Command Beacon

Command Beacon

Land

: Gain . ( represents colourless mana.)

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

Latest Decks as Commander

Command Beacon Discussion

TypicalTimmy on 9/13 Commander Banning/Unbanning

3 days ago

Sneak Attack now loses sight of Progenitus and thus you don't sac him at the end of turn. Easy peasy lemon squeezy. With the amount of tutors you have in WUBRG, you can land this practically every single game. There's more efficient ways, also. Goryo's Vengeance would be ideal. Get Pro into your hand and discard him. Then flicker at end of turn.

Green has plenty of ways to tutor out non-basic lands, too, ensuring you always find Beacon. For example, Crop Rotation, Scapeshift, Hour of Promise and Expedition Map. Not to mention you can always just tutor a land via .

Pro gets removed somehow? Not a problem. You can always play Command Beacon from your graveyard using something such as Restore, Wrenn and Six and Crucible of Worlds, as some examples.

Then, it's as simple as dumping Gods into play. Because Gods count their own pips with regards to devotion, you only ever need +1 or +2 more.

A mono-colored God such as Heliod, God of the Sun, for example, needs 5 and counts his own. So with Pro in play, you need more. Comparatively, Pharika, God of Affliction needs 7x total in any combination of and . She already contains , so she needs a total of 5 more. Pro contains , bumping her devotion count up to +6. She literally needs +1 more pip to be online.

So yes, in my opinion Progenitus is the "Best" God Tribal Commander.

But, for me, Golos is more fun.

  • Pro triggers in the graveyard to be put into-

Goryo in response. ;)

BrassLord on Gnawty Girl

3 weeks ago

Having run other big green mana commanders, Command Beacon can help when your commander gets countered/killed. Road of Return does the same and also gives you some utility to boot! An early Geode Golem could quickly ramp and get out of hand!

On the jank/spicy side of things, if you chose to go more of a counters direction in terms of making the most treasure as possible, Helix Pinnacle MIGHT work. Kamahl, Fist of Krosa and Kamahl, Heart of Krosa are both mana sinks that can produce "creatures" and give needed trample boosts to your creatures. Biogenic Ooze Splitting Slime and even Centaur Glade are all ways for you to use the treasure accumulated from combat damage to produce even more creatures (admittedly not on a 1 to 1 level, but pretty dang cheaply)!

sad_2980 on Zurdur

3 weeks ago

Love the deck! I have a few suggestions for cards that could be cut and some suggestions for what might replace them. I tried the keep the suggested cards reasonably priced. I have a few of them in my binder that I will give you next time we play.

Suggested removal - Most of these cards I figured could be easily upgraded with cards that add more value, utility, stax, or interaction:

Suggested additions:

linksdeity on Help with Voltron protection and …

1 month ago

Hello,

Let's begin with evasion - because answers run out and might not even be there.

My favorite way to make Volrath unblockable is discarding Filth with Urborg, Tomb of Yawgmoth in play. I also love Rime Transfusion and having Snow Covered Swamps. Manifold Key does double duty by also untapping big mana rocks or other toys like Quicksilver Amulet. Dragon Shadow is a decent option, and helps most of the other big creatures. Whispersilk Cloak is obvious, as is Rogue's Passage.

Some less obvious plays are using instant speed board wipes via Vedalken Orrery to clear the field right before your turn so nothing is left to block - or similar instant speed board wipe effects like cycling a Decree of Pain. Things like Pestilence/Pestilence Demon can clear the field with little threat to a pumped up Volrath. You could include a Breaker of Armies, which would absorb all of your opponents blocking creatures or also be discarded to Volrath for 8.

Ok, then you have protection. Normal stuff like Swiftfoot Boots and Lightning Greaves. Volrath gains a lot of protection and evasion from the swords of X and Y. Light and Shadow is a must play. Feast and Famine is a very high recommend followed by Fire and Ice. Imp's Mischief is invaluable in redirecting removal or countering a counterspell. You can run Not of This World for a good counter. Veilstone Amulet is a good option for protection as well.

Really you want some protection but if you focus more on ramping, haste, evasion, and other ways to continue putting pressure and threats out then the odds are that you will find a way through. Command Beacon and Netherborn Altar can help Volrath be cheaper, or even cheated into play. Have some reanimation effects, preferably those you can use repeatedly like Strands of Night and Sheoldred, Whispering One. Artisan of Kozilek is amazing when you can hit 9 and bring another major threat out. If they "deal" with Volrath it just means they have less answers for Phage the Untouchable or Blightsteel Colossus, or the next time Volrath lands and swings.

multimedia on Hatching Dragons and Taking Games <<PRIMER>>

1 month ago

Hey, your deck looks good, except the manabase, it looks neglected.

My suggestions are how to improve the manabase on a budget. Some upgrades to consider:

By adding Glade, Vista and Meadow then Farseek could replace Rampant Growth as a land ramp spell upgrade since Farseek can search for a dual land to help color fixing. Glade and Vista will also make Skyshroud Claim better.

Good luck with your deck.

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