Command Beacon

Command Beacon

Land

: Gain . ( represents colourless mana.)

, Sacrifice Command Beacon: Put your commander into your hand from the command zone.

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Trade

Have (2) lizardwarrior , Azdranax
Want (5) rpie4444 , Cyas676 , ddemons , Quickflash , Tayl057

Printings View all

Set Rarity
Commander 2015 (C15) Rare
Promo Set (000) Rare

Combos Browse all

Legality

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

Command Beacon occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

Red: 0.13%

Golgari: 0.17%

BUG (Sultai): 0.63%

Command Beacon Discussion

Profet93 on

2 weeks ago

Crucible of Fire - Winmore 100%

Command Beacon - For when commander gets inevitably removed

Endless Atlas - Draw

Ancient Tomb - Ramp

Vance's Blasting Cannons - Doesn't hit lands, rarely will flip given the avg cmc in here is 4. Much better to be replace with different value such as Ignite the Future or even Light Up the Stage

Hedron Archive - Ramp and card draw in a build that needs both badly

Wheel of Fortune/Wheel of fate/Memory Jar - Card Draw!!!

Blast Zone - To get rid of enchantments

Tectonic Reformation - Not good enough card draw in red

x2sock on There and Back Again (Nethroi, Apex of Death)

1 month ago

Since you want to cast your commander multiple times, (and it's rather expensive) you might want to use a Command Beacon

RambIe on Kaervek+Obosh

1 month ago

I don't mean to over step suggestions but maybe utilize draw/discard for card vantage then then some graveyard recursion to cheat out the fattys

The4Shadowmask on Phage the Untouchable - Casual

1 month ago

FrogFoEva, yeah those are good suggestions, you can also have Torpor Orb are draw Phage into your hand using Command Beacon, or even use Sundial of the Infinite. I believe you can also destroy Phage as it enters play to remove it before it loses you the game, and then you can use Grim Discovery or something else you might add in to get it back. I'm still a little new to Magic so maybe this are wrong but I just built this list using a combination of other lists I found and popular black cards.

elk88 on Yarok Lands EDH

2 months ago

Hey fmastrome2008!

Shriekmaw was originally in the deck. It does have some downside from time to time but it was benched for the sake of more land in the deck (38 lands to 43). My reasoning for the cut has been that I'm typically focusing on my own progression and looking to protect what I'm doing versus trying to interact/stop what they're doing (I found I was often choosing between my own ramp/setup vs. removal. Yeah there are cases to be made but on average it was a 2nd choice and I had to make cuts). There are still a couple safety valves (Cyclonic Rift/ Toxic Deluge) and steal effects (Treachery Agent of Treachery) along with some reasonable counter magic and a touch of targeted removal. It wasn't an easy cut though and may change again.

Birthing Pod/Prime Speaker Vannifar are more tutor effects and the deck has a few at the moment along with a reasonable amount of draw effects. As long as I've been playing the deck, it's been consistent at finding it's pieces so I hadn't been worrying about addressing/improving that part of the deck. At some point I might tinker with these types of options though.

Panharmonicon is one I've wanted to include (it's in my maybe pile) especially when I can't keep Yarok on the board but I don't own it so haven't had the chance to try it out. Sire of Stagnation could be another card worth investigating (although I haven't been unhappy with the draw in the deck) but alas it's another card I currently don't own.

Thassa, Deep-Dwelling along with a few other similar effects just seemed a little slow (if I've gotten my triggers, I want to be moving on to the 'next step' versus looking to abuse what I already have). The deck is very lands focused so there's enough triggering going on that way (also why I revamped my land count recently to improve consistency of those triggers/effects)

Dork's are fine and there in some of my other decks but they always feel hit or miss in commander (unless your cedh skewed with your curve). Sometimes you're dork, dork, 0 mana rock, 0 mana rock, and oh look I have 6200000 mana on turn 2! And then there's the Turn 13 top deck of Birds or the targeted/boardwipe removal and now you're mana screwed/way behind. I just tend to favor land ramp as long as I'm in green. Generally harder to interact with the land than it is with dorks/rocks. While the folks at my LGS do play competitively, I'm not often worried about T3-4 kills and as long as I'm playing ahead of the curve on mana (and snowballing) then I'm fine with it. If I have to look at speeding up even further, then these are definitely the places I'll look though!

Titania, Protector of Argoth is as I mentioned in the description. Folks figure out quickly what to disrupt and if they can then single cards like Titania definitely fit the bill for finishing the game. It synergies well with the deck (Elvish Reclaimer, Springbloom Druid, Life from the Loam, Scapeshift, Crop Rotation, Crucible of Worlds, Ramunap Excavator, Splendid Reclamation, Muldrotha, the Gravetide and all the fetches as well as Command Beacon, Nurturing Peatland, Waterlogged Grove and Strip Mine). This along with other cards like Avenger of Zendikar, Dread Presence and Field of the Dead are great synergistic cards that help back up this alternate win condition.

Thanks for the suggestions. I will try some of them out at some point (whenever we finally get back to the table).

Guffawkle on Zacama, Primal Calamity

2 months ago

Considered Heartbeat of Spring? Lets you cast Zacama off of 8 lands the turn you play it. Symmetrical is scary though. Maybe Mana Vault or Mana Crypt for that unexpected ramp. Cavern of Souls seems essential as well, more so than Command Beacon. Deck looks solid.

xelal on Till the End of Tayam | **PRIMER**

2 months ago

I am building Tayam as more of an all in combo deck, I can find a million sac outlets and creatures that etb with tokens tor counters to feed Tayam but I'm having a bit of trouble finding a high enough density of things that make infinite mana, so I was wondering if you know of any pieces that are a little less obvious than devoted druid, altars, priest of gix and thornbite staff. Also, I was thinking that Sustaining Spirit and Command Beacon would be good in the deck. And Dripping-Tongue Zubera as an addition to hallowed spiritkeeper and caller of the claw, if anyone wanted a third of that style of effect.
I also agree with Kthululu about Wishclaw Talisman or maybe even Maralen of the Mornsong. As for the discard discussion, I have a Mind Slash as a useful sac outlet even though it cost a mana to activate because it can weaken. Lastly I like Gideon of the Trials but it is a bit cute.

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