Commandeer

Commandeer

Instant

You may remove two blue cards in your hand from the game rather than pay Commandeer's mana cost.

Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters the battlefield under your control.)

Browse Alters View at Gatherer

Printings View all

Set Rarity
Coldsnap (CSP) Rare

Combos Browse all

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Commandeer Discussion

azja on Yuriko (Optimized) Primer

1 week ago

@Snake57 No problem! I love to talk about Yuriko, so your questions and suggestions are always welcome!

My plan is to cut 1 island, 1 swamp and Darkslick Shores for Sea Gate Restoration, Agadeem's Awakening and Clearwater Pathway.

As for Yawgmoth's Will, I think most Yuriko decks are fast enough that we can't bring out the card's full potential. I find this deck wins sometime around turn 6-7. At that point in the game, I usually have around 6-7 mana to work with, which only leaves 3-4 mana to cast things from my graveyard after casting it. But since you have one, I would definitely say to try it out. Let me know how it goes!

I actually just bought myself a Commandeer! So I'll be trying it out soon, but I haven't decided what to cut for it yet. It seems like exiling 2 cards is quite a steep price, but if it counters an early Pithing Needle or Dictate of Erebos, it's probably worth it.

I think Snuff Out is an amazing card for Yuriko decks. My playgroup is heavily focused around black decks, so I unfortunately can't play it often. But in a blind meta, Snuff Out is my second favourite removal spell after Deadly Rollick.

I also think that Dismember is a great card for Yuriko, I've considered running it for a long time. I just don't think its as effective as Deadly Rollick, Submerge or Curtains' Call, and it doesn't hit as hard as Consign / Oblivion or Commit / Memory. So its mostly an issue of finding a place for it, rather than it not being good enough!

I had Cyclonic Rift in the deck for a long time. I found myself not being able to hit 7 mana consistently, so it ended up being a 2 mana bounce spell too often. Coastal Breach is usually pretty strong, but Evacuation sometimes feels lackluster. I've been thinking of replacing Evacuation with Devastation Tide for a while, seeing how consistently this deck can cast Temporal Mastery for its miracle cost.

Hopefully this was helpful! Feel free to post questions/suggestions for me anytime, friend!

Snake57 on Yuriko (Optimized) Primer

1 week ago

Hello again! Thank you for the response :)

Totally forgot about Clearwater Pathway pretty much perfect to slot in here, are you just going to cut an Island for it? What lands are you going to cut for the flip cards? I was pretty much only considering Yawgmoth's Will because I have two in Decks I don't really feel need it that much. Luckily bought those before they became this expensive so I've been considering to try it out in Yuriko instead, just uncertain about what to cut for it.

I don't want to barrage you with questions, so please don't feel the need to address them, but I figured asking wouldn't hurt :)

Have you considered Commandeer? I was thinking about trying it out, but I'm very unsure if exiling two cards may be too steep a cost in some situations?

What about Snuff Out or Dismember are they too narrow?

Would you consider cutting either Coastal Breach or Evacuation for a Cyclonic Rift?

Subtlety on Mono Blue Delver (Tempo)

2 weeks ago

zapyourtumor thanks for the feedback. I don't use Force of Negation because i have Commandeer for this slot. Its better for me because it steals the spell, so you can steal a planeswalker instead of exiling it or you can use a Lightning Helix for your own good, plus Disrupting Shoal counters any spell and not only noncreature. Disrupting Shoal for me is a more weird and twisted version of Logic Knot.

SideBae on Atemsis, Misplay-Seeing

1 month ago

I actually think this deck looks amazing -- I'd love to play against it! I do have a few suggestions though. Mind you, they vary widely in price, so some may or may not be more applicable than others.

  1. The most straightforward way I can see to improve here is by improving your manabase. Fetches are largely unimportant in mono-colored strategies, but if you can afford them I'd definitely run them. They shuffle after Brainstorm for free, but perhaps more importantly they fetch Mystic Sanctuary, which lets you stack what you need from your graveyard on top of your deck. If the Zendikar/Onslaught fetches are out of your price range, consider slow fetches (Flood Plain, Bad River)...

  2. A card that comes to mind is Ideas Unbound. I feel like having a critical mass of cards in your hand is key to slaying someone with Atemsis, and Ideas Unbound lets you you get cards in your hand and gives you time to reveal them to an Atemsis trigger. Honestly, IDK how good it'd be -- but it's probably worth a try.

  3. Depending on how often you activate Atemsis's looting ability, you could consider running some madness cards. Circular Logic and Just the Wind come to mind, but Welcome to the Fold might be good, too.

  4. You've got some good ramp, but I think there're a few 2-drop rocks you may have overlooked. Coldsteel Heart is pretty good as an admittedly worse Arcane Signet, and Everflowing Chalice is pretty good, too. If you're willing to invest, Chrome Mox and Mox Diamond are also in most of my decks.

  5. Fierce Guardianship is a good piece of protection for your combo. I run it in most of my blue decks, and it's pretty good.

  6. One particularly salt-inducing card is Commandeer. Since it was templated before planeswalkers happened, it can steal them -- for no mana, btw. Also, as a 7-drop, it takes a more uncommon slot for mana-cost for your commander triggers.

Right. I think that's all I got. Good luck

shrimpandwalrus on Oops All One Drops

1 month ago

Shabraz with a Shadowspear and/or Basilisk Collar could be hilarious as an alternative voltron win. We also forgot about Authority of the Consuls, Expedition Map, Commandeer and Sunscour are "free", Reverent Mantra could be used to protect Brallin while tapped out.

Happymaster19 on Unrestricted Vintage - T1 Colossus

1 month ago

I can see a case for it. Idea. A dedicated control shell with Tinker and Show and Tell backed by all the best counters? Then you can control you way to combat rather than combo. Pack the deck with Commandeer, Misdirection, Forces, Mindbreak Trap, Leylines, etc.

jakeelephant006 on its too late they are already under your bed

2 months ago

This deck performs very well with some decently large deficiencies. I think you need to cut some weaker cards (sorceries and creatures mostly) and add in more Ninjas and ninja synergies.

Cards to Cut: Creatures: Definite cuts are Jeskai Infiltrator, but I'd also heavily consider trimming Dark Impostor, Deathcult Rogue, Etrata, the Silencer, and Nezumi Cutthroat.

Sorceries: Definitely cut Hour of Eternity, Kefnet's Last Word, Paranoid Delusions and consider trimming Ghostform, Slip Through Space, or Stealth Mission.

Artifacts, Enchantments, Instants, Planeswalkers, and Lands: I would definitely cut Briber's Purse, Fatal Push, and Vraska, Scheming Gorgon while also giving thought to the merits of including Skygames, Bontu's Monument, Forge of Heroes, Unclaimed Territory, and of, or at least the Amonkhet, cycling lands.

The cards I have recommended are either slow, have low to zero synergy with the rest of the deck, or are typically weak in commander.

Cards to Add Creatures: Ninjas, ninjas, and more ninjas (plus some cheaper unblockables for good measure). There are 19 Ninjas in mtg history (excluding changelings). You have 11 in this deck. I think you ought to have more. The cheapest are Mistblade Shinobi, Okiba-Gang Shinobi, Skullsnatcher, Throat Slitter, and Walker of Secret Ways. Higure, the Still Wind and Ink-Eyes, Servant of Oni are both reasonable splurges in terms of powerful Ninjas to acquire. Now for other creatures to enable Ninjitsu. First off, I could have included Changeling Outcast in the last section since it is also a Ninja and you should absolutely be running it in here. Other small unblockables for you to Ninjitsu into are Gudul Lurker, Slither Blade, Tormented Soul, Faerie Seer, Mothdust Changeling, Gingerbrute, Dimir Infiltrator, Baleful Strix, Invisible Stalker, Augury Owl, Sage Owl, Spire Owl, and Cloud of Faeries. All of these cards are less than 3 cmc, and are either entirely unblockable or have good etb/ltb or dealing combat damage synergy (and are mostly pretty cheap too). I'd recommend adding at least 3 or 4 of them in addition to the above ninjas.

Other cards: This section is mostly for general things that you could do to make this deck more consistent and enjoyable to pilot, but there are a couple specific synergies I think you're missing out on. They're both pretty intertwined so I'll just address them together. I think you could be putting in a few more cards that are good to reveal off of Yuriko's trigger and ways to manipulate the top of your library so you get those card when they are most impactful. I am referring to cards like Treasure Cruise, Sibsig Muckdraggers, Temporal Trespass, Dig Through Time, Draco, Consign / Oblivion, Murderous Cut, Far / Away, Curtains' Call, Into the Story, Submerge, Commandeer, Commit / Memory, Discovery / Dispersal, Rags / Riches, In Garruk's Wake, and any other high cost card that has an alternate mana cost, mana reducing ability, split card, or is a high impact card. Then you could also throw in a few ways to manipulate the top of your library like Brainstorm, Ponder, Serum Visions, Tamiyo's Epiphany, and Crystal Ball. The only other synegystic thing you could put in here is making your other creatures Ninjas as well with Conspiracy, Xenograft, Arcane Adaptation, and Amorphous Axe.

Otherwise, you could probably add in some more ramp (Sol Ring, Mind Stone, Star Compass, etc.), card draw (see cantrips above and Last Thoughts), board wipes (could probably replace Bontu's Last Reckoning with some of the ones from the last section or just add those ones or some other good boardwipes) and spot removal or counterspells (I don't see a lot of good ways to deal w/ non-creature permanents in here).

lagotripha on Graveyard exile

3 months ago

I reccomend testing this as a Sprite Dragon RUG tempo/midrange shell. It can be pitched to the forces and it likes you sitting and protecting it with counterspells. Logic Knot, Negate, Mana Leak etc has a lot of tools to both fuel the yard and stall for the time to start generating squee/griffin value.

Alongside a well planned sideboard you could translate the current standard 'sprite dragon boggles' into modern pretty well, with stuff like Deeproot Champion providing potential extra copies. With the sideboard packing a bunch of tools like Electrolyze and Lightning Bolt you could probably make it to being FNM competitive even if you aren't going to win competitions.

Check out some of the temur tempo lists- a lot of them were just excuses to run 'goyf, but there are some neat tricks in there.

If you want to go even more gimmicky, you could try to get Commandeer running, but in my experience it is really far too much card disadvantage even with blowout 'you mean my lightning bolt/cryptic/wilderness rec' moments.

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