Dromoka’s Command – Double Masters
Date Reviewed: August 19, 2022
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Dromoka’s Command is an interesting case among the dragon-khans’ signature spells: its last two modes are useful in pretty much any matchup involving creatures, while its first two are more situational. The generally-useful modes mean you can have it in your maindeck in the right metagame, which will lead to some embarrassing blowouts and misplays from opponents who play cards like Storm’s Wrath or Heliod, Sun-Crowned straight into it. Other than situations like that, it doesn’t really lend itself to massive swings or devastating offense the way, say, Silumgar’s or Ojutai’s counterparts can – even the third and fourth modes which I praised often mean incremental advantage rather than game-making plays. But many times, things like that add up.
Commander [EDH]: 3/5
Modal spells have always been valued for their flexibility, so long as they have something useful to offer on a reliable basis. Dromoka’s Command was not the most sought-after of the Dragons of Tarkir ally-colored Commands, but it’s a subtly powerful one all the same, especially for its fairly unique first mode. Stopping all damage from an instant or sorcery is an excellent way to thwart a lot of the red mass removal options (which oft are among the most-played mass removal spells in Constructed) as well as being able to just say “no” to that lethal bit of burn aimed at your face. Creature removal is nice, non-targeted enchantment removal is rarely bad (as it lets you duck around most hexproof and protection sources), and even the most “minor” mode (a single +1/+1 counter) is good as an added bonus on top of any of the other three modes. Dromoka’s Command is a potent bit of sideboard tech, and while it rarely will win you the game on its own (though I have won a game single-handedly as a result of it), it;ll help you get a bit further against a wide variety of decks.
Commander [EDH]: 3.5
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