If you’ve been hovering around the local game store lately, you’ve probably heard the buzz. Lorwyn Eclipsed is officially here, and it’s dragging us back to one of the most flavor-heavy planes in Magic history. Honestly, it feels like forever since we’ve seen a set this focused on "kindred" synergies. But among all the flashy new legends and those wild reversible shock lands, one card is causing a bit of a stir in the Blue-Red Elemental decks: Ashling's Command.
People are sleeping on this.
Usually, when we see a five-mana instant that requires two specific colors, we start looking for reasons not to play it. Is it too slow? Does it do enough? But here’s the thing about Ashling's Command—it’s not just a spell. It’s a toolbox that solves about three different problems at once, provided you’ve got at least one Elemental on the board.
What is Ashling's Command anyway?
Basically, it's a Rare Kindred Instant. That "Kindred" tag is important because it means the spell itself has the Elemental subtype. If you're running something like Flamekin Harbinger or anything that cares about Elemental spells being cast, this triggers it.
The card costs $3UR$ and lets you choose two of these four modes:
- Create a token that’s a copy of target Elemental you control.
- Target player draws two cards.
- Deal 2 damage to each creature target player controls.
- Target player creates two Treasure tokens.
It’s flexible. Like, really flexible. You’ve got protection, card advantage, a one-sided board wipe for small fry, and ramp all tucked into one card.
💡 You might also like: Mapping The Living Lands Dawnshore: Navigating the Most Dangerous Coast in Avowed
The Elemental Copy Trap
Most players see that first mode—creating a token copy—and immediately think about doubling up on a massive threat like Liege of the Tangle or one of the new Lorwyn Eclipsed mythics. That’s cool, sure. But the real high-level play? It’s using it on Elementals with Evoke.
Remember, the new Ashling, the Limitless grants Evoke to your Elemental spells. If you Evoke a creature, it enters, its ETB (enters-the-battlefield) triggers, and then it dies. If you cast Ashling's Command in response to that sacrifice trigger, you’re getting a permanent token copy of that creature for a fraction of its normal mana cost.
You're basically "cheating" the Evoke penalty. It’s gross. Your opponents will hate it.
Why the "Deal 2 Damage" Mode is Secretly the Best Part
We are currently in a meta dominated by Kithkin and Faeries. Little 1/1 and 2/2 flyers are everywhere. Most of the time, a Blue-Red deck has to rely on something like End-Blaze Epiphany to clear the air, but that hits your own stuff too.
Ashling's Command specifies "target player." You can scorched-earth your opponent's side of the field while keeping your own board perfectly intact. Since you’re picking two modes, you can wipe their board and draw two cards to refill your hand. That is a massive swing in tempo. Honestly, if you’re playing against White-Blue Merfolk, this card is basically a "must-counter" or they just lose their entire setup.
👉 See also: Why the Are Ya Winning Son Meme Is Still The Most Relatable Thing On The Internet
Let's Talk About the Treasure Mode
Nobody wants to spend five mana to make two Treasures. I get it. It feels bad.
However, in the late game, specifically in Commander, that Treasure mode is a lifesaver for fixing your mana for a big "Vivid" play. The new Vivid mechanic in Lorwyn Eclipsed cares about how many colors of permanents you control. If you're sitting on a hand full of powerful spells but you're missing your fifth color, those Treasures can bridge the gap for a single, game-winning turn.
Also, don't forget you can target any player. In a political game of Commander, giving an "ally" two Treasures to help them counter a bigger threat is a valid move. It’s rare, but it happens.
The Lore Behind the Card
Ashling has had a rough time. If you follow the story by Seanan McGuire, you know she was once the "Extinguisher." She’s spent years trying to reconcile the fire within her with the darkness of Shadowmoor.
This card represents her "Command" over those dualities. The artwork by Iris Compiet is stunning—it shows Ashling not as a monster of flame, but as a balanced force of nature. It’s a nice touch that the card mechanics reflect this: some modes are "destructive" (the damage) and some are "constructive" (the treasures and drawing).
How to Play Ashling's Command Effectively
If you want to actually win with this card, stop thinking of it as a finisher. It’s a bridge.
- Hold your mana. Since it’s an instant, you should almost never cast this on your own turn unless you’re going for a lethal swing with a copied Elemental.
- Wait for the attack. Use the 2-damage mode as a combat trick to blow out an opponent’s small attackers.
- The Draw/Copy Combo. In a stagnant board state, choosing to draw two and copy your best utility Elemental (like a Mulldrifter if you're playing Modern) is usually the safest line of play.
Is it worth the price?
Right now, Ashling's Command is sitting around $2.50 to $3.00 for a standard copy. For a Rare in a high-demand set like Lorwyn Eclipsed, that’s a steal. Once people realize how well it plays with the new Oko, Shadowmoor Scion or the Ashling, the Limitless commander deck, expect that price to tick up.
If you're a Blue-Red player, grab your playset now. This isn't just a "flavor" card; it’s a legitimate piece of interaction that fits into almost any Elemental-themed shell.
Your Next Steps for Lorwyn Eclipsed
- Check your bulk: Look for old Elementals with powerful ETB effects; they are the best targets for the copy mode.
- Update your Commander deck: If you're running Animar or Horde of Notions, this is an automatic inclusion.
- Watch the meta: Keep an eye on how many 1-toughness creatures are being played in Standard. If the "X/1" count goes up, the value of this card triples.