Card Codex

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17 May 2024: Card library updated.

Austere Command

4WW · Sorcery

Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.

Similar cards

Color identity:
NameManaTypeText
Subterranean Tremors XRSorcery Subterranean Tremors deals X damage to each creature without flying. If X is 4 or more, destroy all artifacts. If X is 8 or more, create an 8/8 red Lizard creature token.
Branch of Vitu-Ghazi Land {T}: Add {C}. Disguise {3} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When Branch of Vitu-Ghazi is turned face up, add two mana of any one color. Until end of turn, you don't lose this mana as steps and phases end.
Sarkhan's Unsealing 3REnchantment Whenever you cast a creature spell with power 4, 5, or 6, Sarkhan's Unsealing deals 4 damage to any target. Whenever you cast a creature spell with power 7 or greater, Sarkhan's Unsealing deals 4 damage to each opponent and each creature and planeswalker they control.
Return to Dust 2WWInstant Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
Convalescent Care 1WWEnchantment At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
Harvesttide Sentry 1GCreature — Human Warrior Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Harvesttide Sentry can't be blocked by creatures with power 2 or less this turn. 3/1
Shifting Grift UUSorcery Spree (Choose one or more additional costs.) + {2} — Exchange control of two target creatures. + {1} — Exchange control of two target artifacts. + {1} — Exchange control of two target enchantments.
Heartstone 3Artifact Activated abilities of creatures cost {1} less to activate. This effect can't reduce the mana in that cost to less than one mana.
Pygmy Hippo GUCreature — Hippo Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player activate a mana ability of each land they control and lose all unspent mana. If you do, Pygmy Hippo assigns no combat damage this turn and at the beginning of your next main phase this turn, you add an amount of {C} equal to the amount of mana that player lost this way. 2/2
Great Hall of the Citadel Land {T}: Add {C}. {1}, {T}: Add two mana in any combination of colors. Spend this mana only to cast legendary spells.
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