Austere Command

Austere Command


Choose two &mdash

  • Destroy all artifacts.
  • Destroy all enchantments.
  • Destroy all creatures with converted mana cost / mana value 3 or less.
  • Destroy all creatures with converted mana cost / mana value 4 or greater.

Latest Decks as Commander

Austere Command Discussion

AstroAA on [EDH][Primer] Sythis Enchantress Prison

3 days ago

MoKuhl_EDH Do you mean protecting our own win-cons? Usually if I try to establish a hard lock on the board, I do it all in one turn in order to give as few points as possible where our opponents can interrupt us. The deck generates a ton of mana through methods like Sanctum Weaver and Serra's Sanctum, so generating 12+ mana is rather easy.

Sigil of the Empty Throne is honestly just in the deck as a backup, and not meant to immediately win the game as soon as it comes out, unlike the Elesh Norn, Grand Cenobite + Nature's Revolt combo. It is meant to be played and then we slowly (or quickly, depending on if we have cards like Flickering Ward ready) start to get Angel tokens and then playing something like Craterhoof Behemoth to finish our opponents off.

In order to protect these combos/cards, I run cards like Sterling Grove and Greater Auramancy to protect our permanents once they're already on board, Silence and Orim's Chant in order to interact with counterspells, and Destiny Spinner in order to completely bypass counterspells.

If you mean an opponents Elesh Norn, Grand Cenobite, my method to solving the issue is not letting it be a problem in the first place - calling on Silence and Orim's Chant in order to counter the threats before they have a chance to hit the board. If they do end up hitting the board, then spot removal through Swords to Plowshares and Path to Exile are our next solution. I do not have any boardwipes in the deck because, frankly speaking, I haven't had a need to run them. Usually I can slow my opponents down enough I can win or establish a lock before they gain too much steam. If I did though, it would probably be Austere Command due to the ability to choose what we need to blow up - most of the time you would choose artifacts and creatures with CMC four or more since most of our deck is enchantments and creatures with CMC three or less.

Also, I know you said you were returning to Magic, and while I'm honored you want to copy my deck, if you're unfamiliar with how it plays it can be quite tricky. In addition, this decklist is most certainly not budget friendly. I've considered trying to make a budget version, but at the moment can't be bothered due to being busy.

If you have any other questions, feel free to ask!

Omniscience_is_life on Wait wait wrong egg WRONG EGG | **Primer**

3 weeks ago

Here's what I'm currently thinking the plan'll be:

Once and Future will be cut for Noxious Revival

Emeria Shepherd will be cut for Flawless Maneuver

Nyxbloom Ancient will be cut for Protean Hulk

Return of the Wildspeaker will be cut for Brainstone

Sneak Attack will be cut for Combustible Gearhulk

Austere Command will be cut for Winds of Abandon

Should anyone find themselves in a state of astonished disagreement, please feel free to air your grievances in the comment section down below ;)

Sorin_Markov_1947 on Feather - Righteous Strike

1 month ago

With Feather, you need to lean one way or the other, pump or burn. Cards like Firebrand Archer won't do much of anything in a deck that wins by Commander damage, whereas the pump is best replaced in a burn deck. This deck leans more toward pump, so I'll suggest cards for that.

Ajani's Presence is strictly better than some of the protection spells in here. Inquisitor's Flail is a repeatable way to double Feather's damage, it also stacks with both double strike and Unleash Fury. Kediss, Emberclaw Familiar turns a one=person kill into a full win. Blacksmith's Skill is just about the best protection spell you could ever want. Sejiri Shelter  Flip is a relevant MDFC. Intimidation Bolt can save you games. Impact Resonance can help you deal with problems too, and speaking of removal, you need some boardwipes. Austere Command is a very flexible sweeper, Blasphemous Act is a quality cheap one that you can frequently protect your own stuff from, and Slaughter the Strong is also cheap and mostly doesn't affect you. If you're running Sunforger, you really need to run Magnetic Theft to fetch on the first activation. It's a very effective combo. And then Storm-Kiln Artist is just a must in every Feather deck. It turns your engine from good to game-ending in seconds. Show of Confidence is also a game-ender, pairs very well with the storm aspect of the deck and the counters are permanent and it's hard to counter.

Generally higher-quality spells to have that are in my deck include Infuriate, Light of Hope, Stave Off, and Rile (it may be a sorcery, but trample is very relevant).

If you find your stuff is getting countered, or you need to use spells but Feather can't stay out, recursion like Dreadhorde Arcanist, Mavinda, Students' Advocate, and Past in Flames might be worth looking into.

In general, remove two-cost spells if possible, remove burn, and think about what color your mana production is. In my experience, most of the spells you want to cast multiple times are white, so red-mana production is less valuable. And Remote Farm will backfire very quickly without a way to increase its counters or blink it. There are a few other cards in here that just aren't quite good enough if you need advice on more things to take out.

If your playgroup starts to adapt, like mine did, and runs cards that don't care about your protection like Sakashima's Will, Out of Time, Extinction Event, etc., think about Eerie Interlude. It's three mana and one-time protection, but it can get you out of a rough spot that no other card can.

Dual-lands are very important in my experience. Consider Alpine Meadow, Command Tower (a must in every EDH deck), Stone Quarry, Thriving Heath, Thriving Bluff, and Wind-Scarred Crag.

Omniscience_is_life on Should I Put Circle of …

1 month ago

DemonDragonJ hence why I never said to cut Sol Ring, or Arcane Signet, or Thought Vessel. Only the 3+ CMC ramp cards, like Gilded Lotus, Thran Dynamo, and yes, Chromatic Lantern. Here's why you should cut Chromatic Lantern:

  1. Since you have to play it on turn 3, a turn later than say Three Visits or Nature's Lore, and 2 later than Birds of Paradise, Llanowar Elves, etc, you'll end up having 5 mana on turn 4 instead of 5 mana on turn four and also 4 on T3, or 3 on T2 as well with the one-drops.

  2. Artifact is a much more vulnerable card type than land, so as much land-ramp as you can fit means a stronger ramp-base. Many more people play cards such as Vandalblast, Austere Command, and Tragic Arrogance than do they Armageddon or Ruination after all.

  3. If you run more ramp in your deck, especially cards that help fix your mana instead of colorless-producing cards like Thran Dynamo and Thought Vessel (Sol Ring exempt, ofc), you won't need the rainbow ability that Chromatic Lantern gives. Remember that Three Visits, Nature's Lore, and Farseek can get shocklands, and Rampant Growth can get any basic--which should significantly reduce your need for said rainbow effect (another thing that would help with this is making sure the color distribution for your lands is actually accurate with what your deck needs, instead of just guessing).

Omniscience_is_life on All Creatures Great and Small

1 month ago

Your artifacts are, indeed, insufficient. Here's why:

  1. Most are 3+ mana, which considerably stunts the amount which you'll be able to use them--and wastes a turn which you should be doing more than playing a rock.

  2. You're in green, which opens you to MANY more options for ramp than any other color. You should lean into the insanity that is land ramp/dork ramp.

  3. Rocks are susceptible to indirect removal, through the likes of wraths (Austere Command, Tragic Arrogance, Vandalblast, etc.); since artifacts are so fragile, it's better to stay safe with land-based ramp, with a touch of creature-based--purely because it's so overpowered in green.

Circle of Dreams Druid is a fine card, but it again sits too high on the curve. I would add it, but not consider it part of your ramp package: rather, think of it as a value card.

SaberTech on Yikes! Humans!

2 months ago

Considering how creature dependent you deck is, you don't want to run too many board wipes. You would only want 2-3 as emergency buttons in case one of your opponents really starts running away with the game. I think that Citywide Bust is a bit iffy, especially if you start adding effects that increase the power and toughness of your creatures. A lot of annoying utility creatures wouldn't be killed by it. If you tend to play with people who like playing big creatures then it might work as a meta call, but otherwise I think that you might want to run a wipe that is more guaranteed to get rid of everything on your opponents' boards even if it takes yours out too.

I like Austere Command for these sorts of creature heavy decks because of the flexibility that it offers depending on your board state. You might be able to leave yourself some creatures depending on the options you choose. Otherwise, you want lower CMC board wipes like Day of Judgment or Wrath of God so that you can cast it and then potentially follow it up with another card to start build your board back.

Simerix on ContrOloro

2 months ago

The deck is more of a life gain deck than it is a control deck. You have a lot of removal, but that's all that makes it controlling.

Highest recommended card: Vile Consumption. This card is brutal in this deck if you don't have too many creatures.

Hallowed Burial is a highly underrated board wipe.

Card suggestions: Sphere of Safety, Approach of the Second Sun, Aura of Silence, Austere Command, Cleansing Nova, Damn, Darksteel Mutation, Doomskar, Epicure of Blood, Erebos's Intervention, Ghostly Prison, Infernal Grasp, Liesa, Shroud of Dusk, Narset, Parter of Veils, Propaganda, Rest in Peace, Righteous Cause, Rule of Law, Telepathy, Time Wipe, Trespasser's Curse, Utter End, Venser's Journal, Witch of the Moors

Mean/weird cards that I would probably play: AEther Barrier, Archmage Ascension, Death Match, Lightmine Field, Meishin, the Mind Cage, Overburden, Porphyry Nodes, Spreading Plague, Tainted AEther, Portcullis, Magus of the Moat, Magus of the Tabernacle, Silent Arbiter, Serene Master

*Obviously play what you want

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