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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Atarka's Command
Image from Wizards.com

Atarka's Command
- Dragons of Tarkir

Reviewed May 4, 2015

Constructed: 3.50
Casual: 3.50
Limited: 3.25
Multiplayer: 4.00

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 


Welcome back readers today's card of the day is a command, Atarka's in fact. This card does a reasonable impression of Skullcrack and even has some extra functionality for its mana cost. The additional ability of putting a land from your hand onto the battlefield is pretty mediocre its ramp but conditional and not the most useful in the majority of decks that would run this card, the addition of giving your creatures +1/+1 and reach is far more exciting not only does it allow you to pump your creatures but can be an interesting combat trick as well. The key to playability of these commands is the modes, all but one of this modes is quite powerful and together at instant speed is a solid card. In standard this card slots nicely into any aggressive burn decks splashing green for a card such as Destructive Revelry, it basically is a card for aggressive decks which can limit its usefulness and may not fit well into the current midrange meta. In modern, legacy and vintage this card is underwhelming there are cards that do its modes more efficiently and the trade off of choices doesn't balance as well. In casual and multiplayer these are all solid abilities dealing damage to each opponent and shutting down massive life gain shenanigans as well as protecting yourself from flying creatures are all valuable at a reasonable mana cost to keep up to play on your opponents turns as well. In limited its kind of niche it provides a powerful combat trick and damage to your opponents face if your deck is aggressive and can support this it could be a useufl card. Overall a card with some powerful standard applications and some niche applications elsehwere.
Constructed: 3.0
Casual: 3.0
Limited: 2.5
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Atarka's Command which is a two mana Red and Green instant with a choice of two out of four effects.  The first option prevents opponents from gaining life that turn which can be useful in some situations as a response to life gain, though timing is critical and it isn't likely to be used often.  The second choice deals three damage to each opponent which is likely to be used with every activation in Multiplayer and nearly all activations in other formats as well.  The third allows you to put a land card from hand into play which is decent in the right situation and in some decks may be the primary benefit of the Command.  The final option gives creatures you control  +1/+1 and Reach until end of turn which is best for swarms or
situational surprise defense against Flying and is the likely companion to the three damage most of the time.  Overall this is at worst a Sizzle and Glorious Charge combined for just two mana which is a serious bargain and could make this a staple of Green/Red decks both in Multiplayer and potentially other formats.
In Limited the three damage and +1/+1 effects alone are enough to make this a strong first pick in Booster even though it locks you into two colors as one can be splashed if necessary.  In Sealed if one color is strong the other can be splashed to fit this in as the potential life point swing from this two mana spell shouldn't be overlooked.  The other effects are potentially useful, more on the acceleration for playing an extra land early, though more often than not just going for the damage and +1/+1 is probably best.
Constructed: 4.0
Casual: 4.0
Limited: 4.0
Multiplayer: 5.0

David Fanany

Player since 1995

Atarka's Command

Have I ever mentioned that I love modal spells? Well, I do, and I feel that the Commands from Dragons of Tarkir are some of the stronger ones. In the case of Atarka's Command, for instance, some of its options are slightly situational (especially the first one and the last one), but the range available means that you shouldn't have any problem constructing a useful set of two. The cost is also highly aggressive and easy to use as a "trick", despite the seemingly defensive nature of the last option. I guess granting trample would have been equally in flavor but perhaps too powerful!

Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5

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