Incendiary Command is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Choose two — • Incendiary Command deals 4 damage to target player or planeswalker. • Incendiary Command deals 2 damage to each creature. • Destroy target nonbasic land. • Each player discards all the cards in their hand, then draws that many cards.
Complete guide
Incendiary Command is a versatile red sorcery that offers a Swiss Army knife of solutions for the mid-game. Whether you need to sweep the board, disrupt a mana base, or refresh your hand, this card provides the flexibility to adapt to any board state.
Choosing Your Modes
As you cast Incendiary Command, you must choose exactly two of its four modes. You cannot choose the same mode twice. If any of the chosen modes require a target (like the first or third modes), you must choose legal targets for them at the time of casting. If you cannot provide a legal target for a mode that requires one, you cannot select that mode.
Order of Operations
When Incendiary Command resolves, its effects happen in the order they are printed on the card, regardless of the order you chose them. First, it deals damage to a player or planeswalker; second, it deals damage to all creatures; third, it destroys a nonbasic land; and finally, all players cycle their hands. This fixed sequence is crucial for planning your turn.
Common Pitfalls
A common mistake involves targets: if you choose a mode that targets (like destroying a nonbasic land) and that target becomes illegal before the spell resolves, that specific effect won't happen. However, as long as at least one target for the spell remains legal, the other chosen modes will still resolve as normal. If all targets for all chosen modes are illegal, the entire spell is removed from the stack and does nothing.
Timing and Strategy
Since this is a sorcery, you can only cast it during your main phase when the stack is empty. It is often best used to clear small utility creatures while simultaneously forcing opponents to discard a carefully curated hand. If you are ahead on board, using the land destruction mode alongside the player damage can help close out the game while stalling your opponent's recovery.
Interaction examples
If your opponents have many tapped lands, cast Mana Geyser first to generate a large amount of red mana. Use this mana to cast Incendiary Command, choosing the damage to creatures and the 'wheel' effect. This allows you to clear the board and immediately draw into new threats using the excess mana provided by the Geyser.
In a single turn, you can cast Chandra's Ignition targeting a high-power creature to deal massive damage to the board. If any small creatures survive, follow up with Incendiary Command choosing the mode to deal 2 damage to each creature. This ensures even creatures with keyword abilities like Indestructible or high toughness are pressured or finished off after the initial blast.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Incendiary Command
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Incendiary Command
No archived Top 8 deck with this card yet.



Mana Geyser
Chandra's Ignition