Kolaghan's Command

Kolaghan's Command

Instant

Choose two —

  • Return target creature card from your graveyard to your hand.
  • Target player discards a card.
  • Destroy target artifact.
  • Kolaghan's Command deals 2 damage to target creature or player.
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Printings View all

Set Rarity
Mystery Booster (MYS1) Rare
Dragons of Tarkir (DTK) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Kolaghan's Command occurrence in decks from the last year

Modern:

All decks: 0.19%

Legacy:

All decks: 0.28%

Commander / EDH:

All decks: 0.01%

Rakdos: 0.16%

Kolaghan's Command Discussion

rdean14 on Card creation challenge

2 weeks ago

I love midrange, so another Jund Orc Midrange commander!

Fec the Elder

Legendary Creature - Orc Archer

: Fec the Elder gains Reach and gets +1/+1 until end of turn.

Whenever a spell you control targets at least two players, cards, and/or permanents, you may return it to your hand at the beginning of the next endstep.

2/3


Very much designed with Kolaghan's Command in mind, also works with Casualties of War, Decimate, and other such spells. To me, midrange in Commander is removal and card advantage/value focused.

Unfortunately, Atarka's Command doesn't work with this at all.


ninja'd, see above

Saljen on Rakdos Arcanist

3 weeks ago

You don't need Unearth if you're running Kolaghan's Command and aren't a sacrifice deck. At least you don't need 4 in the main board.

Osbert on Vile Smasher of the Face

1 month ago

No love for Rakdos, Lord of Riots? He seems pretty perfect in here.

I'm not sure if you're on a budget or not but you might want to replace your 3 CmC mana rocks with 2 CmC mana rocks like Rakdos Signet and Fellwar Stone so you ramp one turn sooner. Most of your deck is 3+ CmC so you want to make sure you can get there and not get stuck on 2 lands and a hand full of 3 drops.

Maybe include some more instants so you can take advantage of Vial Smasher's effect each players turn. And, you know, you want to interact with what your opponent is doing and Rakdos has some pretty sweet instants like Rakdos Charm and Kolaghan's Command.

StopShot on Legendary Equipment - Custom Card ...

1 month ago

@abby315, Ah, no the formatting is correct if you check the oracle text of Splinter Twin on Gatherer.

I get what you're saying about Splinter Twin being a risk as its easy to get 2-for-1 if you're the Twin player. I tried to replicate that here where you could destroy the equipment with the copy ability on the stack which would cause the combo player to lose the creature later due to the ability. This 2-for-1 only works for artifact removal however.

Do keep in mind Kiki-Jiki, Mirror Breaker does exist in the format as there's no way to 2-for-1 that set-up and both my custom card and the Kiki-Jiki setup can only be pulled off no earlier than turn 5 which is pretty slow/late in the Modern format. While my custom card doesn't die to creature spot-removal like Kiki-Jiki, it does get removed easily to a wide myriad of format staples such as Inquisition of Kozilek, Natural State, Abrupt Decay, Smash to Smithereens, Abrade, Stony Silence, Kolaghan's Command, Rakdos Charm, Collector Ouphe and Karn, the Great Creator. There's also been more cards printed since Splinter Twin's banning that could be effective at countering the strategy that weren't present before such as Dovin's Veto, Authority of the Consuls, Thalia, Heretic Cathar, Fry, Unmoored Ego, Trespasser's Curse, Harsh Mentor, Wilt, Force of Negation, Tyrant's Scorn, Spell Queller, Aether Gust, Sorcerous Spyglass, Cindervines and Assassin's Trophy. Given the card pool and turn 5 being the earliest the combo can go off, is the late-game flexibility too strong?

Also this card is designed for Modern competitive and casual EDH value, but more emphasis on Modern.

I_Want_To_PlayAllTheDecks on Pioneer Pirate Aggro

2 months ago

So I’ve been checking out more lists like this and I think a good sideboard could look something like this: 2x Fry 1x Kalitas, Traitor of Ghet 3x Leyline of the Void 3x Pithing Needle 1x Golden Demise 1x To the Slaughter 3x Kolaghan's Command 1x March of the Drowned I also like how you had Collective Brutality but I just couldn’t find a place for it. I dunno- it might be really good, but either way it’s out of my budget range lol.

TriusMalarky on Mono Rant

2 months ago

Magic has a very interesting unspoken rule:

If something looks easy to use, it probably isn't. If it looks difficult to use, it's not.

This applies to a lot. I mean, Command cards(Cryptic Command, Kolaghan's Command etc) seem complicated. But in reality, they have extremely straighforward uses. Most of the time. Commands are put in your deck for 1-2 different modes(make 'em discard and deal 2 damage with Kommand, for example) but have the options of doing something else. Very rarely do you need to use the other modes, and when you do it's often pretty obvious.

Monocolor decks might look simple.... but wait! The only way they can succeed is by using vague cards that give them a huge array of options. The more options they have, the better, especially because they're naturally bad at dealing with certain things.

I'd say monoblue decks have an oddly high number of ways to get rid of creatures. Why? Because that's blue's weakness most of the time. But they also have to still use enough of blue's anti removal and anti non-creature cards well enough to not be blown out. In fact, just choosing what counterspells to use in your 6 2-mana counterspell slots is a headache by itself, not to mention the fact that you should have spent hours doing the math deciding on the arbitrary number of 6 slots.

I think you've gone up against a lot of Cavalcade and Devo decks, and just needed an outlet.

SideBae on Angels, Demons, and Dragons, oh my.

2 months ago

I agree with multimedia: Two-mana mana-rocks are really important in EDH, as long as you're not in green. My first instinct here is to add more of them, and upgrade the three-drop rocks to two-drops. Three-drops like Commander's Sphere and Chromatic Lantern aren't as good, since they don't allow you to cast your general turn three. Consider some adding some of the following: Talisman of Conviction, Talisman of Hierarchy, Fellwar Stone, Talisman of Indulgence, Arcane Signet, Everflowing Chalice, Mind Stone...

I like Crackling Doom, since to be good 2+-for-ones are necessary in EDH (since you have 3 opponents). Fire Covenant and Kolaghan's Command are also fairly powerful, the former more than the latter. Wear / Tear is also a RW staple.

There're some lands I think you missed. Savai Triome is almost strictly better than Nomad Outpost and could probably replace one of your basics. Mana Confluence, City of Brass, Reflecting Pool, Forbidden Orchard and Exotic Orchard are also funny, though the first few are kinda expensive. If you have $10 and want to get spicy, Shizo, Death's Storehouse can replace a basic Swamp and will give your general more evasion. I also think you can cut one to three lands if you put in more artifact-based ramp, since this'll make your deck faster. Slow-fetches like Rocky Tar Pit, Mountain Valley and friends are also on the table, since they can get Smoldering Marsh and Savai Triome (if you run it).

Alternatively, you could consider the "moon" plan. Blood Moon and Magus of the Moon can be back-breaking against a lot of decks, and if you design your deck right you can still run them in a three-color deck. Running snow-covered lands and Arcum's Astrolabe can help, and your signets/potential talismans are all good ways to smooth out your colors. Ruination is similar. If you want to go hard (I like pushing my decks to be as good as possible), consider Armageddon and Ravages of War: those can end a game if your general is out, since you can prevent a response.

Depending on your meta, you may want to consider cards like Cursed Totem. If you're playing against a green player (who is playing dorks, which they 2,000% should), this will shut down Elvish Mystic etc. and slow them down like crazy. It also shuts down Jace, Vryn's Prodigy  Flip shenanigans and other abilities.

Maze of Ith is similar to Reconnaissance; you can use it on your own dudes, too.

Depending on your deck budget, you may want to consider Demonic Tutor, Vampiric Tutor and/or Gamble. They're all better than Diabolic Tutor.

Depending on your meta, consider running Boil, Red Elemental Blast and Pyroblast. My meta is very blue-heavy and I suspect most are, so at least Red Elemental Blast is generally a safe bet.

Some other demons/dragons/angels to consider: Sire Of Insanity, Archfiend of Despair, Razaketh, the Foulblooded...

Deflecting Swat seems like a good way to protect your general from spot-removal.

Last card I can suggest is Cataclysm. It's good for wiping the board once you've landed your general, and making people lose their lands serves as protection for her. Also note that it totally wipes planeswalkers.

Good luck!

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