Command Tower

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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
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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Command Tower

Land

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

DWM024 on Poggers

1 month ago

Being able to run Emeria, the Sky Ruin is one of the few perks of mono-white, you should try to increase the number of plains you have to be able to consistently get emeria active. you can prolly just replace these with basics

  • Terrain Generator - you dont really have the card draw to support this
  • Command Tower - effectively just a plains that doesnt count towards emeria, replace with basic
  • Kabira Crossroads - slow tapland that isnt worth its effect, replace with basic
  • Karoo - This land sucks, replace with a basic
  • New Benalia - a one off scry trigger is iffy for the slow land, rely more on repeatable effects like Path of Ancestry
  • Reliquary Tower - I'm not sure mono white has the card draw to justify this slot
  • Roadside Reliquary - colorless sac land for a one off draw can really fuck you over early in the game

random stuff

eliakimras on Omnath, Locus of Douchebaggery

2 months ago

I play Obuun, Landfall Ancestor, and I came to realize the best removal in landfall is the one that can be used on myself to net more landfall triggers:

  • Ghost Quarter is a Strip Mine that can be used on your own lands. Since you run a heavy recursion + extra land drops package, you can recur both in no time.
  • Dire-Strain Rampage is another one. Unless instant speed removal is crazily needed, I would run it over Nature's Claim, for it can net you four landfall triggers and two lands in the graveyard, and has the extra benefit on being double-use removal whenever needed, even if milled or discarded.

If you don't mind lands entering the battlefield tapped, you might consider Riveteers Overlook, Cabaretti Courtyard and Brokers Hideout. They are easy double landfall triggers that immediately set themselves up for recursion. There also are Obscura Storefront and Maestros Theater, but I believe the green ones are the most important, since they can lead on turn 1 to guarantee a green spell on turn 2 without losing tempo.

  • I since removed Command Tower, Exotic Orchard and lands like that, because I need my lands to either fetch others, be fetched or have an amazing utility (like Field of the Dead), and my deck runs smooth like butter ever since :-)

nuperokaso on Demons

3 months ago

Command Tower is not legal in highlander.

Castle Locthwain is not good in deck that has high mana curve - you'll most of the time have multiple cards in hand. In such situations, you don't need card draw and it would hit you hard.

Rakdos Carnarium and Myriad Landscape are a great lands for any deck with high costs because they effectively act as two lands.

Smoldering Marsh, Shadowblood Ridge and Dragonskull Summit are monetarily cheap dual lands.

Lavaclaw Reaches is a dual land that acts as a mana sink in a long game. However, this is the weakest of all creature lands; so if it's not a priority at all. Look for untapped lands.

Advice: You are playing too few lands and too many mana artifacts. The problem with too many artifacts is that you need to spend mana to cast them, while playing lands is free. Playing mana rocks is only good if you have lands to play at the same time. Consider an example: A hand with 3 lands and a mana rock is good - you'll have 4 mana on turn 3. A hand with 2 lands and 2 mana rocks is worse, adnd you'll have 4 mana on turn 4.

Azoth2099 on Green/Black toxic/proliferate need recommendations

3 months ago

Balvron

One more thing!!

As far as cuts go, anything EXCEPT FOR the following should be cut in favor of a more streamlined strategy with some of the pieces that have been mentioned imo:

Blightbelly Rat Bloated Contaminator Cankerbloom Fynn, the Fangbearer Phyrexian Hydra Scheming Aspirant Skithiryx, the Blight Dragon Thalia and The Gitrog Monster Invasion of Ikoria  Flip Chromatic Lantern Grafted Exoskeleton Snake Cult Initiation Carnivorous Canopy Drown in Ichor Infectious Bite Putrefy Tainted Strike Command Tower Inkmoth Nexus Karn's Bastion

All of these are great picks that can easily slot into the deck's rework.

legendofa on Memnarch by ChatGPT

5 months ago

ChatGPT seems to have a pretty good grasp that people sometimes do certain things, but not why people do certain things, or whether it's correct to do certain things. Here, Command Tower is basically a nonbasic Island, the fetch lands aren't much more than that, and Inkmoth Nexus is very optimistic with no other infect or proliferate. Chromatic Lantern is basically decoration. Training Grounds only interacts with three cards, but one of them is Palinchron, so I'll give half a point back.

On the better side, it picked up a lot of the standard control options, and Deadeye Navigator has some good options to work with, like Draining Whelk and Venser, Shaper Savant.

GregariousG on You Wouldn't Download A Spell | *Primer* copy

6 months ago

It's wild that I forgot to put in Command Tower. I had to double check and it isn't in! Thanks for noticing.

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