Admiral's Order

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare

Combos Browse all

Admiral's Order

Instant

Raid - If you attacked with a creature this turn, you may pay U rather than pay this spell's mana cost.

Counter target spell.

Admiral's Order Discussion

justicedragon on U/R A Wizard Harry

3 weeks ago

I dont like Wee Dragonauts anymore with the new elemental wizard with haste is much better tempo. I would also drop Risk Factor because of curve reasons. Admiral's Order isnt going to trigger raid when you want it so also would drop. Would add in more Shock and Chart a Course dropping the land count to 20

MrBoombastic on War of the Spark Turn 5 Win

4 months ago

The Elderspell is a sideboard card for sure, or a combo finisher in a superfriends deck, where you sac your own walkers to fuel an ultimate. If you end up against a deck with no PW's, of which there are quite a few, they're just dead cards - aggro will quite possibly still be top tier after the addition of WAR. That being said, I do like the idea. My suggestions to improving the deck:

  1. Firstly you should add more lands. 15 just isn't nearly enough for any deck in Standard, and much less Control. You'd much rather spend your time and resources controlling the board than searching up lands. I'd play 26 or so.
  2. Then I'd clean out the vast amount of spells to make the deck more streamlined. Honestly you're probably best off somewhat imitating Esper Control, since you want to keep the board clean and then use Nicol Bolas, Dragon-God or Expansion / Explosion as finishers instead of Teferi, Hero of Dominaria .
  3. Cut down a lot on the counterspells and add removal + board wipes. Creatures will slip by counters at some point and then you need to be able to interact with the board. As is, just about any resolved creature has you dead. Lava Coil , Cast Down and Moment of Craving are all great at 2 cmc. Some amount of Cry of the Carnarium and/or Ritual of Soot will help a lot against aggro too.
  4. Sinister Sabotage is strictly better than Admiral's Order in a deck with no creatures.
  5. Risk Factor doesn't do anything for you, since you're not pressuring the opponents life total in any meaningful way.
  6. Chart a Course is better than Tormenting Voice , because you get to see more cards before you decide what to discard and it doesn't cost you 2 cards, if it gets countered. I think you'd be much happier with Search for Azcanta  Flip in that spot though.

A lot of things to play with, but I would prefer Grixis over the current Esper Control any day, so fingers crossed for it's viability.

triproberts12 on Psychic Strike or Thought Collapse?

6 months ago

Stifle's main utility in eternal formats is countering fetch lands, where it is an amazing card. A 1-mana land destruction spell in blue is brutal. As for Disallow, it depends on how your deck plays and your meta. If you regularly want to keep up mana, then it's better than Negate. If you see a lot of superfriends decks, then it's probably the best 3-mana counterspell, but I prefer efficiency. For example, in my Shu Yun, the Silent Tempest deck, the difference between keeping up Swan Song and Disallow is huge. Even the difference between keeping up Counterspell and Disallow can be the difference between killing an opponent and having to wait at least one more turn. I'll run Admiral's Order in Shu Yun before Disallow, because I'm much more likely to get wrecked by Pongify or Path to Exile on the attack after I've unloaded the pump spells in my hand than any activated ability. If you want another copy of Disallow, Voidslime is powerful, but you need to keep up GUU, which is a big cost if your deck isn't specifically built to work at instant speed. I don't think I would run it unless I was specifically in a Simic deck.

triproberts12 on Psychic Strike or Thought Collapse?

6 months ago

You really shouldn't be running either. Both are bad cards. Maybe they belong in Phenax, God of Deception , but that's about the only scenario I can imagine. In any other case Counterspell , Swan Song , Arcane Denial , Negate , Countersquall , Disallow , Dissipate , Sinister Sabotage , Dissolve , Forbid , Spell Crumple , Void Shatter , Wizard's Retort , Dream Fracture , Admiral's Order , and Dream Fracture should all be in a UB deck before the milling counters even enter the conversation.

Marchiali on Help me create a pirate ...

6 months ago

So back when pirates of ixalan were released no one really played them because of the mana base, at least not in Grixis. Right now the mana base is solid enough to technically make them work.

What I am trying to do right now is creating a deck where all cards fit into the pirate theme while still staying somewhat competitive. It doesn't have to win all the time but having a chance against burn and Teferi would be nice.

It... hasn't really worked out so far. Is such a deck even possible?

The most success I had so far was basically Tempo Blue with some splashing for Grixis so your flying pirates benefit from effects like Dire Fleet Neckbreaker and Fell Flagship .

With cards like Siren's Ruse , Lookout's Dispersal and of course Siren Stormtamer you have decent disruption, I have even been experimenting with adding more discard like Duress or Heartless Pillage . The latter is pretty great as far as discard spells go since it is effectively CMC 2. Cancel , Hornswoggle , Admiral's Order and Spell Swindle are pirate themed but not worth including in my opinion.

As for Lifegain your choices in a pirate theme deck are basically limited to Fountain of Renewal and Navigator's Compass . Compass is actually not that bad since it let's you fix your mana base without handing aggro decks a free 2 damage. (I am making an exception to the theme rule for Shocklands)

Admiral Becket Brass is a great flavor card but usually when you can hit your opponent with 3 pirates they are either dead or would be if you had dropped a Dire Fleet Neckbreaker instead of the Admiral.

The real problem with pirates seems to be that they want to go fast since their late game sucks but they have basically no advantage over mono red or blue other than tribal synergies. And their tribal synergies aren't that great, most of them are not even available until turn 4 or 5.

For Removal there are some options: Walk the Plank is great flavor although a bit hard to cast. Hostage Taker and the Admiral are decent for dealing with Teferi but not that amazing. Lightning Strike , Makeshift Munitions (bombarding your opponent with treasures is hilarious) and Fiery Cannonade are your go-to burn spells.

There are some good red combat tricks as well as Dire Fleet Poisoner but I am kinda on the edge concerning those. Buccaneer's Bravado on an unblocked creature with decent power can close out games.

Card Draw can be provided by Curious Obsession (a bit tricky when you are also running Siren's Ruse), Chart a Course and maybe Treasure Map  Flip and Dead Man's Chest . March of the Drowned could also be very valuable since it only costs 1 mana.

Like I said the best creatures seem to be the pirates that either have very good tribal synergy or flying. I am considering Fathom Fleet Captain and Forerunner of the Coalition but they both seem to be too slow. When you have a lot of treasures getting the city's blessing for an early extra turn via Timestream Navigator isn't too hard but I haven't really profited from it that much.

Revel in Riches is an interesting wincon but just too slow. Maybe an option for a more control-based approach. But when you have lots of treasures out it seems to be more viable to cast Mnemonic Betrayal , which technically isn't a pirate spell but looks like one. Or use overpriced Cards like Pirate's Prize that create more treasures.

With all that knowledge I still can't figure out a decent pirate deck, am I missing something? I am aware that you got to concentrate on some mechanics to make them work but I am not sure on which ones.

I really want to make pirates work before they rotate out and possibly never return to Standard.

EDIT: Just noticed there is also a token-based approach with Fathom Fleet Captain and Vraska, Relic Seeker

SuperEntityMTG on Night Watch

7 months ago

As your deck is very aggressive I would consider adding some counter spells like Spell Pierce and Admiral's Order . I'll test these changes as well and comment back on here with findings.

dbpunk on Ravnica Allegiance: Spoilers and Speculation

7 months ago

Honestly I hope this means we don't get some really weird Addendum counter spell. Like they've done weird counterspells like Admiral's Orders and they almost never work out.

xhuggels on Abusive Surveillance, Volume One

9 months ago

ill be honest with you here boss, i really dislike the red splash in the sideboard. if you are lucky you can consistently cast Ionize by turn 8...if you are very lucky that is. the math is against you though. i just dont think its worth it since blue as so many counter spells to choose from already. if you want more countermagic Negate, Admiral's Order and Essence Scatter are all better options.

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Admiral's Order occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%