Command Tower

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Command Tower

Land

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

TypicalTimmy on What ONE card would you …

1 week ago

Would gates be an issue though? Sure you get to pick a color when it ETB, but how is that any different from just running things such as City of Brass or Command Tower or Mana Confluence to get those colors?

BossUltinuc on Golgari Elves (Commander/EDH)

2 weeks ago

Okay so I'm new to deckbuilding, especially for EDH so I'm just wondering if anyone has any useful/practical suggestions for this deck. I thought Abomination of Llanowar was a cool card, so I wanted to build around that concept of getting a lot of elves onto the field and my graveyard to really boost its power and toughness.

One thing I'll mention is that, with the exception of cards that are already present in the deck, I don't want to spend more then $3-5 on a single card. So keeping all of this in mind, any suggestions?

Commander: - Abomination of Llanowar

Planeswalkers: - Freyalise, Llanowar's Fury - Tyvar Kell

Creatures: - Elvish Eulogist - Elvish Archdruid - Imperious Perfect - Lys Alana Huntmaster - Immaculate Magistrate - Marwyn, the Nurturer - Elvish Visionary - Shaman of the Pack - Lathril, Blade of the Elves - Dwynen, Gilt-Leaf Daen - Beast Whisperer - Timberwatch Elf - Elvish Mystic - Canopy Tactician - Poison-Tip Archer - Skemfar Avenger - Skemfar Shadowsage - Wolverine Riders - Ruthless Winnower - Wellwisher - Golgari Findbroker - Jarad, Golgari Lich Lord - Rhys the Exiled - Nightshade Harvester - Gilt-Leaf Winnower - Elvish Doomsayer - Storrev, Devkarin Lich - Nadier's Nightblade - Fyndhorn Elves - Llanowar Elves

Instants: - Putrefy - Golgari Charm - Murder - Village Rites - Grisly Salvage - Wrap in Vigor - Cast Down - Malakir Rebirth  Flip - Ghastly Demise - Infuse with Vitality

Sorcery: - Cultivate - Rampant Growth - Eyeblight Massacre - Shamanic Revelation - Casualties of War - Dig Up - Victimize - Sign in Blood - Spark Harvest - Diabolic Tutor - Deadly Brew - Bone Shards - Elvish Promenade

Artifacts: - Sol Ring - Arcane Signet - Commander's Sphere

Enchantments: - Elderfang Venom - Moldervine Reclamation - Prowess of the Fair

Lands: - Evolving Wilds - Command Tower - Path of Ancestry - Llanowar Wastes - Jungle Hollow - Skemfar Elderhall - Golgari Guildgate - Tainted Wood - Necroblossom Snarl - Myriad Landscape - Foul Orchard - Darkmoss Bridge - Forest x13 - Swamp x13

Unlife on How do you, personally, balance …

1 month ago

I am inherently lazy, so I usually start with an eqully balanced manabase and the rest of my deck here on tappedout. So for 3-color its 3 shocks, 3 checks, 3 pain, 3 temple, Command Tower, Temple of the False God, Reliquary Tower, and equal balance of basics and whatever triome is required.

Once its all plugged in, then I start making balance decisions, but I've found more often than not, I have the best luck with an equal balance of my colors plus various ramp. Alterations are most oftne made with the addition of filter lands, and some minor adjustments to my ramp to grab more specific lands/colors.

For example, if I've got a temur deck thats heavily weighted toward green, I may cut a temple and a pain for a GU and GR filter, and swap Rampant Growth for Nature's Lore. But I never do any math, its mostly just looking at that deck and trusting my gut.

Hopefully this is helpful, I use a similar process when making 4-color manabases as well.

Ojallday on 5-color Mana Base

1 month ago

My advice is to run all the fetches since you have most of the original duels. Other than that all of the lands that produce any color mana is the way to go (ie. City of Brass, Forbidden Orchard, Mana Confluence, Command Tower, Gemstone Caverns). I'd avoid anything that enters tapped but that is just my opinion. With the fetches duels and gold lands that's 25 lands leaving room for utility lands or lands that tap for multiple mana like Gaea's Cradle, Ancient Tomb and City of Traitors.

TypicalTimmy on How do you, personally, balance …

1 month ago

I never really considered this until just now, reviewing my newest deck. I have it setup that all three colors are evenly represented among my lands. So I have 15 lands that produce , 15 that produce and 15 that produce . Now of course this does not mean I have 45 lands; We must recognize that lands such as Command Tower, City of Brass and Haven of the Spirit Dragon produce all three and are thus counted "three times". Similarly, a card such as Breeding Pool counts toward both and , while Cinder Glade counts toward both and .

By evenly distributing mana production among lands, theoretically I am always getting the color(s) I need, on average. However, this does raise a concern. An average is not an absolute. There are times during playtest when I become overly saturated with mana.

Moving over to the pips tracker, only shows up 12 times. That is not to say there are 12 cards with in it - There are 12 total pips within the entire deck (Excluding those on lands, of course). So, a card such as Kindred Discovery counts 2x pips, despite it only being 1x card. In total, there are 9 cards in the deck with 12 total pips.

When looking at the percentages, mana production compared to pip requirements is as follows:

  • : 15 total lands for 33.33% compared to 22 pips for 22.92%. A difference of +10.41% excess mana production.

  • : 15 total lands for 33.33% compared to 12 pips for 12.50%. A difference of +20.83% excess mana production.

  • : 15 total lands for 33.33% compared to 62 pips for 64.58%. A difference of -31.25%. A very serious net loss of mana production.

The staggering displacement of requirement feels like it should be addressed, and can be taken from .

However, when doing this, what appears to happen is the deck becomes significantly less reliable when I do have spells to cast, as now I am far more likely to have mana instead.


So, the question is, how do you reconcile this? Do you always try to keep your mana production even, or do you try to tie your mana production to the pip percentages?

Or, is there a happy median, somewhere in between?

  • EDIT: None of this takes into account mana rocks and / or mana dorks. So Arcane Signet would add an additional pip to each of the three colors. Similarly, Savage Ventmaw adds 3x and 3x . Likewise, Klauth, Unrivaled Ancient adds however much I happen to swing with of all three, in theory. So, for the purposes of the discussion, let's only focus on the lands and costs, not rocks and dorks ^-^ Thank you!

Stardragon on Maya Angels

2 months ago

Vessiliana Werid I thought I had Command Tower in the deck already. As for Serra's Sanctum I still debating whether or not to add more enchantments to make it better and he said at a time this deck had 10 enchantments it now has 16 and more maybe on the way idk yet. I had all 3 akromas in at one point but I wasn't sure if new Akroma was good enough so I cut her. Invention is iffy and can't say if she'll make it

Vessiliana on Maya Angels

2 months ago

Command Tower would be a good replacement for Rith's Grove.

I also agree with triproberts12 that Serra's Sanctum is just not a good fit for this deck. Maybe Angel of Invention would be good, and since you're running both the other Akromas, what about Akroma, Vision of Ixidor? She would give some excellent buffs to your team!

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