Command Tower

Command Tower

Land

: Gain one mana of any colour in your commander's colour identity.

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Printings View all

Set Rarity
Commander 2020 (C20) Common
Throne of Eldraine (ELD) Common
Commander 2019 (C19) Common
Commander 2018 (C18) Common
Commander Anthology 2018 (CM2) Common
Commander 2017 (C17) Common
Commander Anthology (CM1) Common
Commander 2016 (C16) Common
Commander 2015 (C15) Common
Commander 2013 (C13) Common
Commander's Arsenal (CMA) Common
MTG: Commander (CMD) Common
Promo Set (000) Common

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Casual Legal
Pauper EDH Legal
Legacy Legal
Pauper Legal
Oathbreaker Legal

Command Tower occurrence in decks from the last year

Commander / EDH:

All decks: 0.88%

Golgari: 1.3%

GU (Simic): 2.28%

UB (Dimir): 3.48%

WU (Azorius): 3.39%

GW (Selesnya): 2.73%

WB (Orzhov): 1.87%

RG (Gruul): 2.37%

UR (Izzet): 2.43%

RW (Boros): 4.94%

Rakdos: 1.62%

WUB (Esper): 2.31%

RUG (Temur): 5.2%

RBW (Mardu): 2.23%

BRG (Jund): 3.8%

RGW (Naya): 4.44%

BGW (Abzan, Junk): 7.18%

UBR (Grixis): 2.46%

GWU (Bant): 2.71%

RUW (Jeskai, America): 17.14%

BUG (Sultai): 2.76%

GWUB: 27.59%

Command Tower Discussion

DemMeowsephs on 12_dwarfs

2 days ago

Oooh, good choice! I have some ideas of what you could do for her, however, I'll start off with the lands and mana base. Some of the suggestions are expensive, so if they are not within your budget I would consider using something else in the meantime, and then getting them later when you can.

Lands

multimedia on Lernaea's children

2 days ago

Hey, the manabase could use some improvements. You have Bayou, Tropical, Cavern and the Filter lands which are all great. Why also 18x basic lands? Consider more dual lands?

The least expensive Fetch lands: Windswept, Bloodstained and Strand can search for one of Bayou, Tropical, Zagoth or a Shock land: Overgrown, Watery, Pool. This color fixing from Fetch lands as well as more Rainbow lands especially Command Tower can help your deck.

multimedia on Tuvasa Enchantments

1 week ago

Hey, nice budget version of Tuvasa.

Just about the entire budget here is for five cards: Enlightened, Rector, Copy, Karmic and Dryad. If budget is a concern I think you could cut Copy and Karmic of these to clear some price to upgrade the manabase. Low mana cost auras that can give Tuvasa evasion are important otherwise without evasion she's a huge creature who can just be blocked by a token. Rancor is very good, but consider adding the trifecta of budget hybrid Bant colored cost auras? Because Tuvasa is three colors then these auras give her +2/+2 pump as well two other abilities which is good for their mana costs.

Budget cards to consider adding:


Cards to consider cutting:

  • Azorius Guildgate
  • Selesnya Guildgate
  • Simic Guildgate
  • Blossoming Sands
  • Thornwood Falls
  • Tranquil Cove
  • 3x Forest
  • 1x Island
  • Elderwood Scion
  • Mana Bloom
  • Dictate of Kruphix
  • Omen of the Hunt
  • Ashiok's Erasure

Good luck with your deck.

RNR_Gaming on Oops, All Nyx!

1 week ago

jesmister Command Tower only cares about "color identity" which isn't the same thing as the color of the creature. Morophon has a 5c identity because of its' ability.

x2sock on Atla Palani

1 week ago

and something which is missing for sure is a Command Tower and Arcane Signet

and if you have ashnods altar you might want Spawning Pit aswell

multimedia on Jor Kadeen

1 week ago

Hey, nice start for a budget version.

Consider more one to four drop creatures who can be cast before Jor and who can create an artifact when they ETB? You want creatures on the battlefield before you play Jor to take advantage of attacking with the pump, but you also need three artifacts to get that pump. Creatures with double strike are good if metalcraft is active, but without it they're lackluster. Boros Keyrune is the right idea since it's an artifact first and then it can turn into a creature with double strike.

Pia/Kiran is very good budget creature to curve into Jor since it puts three creatures on the battlefield including two artifacts meaning you only need one other artifact to activate metalcraft. The other two artifact lands: Ancient Den and Great Furnace help a lot when trying to activate metalcraft. Mishra's Factory can turn into an artifact creature for one mana.

Smuggler's Copter is a powerful two drop flying Vehicle. It can be a repeatable source of draw and it's an artifact that turns into a artifact creature by crew 1 (tapping any other creature you control). Hammer of Purphoros gives Jor as well as all your other creatures haste and it can be a repeatable source of an artifact and a creature.

Goblin Welder is great with artifacts as repeatable reanimation since you can sac an artifact you control to reanimate any artifact in your graveyard. It's good with Myr Battlesphere as a way to reanimate it, sac it, have artifact fodder to keep reanimating it.

The manabase can use some budget improvements of dual lands.

Good luck with your deck.

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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