Command Beacon

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Command Beacon

Land

: Add . ( represents colourless mana.)

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

End_Of_The_Line on End_Of_The_Line

2 months ago

Crow_Umbra,

First, on Command Beacon, is the second effect at instant speed? Becuase depending on the answer I could use it to (possibly) negate the +2 general mana cost if I were to place it back into the command zone.

Second, I definitely will replace three of my snow mountains to add Strip Mine, Volatile Fault, & War Room.

Third, I think I will replace Fellwar Stone for Ruby Medallion. Fellwar Stone has a slight condition on helping me get red mana that the opponent has to have a land that produces, or is able to produce, red mana. Might be over dramatic but shrugs.

Fourth, I will definitely add Chandra's Ignition. Along with Bothersome Quasit because it combos well with the goad cards that I do have in my deck. So, that leaves only one "slot" places left (two if I didn't add Command Beacon). I am definitely eye-ing Fling & Cursed Mirror though that would take the last "slot" places, and in other notes Jeska's Will & Valakut Awakening  Flip for their card draw but I wouldn't know what cards to replace for them or any of the other 'Stuff to Consider' cards.

Fifth, on Swap Outs, the second card recommendation the person commented was Liquimetal Torque, so I think I will replace Liquimetal Coating for it, more mana consistency while only a slight debuff on the cheeky main effect. though of course I wouldn't mind if you gave your opinion on that too.

Six, I have two more decks I potentially face, one commanded by Kilo, Apogee Mind, the other commanded by Ashling, the Limitless.

Crow_Umbra on End_Of_The_Line

3 months ago

It's all good. That experience was one of the odder interactions I've had in my time here.

Cool, glad you have proxies available to you. I try to hone in any recs based on potential budget.

Even personal play groups develop their own little meta over time. To that end, besides the commanders listed in your primer, are there any others that you regularly encounter?

Here are some ideas I have, I'll put them in accordions so I don't blow up your wall:

Since you have proxies at your disposal, I think you can swap in some more utility lands to get even more value out of some of those basic land slots:

I totally agree that swinging in with a huge Kratos is a fun way to pilot this deck, but I think you can lean more into the forced combat element of it. Since you play against things like Ur-Dragon, Eldrazi, & Sheoldred, forcing them into combat could be super beneficial:

  • Ur-Dragon and (maybe) the Eldrazi, need to get their color fixing right in order to start taking off (assuming this is a five color Drazi), which means they may rely on mana dorks and other smaller utility creatures to help get them running.

  • Sheoldred may be in a similar position, if it isn't a creature or token heavy deck, may have a smaller board that also relies on squishier utility creatures

  • Kratos' damage effect "encourages" opponents to not leave their creatures untapped. Kratos is one big Punisher effect, so your opponents will have to weigh cost benefit of not attacking or tapping their creatures somehow.

  • Red has plenty of access to Goad effects, giving you another means of forcing attacks.

  • All of this is to say that I think the Kratos damage should take a more secondary priority to forced combat control.

I think you've received some solid recommendations from the other comments already on your deck. I'll try not to suggest anything that's already there.

Generally speaking, I think cutting back on red Auras that mostly focus on Kratos could be helpful. Some other standouts that I think can be swapped:

  • Icy Manipulator - Seems kinda slow for a single target effect.

  • Liquimetal Coating - I can see the cheeky line of play with turning something into an artifact in response to a Vandal Blast, but I think this could be another spot for something more consistently beneficial.

One of my homies runs a Deimos deck that's pretty fun, but he doesn't have a list online yet. He does have a Kardur deck that could be another source for forced combat ideas.

Hope this all helped

Daz_Aster on Colorless 5 Color

1 year ago

Wow, this is an interesting take on colourless 5 colour. You are heavily dependant on your commander. Have you thought about running Command Beacon?

I have been devising a similar deck idea with cards like Beseech the Queen and Slash Panther where you can play them with a colourless mana base. My commander would probably be Ulalek, Fused Atrocity.

Goldberserkerdragon on

1 year ago

Crow_Umbra Solid chief :) I TOTALLY forgot my Command Beacon :P That plaza is spiiicceeee. Gotta scoop one. Thank you.

Crow_Umbra on

1 year ago

That makes sense. The only other thing I could think of would be adding some more utility lands like Command Beacon and Plaza of Heroes as additional means to protect Skittles or dodge commander tax. I've been including them in my decks that rely on the commander wading into and surviving combat.

Rayenous77 on Yes, I Read My Commander

2 years ago

Old deck now, I know.... but you can now add Command Beacon and Campfire, so that you can move Phage to your hand before casting normally.

StopShot on New format idea: "Cursebound"

2 years ago

Cursebound is a "Rule Zero" extension of the EDH format. All legal EDH decks are legal in Cursebound. Cursebound slightly loosens up deck-building limitations of EDH to allow for nonlegendary creatures to be your commander while maintaining traditional commander gameplay as well also lightly capping the power level of nonlegendary commander decks for the sake of fun and fairness.

In the cursebound format, if your commander is a nonlegendary creature you must also have a "curse" card as your "commander's fate" in the command zone. The chosen curse card in the command zone can only enchant yourself, and it has the added text, "[this curse has] protection from yourself." If your commander is a nonlegendary card, you can only cast it from the command zone if your "commander's fate" is already on the battlefield first. The "commander's fate" is not subject to the command tax. Removing a player's commander's fate from the battlefield will not counter or return their commander to the command zone if their commander is on the stack or on the battlefield. (Removing the commander's fate only impacts their ability to cast their nonlegendary commander from the command zone.) The command tax still applies to nonlegendary commanders and nonlegendary commanders are treated as if they have the legendary supertype regardless of what zone they're in. (As in they'll proc cards like Hero's Blade," and cards like Mirrorweave would not see that commander as a valid target.) All other EDH rules apply.

In Cursebound you are allowed to choose a commander's fate that is outside your commander's color identity. The color identity of the commander's fate will also be added to your commander's color identity, (and thus you'll be allowed to add cards of that color identity to your deck). There are only two deck building limitations regarding the commander's fate. (1) Your commander's fate must be of a higher or equal card rarity than your commander. (Ex. Vampire Nighthawk + Curse of Predation is allowed. Vampire Nighthawk + Curse of the Nightly Hunt is allowed. Vampire Nighthawk + Curse of the Pierced Heart is not allowed because the curse is of a lower rarity.) If a card has multiple rarities then their rarity is always the least rarest from among their physical card printings. (2) Curse cards that have the words "you" or "your" or omit the words "you" or "your" in its text box can not be used as your commander's fate. (For example, Maddening Hex and Curse of Vengeance can not be your commander's fate as they mention the word "your" and "you" in their text boxes. Curse of Disturbance and Curse of Opulence can not be your commander's fate because both omit the word "you" in their text boxes - "Whenever enchanted player is attacked, [you] create a 2/2 black Zombie creature token." & "Whenever enchanted player is attacked, [you] create a Gold token.") All front-faced curse cards that meet these criteria may be used as your commander's fate. Decks can only have one commander's fate.

The intent and spirit of this format and the commander's fate is for two reasons. To provide nonlegendary creatures with more color flexibility as they're much-much more likely to be mono-colored compared to most legendary creatures, and to keep in spirit with "Rule Zero" fairness by providing a reasonable drawback that can make their existence more tolerable to more playgroups. These principles should be kept in mind when enforcing a banlist for this format, for example, Curse of Obsession and/or Bane of Progress would both be banned from being command zone candidates simply for going against the spirit of the format by either being able to abuse their curse's drawback or having a way to negate their curse's drawback from the command zone with very little difficulty. Command Beacon would be an example of a banworthy card in the 98 for also skating around the spirit of this format as well. (Do note, cards banned in the 98 don't apply to legal EDH decks that aren't running a commander's fate in the command zone.) While competitiveness is acceptable trying to find ways to break the intended mechanics of this format should be discouraged for the sake of healthy game balance and group enjoyment.

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