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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Legality

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

Command Beacon occurrence in decks from the last year

Latest Decks as Commander

Command Beacon Discussion

B0NGUS on Atraxa Queen of Voltron

1 week ago



As you're playing Voltron, I recommend taking a peek here to see if there are any White or Red cards within that you may consider using for your Atraxa, Praetors' Voice deck.

I would ask you to heavily consider Ardenn, Intrepid Archaeologist , as they can move all your buffs to any other creature should, for some reason, they become more viable. In my deck, I'll often switch everything to Krenko, Tin Street Kingpin to push that token generation to the next level. It will also help move debilitating aura's enemies have attached to your creatures.

I would consider, to a much lesser extent, including Hellkite Courser . It provides a similar effect to Command Beacon .

DawnsRayofLight on Atraxa, legendary Voice,

3 weeks ago

I've been working on an Atraxa list as well, I can offer some suggestions with my reasoning:

Ashiok, Nightmare Muse : You wouldn't think it, but those tokens exiling cards from the top 2 cards from your opponent's decks and bouncing a permanent while eating a card out of their hand has been strong. I rarely use her Ult but she is great for control.

Teferi, Time Raveler just great for anti control.

Bioessence Hydra : He gets to be a big boy

Vorinclex, Monstrous Raider : A fairly strong surprise beater and and of course synergizes well

Mastermind's Acquisition : probably my favorite card in black right now. It is super useful as a normal tutor but getting something out of your board is powerful. I sometimes put cards in my board that are good with the deck but have been dead draws at time to be able to add more control into the main deck. As well, you can use more situationally useful cards like the uncommon ashiok.

Tamiyo, Collector of Tales : I never use her +1 so she is super dependent on proliferate. However her passive and negative are invaluable, it lets you get spells back to re-use as well as your walkers.

Lithoform Engine is another good card, I see the point of multi turn use of Rings, but being able to duplicate spells is pretty strong.

Kaya the Inexorable : Atraxa tends to die a lot if people know that she shouldn't stick, Kaya helps to keep her coming back without paying the additional cost to recast. Same with Command Beacon , which I am looking to add into mine.

I am personally not a fan of the oaths, they feel dead a lot without the walkers and I prefer to run more control. Here is my list if you want to check it out! it has been pretty strong! it may run a bit slower in terms of getting ultimates to pop but it has been super consistent and very difficult to beat. Atraxa's Best Friends (why can't she be BUWR?). I know my take is different and not for everyone but I hope these suggestions help!

Fotus_Konig on 6 year old me would be proud

1 month ago

I've been working on acquiring some of the cheaper rocks, but I only order specific cards every couple of months. I'll probably add those to my next order. I agree Reshape the Earth is pretty bad, I playtested it once and didn't get much kick out of it except to help recast Zacama quicker. I'll probably take it out for some cheaper ramp. Correct me if I'm wrong, but wouldn't Zacama need to be in my hand via Command Beacon to use Thran Temporal Gateway? I do agree it's good for cheating out other cards like Gishath, the elder dinos, and my bigger artifacts.

Orange+ on Horobi and the Wailers

2 months ago

seshiro_of_the_orochi thanks a lot for your suggestions! I've really been waiting in anticipation for some feedback on this project :)

I have ordered the cards for this deck, but haven't recieved them yet, so I can't know for sure how well it does. But for the time being, here's what I think about the suggested cards.

Darkblast: It's cool that it's 1CMC and instant, and that it has recursion. But it's still 1 mana for only 1 target, with no added benefit. Originally I have chosen cards that either have multiple targets, or 1CMC / 1 target spells with added benefits (like draw).

Revel in Riches: Good card! But it's a bit pricey and I think winning with good old combat damage is the most fun. I realize this is not possible in every playgroup, but for the time being, it can be done in mine :)

Gift of Doom: Really cool with Horobi, Death's Wail, and a natural fit with the indestructible theme of the deck. The reason I didn't add this from the get-go is that I'm unsure if I play enough creatures to be able to morph it and keep value on the board. I wouldn't want to sac something big, and the deck doesn't run a lot of creatures because I don't want Horobi's effect to backfire too much. Anyways, I will definetly give this card another thought.

Number of lands: It's not very clear unfortunately, but the deck runs 36 lands. Three of them are in the recursion category.

Command Beacon: Good card, but a bit too pricey. I am going to try to get the recursion theme to work before I potentially try command zone to hand effects.

Glaring Spotlight: This is also a card I had a good long look at. It's cheap and it fits well with the theme. My problem with it it's that it's mainly a counter play card. And if I the opponents don't have hexproof, and I don't have 3 mana available, it's kind of a dead draw. I think this is much better late game, a part of the game that is hard to playtest in solo mode. So I will probably have another look at this card when I've playtested the deck with real opponents.

Thanks again for the feedback, and feel free to drop the link to your Horobi deck here when it's ready :)

Fuzzlewuzzle on I Am Fire, I Am Death

2 months ago

X-Factor11105: Some good points! Here's my reasoning:

  • Molten Echoes is largely in here because it is the easiest enabler I've found for Bladewing to go infinite, while still providing reliable value when not going infinite. While there are some legendaries that kinda nonbo with it (though you can always let the legendary die and swing with the hasty token), there are also a number of dragons that are really good with it. Making copies of stuff like Utvara Hellkite, Scourge of Valkas, Terror of the Peaks, and Dragon Tyrant is awesome.

  • Avaricious Dragon has sucked a lot of ass. I included it to lower my curve and increase my draw power, butttt it really has not been pulling its weight. I'll cut it as soon as I find something else I want to run. Maybe Gadrak, the Crown-Scourge? I see you're running him, how has he been?

  • Command Beacon is in here now because there just honestly is no reason not to include it. I don't see myself using it often, but there's just really no downside to including it, since my manabase is more than consistent enough to afford the utility slot. Like you said, I generally just let Bladewing hit the graveyard to reanimate later, but if I don't have access to a reanimate spell and do have the mana to hardcast him again, I usually let him go back to the command zone. This makes that line of play a little less punishing.

  • Altar of Dementia is here because I wanted a free sac outlet to enable the new infinite loop with Hellkite Courser, and it is IMO the best one in a vacuum. It's one cmc cheaper than ashnod's, can mill out an opponent if I don't have a Dragon Tempest effect on board, and can be used to fill my graveyard in a pinch.

  • Nightscape Familiar is... fine. Nothing amazing, but the cost reduction applies to a lot of my spells, and being able to regenerate makes him a decent blocker if I need one.

Since you mentioned it, I think Drownyard Temple is a card I would use if I went a bit harder on aggressively self-milling to fill my graveyard, but I generally don't like doing that (makes it easier to get blown out by gravehate).

I generally don't worry about establishing early-game presence too much with this deck. I spend the first few turns ramping, looting, and sending removal at everything my opponents play, then start dropping dragons.

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