Commando Raid

Instant

Until end of turn, target creature you control gains "When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls."

CMC
3
Mana cost
{2}{R}
Color identity
R
Rarity
uncommon
Set
Onslaught
Price
$0.12
EDHREC rank
#26366
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Commando Raid card art
Commando Raid lets your creatures deal combat damage to a player even when blocked — effectively making every attacker a Lure-trigger that still connects. The cost is four mana at sorcery speed, which is steep for a one-shot effect that better decks replace with evasion stapled to the creatures themselves.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Commander is where Commando Raid has any realistic home, specifically in aggressive go-wide or Voltron decks that need to punch through a stalled board to trigger damage-matters abilities. The four-mana sorcery price tag competes badly against permanent-based evasion or cheaper combat tricks, so it belongs in decks where a single swing deciding the game justifies the slot. Legacy and Vintage are legal but irrelevant — no competitive shell there wants this effect at this cost when threats end games faster. Oathbreaker follows the same logic as Commander at a smaller scale, where the compressed game length makes a four-mana sorcery even harder to justify.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.12 bulk tier

At $0.12, Commando Raid is deep bulk — no financial floor to speak of beyond its cardboard value. It won't hold or gain value, but the cost of testing it is negligible if the effect fits your gameplan.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.