Command Tower

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
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

Command Tower

Land

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

Latest as Commander

Command Tower Discussion

StopShot on Budget cedh mana base

3 days ago

There's a couple others you should consider.

Shadowblood Ridge = OG Filter

Arcane Sanctum = Tri-Land

Crumbling Necropolis = Tri-Land

Frontier Bivouac = Tri-Land

Jungle Shrine = Tri-Land

Mystic Monastery = Tri-Land

Nomad Outpost = Tri-Land

Opulent Palace = Tri-Land

Sandsteppe Citadel = Tri-Land

Savage Lands = Tri-Land

Seaside Citadel = Tri-Land

Ash Barrens = Cycles for any color of mana which you can play untapped.

Path of Ancestry = Literally a Command Tower that comes in tapped. It's strictly better than a tri-land if your commander has 3 or more colors.

Mirrodin's Core = Comes in untapped. Can give you any color of mana the very next turn.

Thespian's Stage = Copy target player's Command Tower .

Vivid Crag = Vivid Cycle

Vivid Creek = Vivid Cycle

Vivid Grove = Vivid Cycle

Vivid Marsh = Vivid Cycle

Vivid Meadow = Vivid Cycle

multimedia on Arcades

4 days ago

Hey, looks good, nice start. Is this one of your first Commander decks you've made? Really nice pull on the IMA packs especially since you only bought two packs and got the best/most valuable card in the whole set :)

Arcades can benefit a lot from creatures who have defender who can make ramp. These help to make mana to be able to play Arcades faster which helps your overall deck because you want Arcades on the battlefield before you can really get going in the game. If you draw them when you don't need ramp then that's fine because they still draw you a card because they have defender.

Battlement and Guardian can make a lot of ramp because they both care about how many creatures with defender you control. As you play more defender creatures the better their ramp becomes. Either one can for instance trigger a lot of activations for Assault Formation .

Wall of Blossoms is good, it's a green Wall of Omens . Wall of Denial and Geist of the Archives are three drop flying defender creatures and Denial is among the best Walls in Commander. Jeskai Barricade has flash and it can bounce another creature with defender back to your hand so you can play it again and draw again with Arcades.

Reveillark is good reanimation with Walls since they have 0 power. Lark also combos with Barricade for lots of reanimation since Lark triggers when it leaves the battlefield this includes bouncing it with Barricade. Arcades cares about when a defender creature ETB (enters the battlefield) therefore if you reanimate defender creatures you get to draw for each one that enters. Brave the Sands is good with Walls, vigilance with Arcades lets Walls attack and also defend.

Budget lands ($4 or less each) to consider adding:

If you like some of these suggestions I offer help to make cuts. Good luck with your deck.


multimedia on Aurelia Boros Deck

6 days ago

Hey, you've made an overall good budget Boros deck using cards you have, but it's confused as to what strategy it is.

You have the start of a Boros aggro strategy with lots of good two and three drop creatures, but then there's 14 creatures with 6 or higher CMC (converted mana cost) who are out of place with the rest of the deck. You already have your six drop who's Aurelia and she benefits as well as the rest of your army does from low CMC creatures to attack with. Did you buy the Guilds the Ravnica Boros Guild Kit? If you did there's some creatures in the kit to consider adding. Consider more Battalion?

Other budget cards (less than $1 each) to consider adding for aggro:

Double strike is a pretty powerful ability when your attacking creatures are getting a pump as well as when you're getting an extra combat step with Aurelia. Lots of two drops and three drops are good with dual lands that ETB (enter the battlefield) untapped. Consider adding these lands?

Good luck with your deck.

multimedia on Vaaaaamps

1 week ago

Hey, nice deck, tons of great cards here :)

There's a lot of one drops here which is good, but it's deceiving because there's only five one drop Vamps. Two drops are the same, there's only six two drop Vamps. A total of 11 one and two drop Vamps is not enough for aggro. Consider more early game Vamps?

In multiplayer Commander aggro is difficult to play because you don't have to just kill one opponent you have to kill three with 40 life each. Because of this playing more cards that can damage all opponents at once gives you more reach. Cards like Impact Tremors , Throne of the God-Pharaoh , Zulaport Cutthroat and Price of Progress are low CMC cards that can add a lot of reach. Cutthroat is not a Vamp, but he punishes each opponent when a board wipe or removal happens. Mass Hysteria with haste and Blind Obedience making opponents creatures ETB tapped are low CMC cards that can increase your aggression. Obedience's extort is also reach.

For the manabase Pain lands and Rainbow lands are better than Filter lands and Scry lands because of one drops. Command Tower , Mana Confluence , Caves of Koilos , Battlefield Forge , Sulfurous Springs are helpful with one drops. The Scry lands ETB tapped which is not what you want with aggro. There's not enough basic lands to support Smoldering Marsh; it's consistently going to ETB tapped. It looks like you can afford just about any land so no reason to play any lands that ETB tapped.

There's only 34 black cards here compared to 65 nonblack cards this makes Vampire Nocturnus unreliable and your four drop needs to do a lot and be reliable. Top and Rack do help with Nocturnus, but this is too slow especially when you already have Bloodline Keeper who you don't have to jump through hoops to use. Exquisite Blood , Merciless Eviction and Kindred Dominance are good cards, but not with aggro. Mavren Fein, Dusk Apostle , Heirloom Blade and Mortify are also good cards, but lackluster here compared to the all the other cards.

I have more advice, but I'll stop now. Good luck with your deck.


EmeraldOrc on *sigh* Just Give Me The Counters

1 week ago

Thanks Dankey for the tips. I’ll certainly look at some more dorks for the list. Only reason Voidslime is there is because it came in the deck, so I’m not really sure if it’s not necessary to have another copy. My LGS was sold out of Command Tower , so that’s the first planned addition to deck. Thanks for your help.

Dankey on Semi-Budget Sultai EDH

1 week ago

Command Tower is a given for any edh list. :)

Dankey on Kruphix, God of Horizons (EDH)

1 week ago

Welcome back to mtg! Lands like Command Tower , Flooded Grove , and Yavimaya Coast all come into play untapped and help mana fixing. Including all the <2cmc mana rocks and dorks you can will help, especially when playing a commander like Kruphix. Arbor Elf , Birds of Paradise , Boreal Druid , Elvish Mystic , Fyndhorn Elves , and Llanowar Elves are all auto includible in my book.

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Command Tower occurrence in decks from the last year

Commander / EDH:

All decks: 0.88%

Golgari: 1.3%

G/U (Simic): 2.28%

U/B (Dimir): 3.48%

W/U (Azorius): 3.39%

GW (Selesnya): 2.73%

W/B (Orzhov): 1.87%

RG (Gruul): 2.37%

U/R (Izzet): 2.43%

RW (Boros): 4.94%

Rakdos: 1.62%

W/U/B (Esper): 2.31%

RUG (Temur): 5.2%

RBW (Mardu): 2.23%

BRG (Jund): 3.8%

RGW (Naya): 4.44%

BGW (Abzan, Junk): 7.18%

U/B/R (Grixis): 2.46%

GWU (Bant): 2.71%

RUW (Jeskai, America): 17.14%

BUG (Sultai): 2.76%