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Weekly Sale Commander: Command and Conquer (2026)

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Welcome to the Weekly Sale Column. These lists will usually be Commander lists in Bracket 3, so you'll be able to play these in any Bracket 3 (or higher) pods.

If you want to play these cards in lower pods, just swap out the Game Changers for other choices; if you want to compete with Bracket 4 and 5 pods, add more Game Changers to the decklist along with some other competitive combos.

Keep in mind that the Game Changers in your deck aren't the only thing that moves you up and down a Bracket. Your intent with your deck; inclusions of other interactions, engines, and combos; and overall playgroup should all be factors in your bracket.

Remember that the weekly sale ends on Sunday night at 11:59 PM EST, so you have until then to get your cards ordered.

Command by Conquering

This week's sale focuses on two main aspects of Magic, taking control of your opponent's permanents (Commander) and taking extra combat steps (Conquer). We've decided to focus on the conquering half here, hoping to win games of Command-er by doing so.

Moraug, Fury of Akoum

Leading this charge is Moraug, Fury of Akoum for 4rr. Moraug is a 6-mana 6/6 Minotaur Warrior that gets stronger for each time it's attacked this turn.

It gets to attack extra times because it also has a Landfall trigger that gives you an additional combat phase, provided that you play it in your main phase. It can trigger more than once though, so we're hoping to attack more times than our opponents' life totals can handle in one game.

Math is for Blockers

As any respectable Mono-Red player will tell you, math is for blockers. We're hoping to attack here often and let our opponents figure out the combat damage math; their dwindling life total is their problem, not ours. We've loaded up on as many extra combat cards as we can; we don't just use Moraug.

Eomer, Marshal of Rohan gives us extra combat whenever any of our other attacking Creatures die. That's bound to happen; so it's worth the slot for sure.

Port Razer gives us extra combats whenever it just connects with a player; it just can't attack someone it already attacked. Bloodthirster is the Flying, Trampling, Demonic version of Port Razer, and Hellkite Charger is the repeatable version of Bloodthirster.

Eomer, Marshal of Rohan
Port Razer
Hellkite Charger

On the noncreature side, Full Throttle lets you unleash your fury of combats twice right away and World at War will let you go twice, it just takes a few turns from rebound.

Speaking of fury, along with Moraug, Fury of Akoum and Karlach, Fury of Avernus, Fury of the Horde will let you take an extra combat by just exiling two Red cards from your hand instead of paying its mana cost.

Who knew that attacking a bunch went hand-in-hand with fury? Unfortunately, we don't play the literal card, Fury, but feel free to add it in if you want the vibes to be furious.

Karlac, Fury of Avernus
Fury of the Horde
Fury

Mono-Red Landfall

Despite our plan of making our opponents deal with the aftermath of us getting to enter combat phases, we're still, at the end of the day, a Mono-Red Landfall deck. That means that we'll need some useful utility related to Landfall.

Starting on the low end, Dragonmaster Outcast gives us the eventual army we'll need to take advantage of our extra combats, Walking Atlas will let us get extra Landfall triggers, and Anger will give them Haste, provided that it's in our Graveyard.

Dragonmaster Outcast
Walking Atlas

Cards like Alpine Guide, Zell Dincht, and Scaretiller will give us the pure heat we'll need to flood our board with Lands, provided that we have them in our deck to do so. We also play cards like Solemn Simulacrum and Koth, Fire of Resistance to get them out of our lists.

On the attacking side, we'll need cards that are great when we attack multiple times in a turn. Captain Lannery Storm and Goldspan Dragon will give us plenty of Treasures for our troubles, Delina, Wild Mage will give us extra Creatures, and Etali, Primal Storm will give us free spells from everyone at the table.

Change the Game

The astute Bracket enthusiasts out there will notice that we're playing a few two-card combos. Port Razer and Delina, Wild Mage can wipe a table out if they don't have any blockers and Neheb, the Eternal and Aggravated Assault can do the same if Neheb never dies.

This is where the "vibes" half of the Bracket system comes into play. As a Mono-Red deck, we don't play any Tutors like Gamble, so having both of the halves of a combo is much less likely than just having one. Our goal also isn't to wipe out our opponents with infinite combat steps, it's to wipe them out with a lot of combat steps.

Our opponents will be too busy scrambling dealing with the four or five combat phases that we're taking each turn that they'll be dead long before we get to the (not-so-easily attainable) infinite combat steps.

With that in mind, this list sits on the higher end of Bracket 3, so make changes as you need to if you feel otherwise.

Our Game Changers here are Ancient Tomb, The One Ring, and Jeska's Will. Mono-Red lists already don't have many options, but we've chosen Ancient Tomb and Jeska's Will for their fast mana utility (our Commander is six mana, after all) and The One Ring for its unparalleled card draw.

The One Ring is also great on a turn where we're doing lots of attacking, since we don't have to worry about the crackback afterwards, given that we have Protection from Everything.

Ancient Tomb
The One Ring
Jeska's Will

Here's the list:

Card Display

Final Thoughts

The Command and Conquer sale is plentiful with things that take control of your opponents' cards and things that give you extra combat phases.

We totally only care about the combat phases, because we want to be attacking at all times. Turning our Creatures sideways is the name of the game and we're good at that game. Enjoy the fury!

See you at CoolStuffCon Orlando!

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