents didn't have to spend. That makes both spot removal and counterspells much worse than usual. Board wipes are by far preferable to both options.

AkrosTheClear on General problems with Deckbuilding

3 weeks ago

the best boardwipes are cards that work in the highest number of different situations. what are you going to do when you have In Garruk's Wake in hand on turn 5 when you're facing down a lethal board of vampires. The same goes thing goes for Drown in Sorrow , it's not bad turn 3 to clear the board of dorks, but what if you top deck turn 11 when you're looking for an answer to Ulamog, the Infinite Gyre . The other thing you should focus on in boardwipes is mana cost. The best boardwipes allow you to wipe the board and follow it up with another play.

With all of that being said here are some of my favorites, boardwipes that I never let my decks leave home without: Damnation , Wrath of God , or Day of Judgment Blasphemous Act Austere Command Toxic Deluge Merciless Eviction Hour of Revelation

I rarely ever run single target removal in my commander decks anymore, instead running boardwipes, or multi target removal cards such as Decimate or Crush Contraband . You can never hope to generate card advantage if you always plan on trading 1 for 1 with your opponent.

And for the last question, put in as much card draw effects as you possibly can, not one time uses like Read the Bones , but cards that draw over time like Phyrexian Arena or Grim Haruspex .

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Austere Command occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

White: 0.86%

GW (Selesnya): 0.85%

W/B (Orzhov): 0.48%

W/U/B (Esper): 0.37%

RBW (Mardu): 0.47%