Command Tower

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom 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

multimedia on Muldrotha Value

5 hours ago

Hey, several good cards here especially in the manabase. Consider expanding on the value you can get from Muldrotha?

Budget cards to consider adding:

  • Command Tower : one of the best lands for multicolored Commander decks.
  • Mystic Remora : one of the best repeatable no mana cost sources of draw in multiplayer Commander. Don't pay the upkeep cost on your turn and play it from your graveyard with Muldrotha to potentially draw cards during each of your opponents turns. Play it early game and it can give you a big advantage.
  • Animate Dead : powerful reanimation enchantment that can target any creature in any graveyard including your opponents.
  • Pernicious Deed : versatile repeatable nonland permanent board wipe because you have some control over what's destroyed. Pay five mana to destroy nonland 5 CMC or less cards which doesn't destroy Muldrotha.
  • Commander's Sphere : ramp, sac it to draw a card.
  • Mind Stone : ramp, sac it to draw a card.
  • Coiling Oracle : two drop, mana efficient creature to get value with Muldrotha.
  • Buried Alive : tutor for three different creatures and put them into your graveyard to then play them from your graveyard with Muldrotha.
  • Vessel of Nascency : repeatable way to search top of library for certain cards, the cards you don't choose go to the graveyard which fuels Muldrotha.
  • Wood Elves or Farhaven Elf : ramp, Wood can search for a dual land: Overgrown or Breeding. Farhaven can search for a basic land and both of these puts the land you searched for onto the battlefield.
  • Seal of Primordium

Cards to consider cutting:

  • Ipnu Rivulet
  • Leechridden Swamp
  • Quest for the Gravelord
  • Carapace
  • Font of Fertility
  • Seal of Removal
  • Unhallowed Pact
  • Burnished Hart
  • Golgari Cluestone
  • Slum Reaper
  • Splinterfright

multimedia on Brago - Where did my cards go?

2 days ago

Hey, nice budget Brago deck, lots of interesting interactions.

Mana efficient budget cards to consider adding:

Cards to consider cutting:

  • Gateway Plaza
  • 2x Plains
  • Homarid Explorer: this type of opponent mill can be dangerous in multiplayer Commander because the graveyard is a major resource for many decks.
  • Senate Griffin
  • Skyscanner
  • Turn to Mist
  • Armillary Sphere
  • Renegade Map
  • Chromatic Armor
  • Wings of Aesthir
  • On Serra's Wings

I offer more advice if you would like. Good luck with your deck.

isleep2late on Golos, Tireless Pilgrim

3 days ago

Thanks for your suggestion Omnisurge! I think Worldgorger combos definitely have merit, and it wouldn't be a difficult swap really. It doesn't quite like summoning sick mana dorks, and the only real rainbow land that really works with the combo is Command Tower , Exotic Orchard , and Forbidden Orchard , as the others require paying life which you can't do infinitely. Not a huge issue with multiple lands in play, and would maybe be less of an issue if I were running more rainbow mana rocks like Fellwar Stone .

So I could see an alternative Worldgorger variant of Golos, because it's definitely useful to have countermagic backup haha. And yeah, I'm a Breya player and for me it's a matter of personal preference; between having a direct infinite mana outlet that doesn't require any inner workings of the deck or having access to green, which is arguably one of the most powerful colors to have in cedh

multimedia on Firers watch your front

3 days ago

Hey, nice budget version of Teysa :)

Budget lands to consider adding:

Cards to consider cutting:

  • 3x Plains
  • 3x Swamps
  • Temple of the False God
  • Scoured Barrens

I offer more advice if you would like. Good luck with your deck.

multimedia on Davy Jones Pt.2

6 days ago

Hey, you're welcome. Good job cutting down to 100 cards and nice Command Tower add :)

One problem is there's less lands now then you had before :( 21 lands is not enough lands; play 36-38 lands... For now just add more basic lands: 7x Island, 4x Swamp, 3x Mountain. You can adjust the manabase later with dual land upgrades, but first get a functional full manabase. It seems like finishing the manabase is right now the hardest thing for you to do. My advice is get a 36-38 land manabase by adding basic lands even if adding lands makes your deck go over 100 cards that's fine. Finish the manabase first and then worry about making cuts to accommodate the additional lands.

multimedia on Daxos Enchantment

6 days ago

Hey, saw your forum topic asking for help.

Nice upgrade of the precon, but consider less creatures, more one and two drop enchantments? Lots of creatures is not really needed because Daxos is a repeatable source of creatures from the Command Zone. For him to create a token that's worth three mana then you need to be casting enchantments. One and two drop enchantments can give you experience counters faster and also reduce the avg. CMC of your deck.

Ward, Ghostform and Renewal can protect Daxos. Bounce Ward for one mana and then cast it again. For Ward is an engine to get experience counters with Daxos, draw a lot of cards with Mesa, gain a lot of life with Coinsmith, create a lot of Angels with Throne, etc. Conviction can also be an enchantment engine for .

Ascension can be a repeatable source of creatures it's amazing in multiplayer Commander because it looks at each opponents end step. Obedience and Consuls expand on the pillowfort strategy which is helpful to stall opponents, giving you more turns to get experience counters, get other value from casting enchantments and make Spirits with Daxos. Exort is also a deceptively powerful effect in multiplayer Commander.

Hall of Heliod's Generosity from Modern Horizons brings a new graveyard strategy with repeatable enchantment recursion for white enchantress decks (wanting to cast enchantments to get value). You can now use your graveyard as a source of enchantments. Hall has good synergy with an enchantment that can sac itself to give you value such as Seals, Aura of Silence, etc. since you can recur it, draw it and cast it again. Sun Titan is very good repeatable reanimation of 3 or less CMC permanents includes enchantments and lands.

Other budget cards to consider adding:


I'm not going to give you an exact plan of what cards to cut and replace. Instead, I'm giving you lots of options, list of 26 cards to consider adding and list of lots of cards to cut. I'm leaving it up to you to make the decisions of what you cut. My advice of cards to cut are creatures and high CMC cards. Cards that don't give you value right away or repeatable value over time can be cut. The exceptions for these kinds of cards is removal, board wipes and draw spells, but you only want a few of these kinds of cards not a lot instead focus on enchantments.

Cards to consider cutting:

  • Temple of the False God
  • Vivid Meadow
  • Orzhov Guildgate
  • Vivid Marsh
  • New Benalia
  • Herald of the Host
  • Necromancer's Covenant
  • Deadly Tempest
  • Teysa, Envoy of Ghosts
  • Dreadbringer Lampads
  • Treasury Thrull
  • Thrilling Encore
  • Thief of Blood
  • Silent Sentinel
  • Celestial Archon
  • Vow of Duty
  • Vow of Malice
  • Kor Sanctifiers
  • Corpse Augur
  • Burnished Hart
  • Banishing Light
  • Traveler's Amulet
  • Ghostblade Eidolon
  • Nighthowler
  • Orzhov Cluestone
  • Death Grasp
  • Finale of Eternity
  • Ancient Craving
  • Nevermore
  • Marshal's Anthem

I offer more advice if you would like. Good luck with your deck.

multimedia on Davy Jones Pt.2

1 week ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

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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%