Choose two —
Counter target spell.
Return target permanent to its owner's hand.
Tap all creatures your opponents control.
Draw a card.
|Have (3)||, Forkbeard ,|
|Want (5)||AzraelChimera , 84lemmings , MitchellJohnPeterson , aphoenixcantdie , Archdaxia|
Printings View all
|Iconic Masters (IMA)||Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Modern Masters 2015 Edition (MM2)||Rare|
|Modern Masters (MMA)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
- Cryptic Command + Snapcaster Mage
- Cryptic Command + Eternal Witness
- Cryptic Command + Mystic Sanctuary
|Commander / EDH||Legal|
- Cryptic Command Modes
- What's the effect of casting a counterspell with pyromancer ascension?
- Spellskite and Cryptic Command?
- What is the correct way to communicate that you are skipping to a phase/end of turn without declaring each phase/step?
- why is it that when you cast a modal spell izzet charm you have to name what mode you're choosing before the spell resolves?
Latest Decks as Commander
Cryptic Command Discussion
1 week ago
Vinman- Granted, my experience with the newer build of the deck is still limited thanks to COVID, but Eliminate can be better in certain situations. Instant speed means it can handle manlands and haste creatures better than Thirst, but for me against a deck like the new RB Scourge/Shadow, I like the mana efficiency more. The important spells in mill often cost 2 mana, so having more plays for a single mana makes your turn 3 better in comparison. Your main interaction in Drown in the Loch is already 2 mana, and it can handle most things later in the game. It's those crucial early turns where the aggro decks can get under you, so I feel that the 1 mana answer is worth it over the instant speed. The flexibility of thirst is good since if you draw it later in the game it will still be able to handle a large creature or PW in case you need it to. Eliminate is still a fine card, but it will depend on the meta you play in. I know that's the cop-out answer regarding SB choices, but it's honestly true.
Also Ensnaring Bridge is straight gas in the deck. If jund (read: Kolaghan's Command and Abrupt Decay) continues to go on the decline, it might even be worth adding to the main deck again. If your opponent can't answer it, it will buy you near infinite time to draw into the mill spells you need to win. It's not good against T3feri decks or Cryptic Command either, but against decks like humans it can single-handedly win. The rise of Skyclave Apparition in multiple decks makes it risky to run now as well, so once again it will depend on what you think you'll come across as far as if you want to run it in your SB. Historically it has won me many games, but the current meta may be hostile towards it so I'm not running many copies. Bontu's Last Reckoning might be what you want in its place if you decide to really hate on creature decks.
Stern Dismissal isn't worth a slot imo. It's worse against the heavy aggro decks at killing creatures, and many of those creatures have good ETB abilities or haste anyway. It actually is better against leylines than Feed the Swarm, but Maddening Cacophony, Mesmeric Orb, and Ruin Crab get around leyline naturally, so leyline isn't as much of a death knell as it used to be against us. Feed only loses life equal to the cmc of the creature, so it's worth killing a large goyf, Scourge of the Skyclaves, or even Uro, Titan of Nature's Wrath for a little life. This is the slot you might prefer Eliminate in if you don't forsee the need to remove enchantments. I like the unconditional flexibility it offers just in case I come across the random enchantment deck, so that's why I use it in my SB.
As an aside, I agree with all of the land changes SentinelElf2711 suggested. I'd even consider swapping the mikokoro and another card for another 2 blue fetches or Prismatic Vistas for extra landfall triggers.
2 weeks ago
ellie-is: here is the update from today:
- Game1 Esper Control: Got good starts in both Matches
- Game2 AspiringSpikes Jeskai Wildfire:
-- Match 1: Mulligand to 5 with still 1 Land -> Conceded turn 3 to opponents Teferi, Time Raveler with only 1 Land myself
-- Match 2, the good case happened: Got 4 Birds out of Battle Screech Turn 4 and won Turn 6 with them :)
-- Match 3, the bad case happened: Got my board cleared with Supreme Verdict, played but was not able to flash back Battle Screech afterwards and then lost the game to Cryptic Command + Mystic Sanctuary + Jace, the Mind Sculptor :(
- Game3 Temur Taking Turns:
-- Match 1: Opponent was able to keep his head above the water with Uro, Titan of Nature's Wrath's Lifegain and Cryptic Command-Tap my Team. Did not draw any "Virtues" and lost to the combo with 13 1/1 creature tokens onboard
-- Match 2: Opponent got down a turn 1 Wrenn and Six due to Gemstone Caverns and was able to ping down my early tokens, played an Anger of the Gods turn 4, slowed me down with Jace, the Mind Sculptor & Chandra, Torch of Defiance and won with his combo turn 7
Conclusion: the games where overshadowed by my lack of sideboard cards against control and not by Battle Screech alone and I need more playtests, do you have any suggestions ?
The MonoW manabase felt a lot better than the Orzhov manabase indeed
I don't think that cutting on the 2-Drops is a good idea due to the low landcount and Windbrisk Heights coming into play tapped (sometimes turn 3) , it would be possible to run a split between Battle Screech, Spectral Procession and Lingering Souls.
2 weeks ago
Thanks so much NinjaKitty778 for all the great suggestions! I especially like the ideas of Invisible Stalker, Heroic Intervention and Cryptic Command, but I'm not sure what to remove for them. You have also given me many ideas for the sideboard so thanks.
2 weeks ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
1 month ago
A large reason Fact or Fiction isn't played is because Cryptic Command usually takes up the four mana slot in decks that would want Fact or Fiction. As great and iconic as it is, FoF just isn't what a lot of control decks want.
I believe FoF can still be playable though in decks that play blue that are not focused on control. You can sort of min/max the value of the card by playing it in decks that use the graveyard to some extent. I wondering if like a simic midrange deck that runs cards like Uro, Titan of Nature's Wrath, Tarmogoyf, and Fact or Fiction could be something worth considering.
I made a pretty sweet modern deck that uses FoF in the mainboard: Knightfall - EOTFOFYL
1 month ago
I'm not too concerned with synergistic effects or etb abilities, the point is to swarm the board with evasive creatures while drawing into our deck as much as possible thanks to cycling, counter magic, and other draw spells. We use Cryptic Command in order to tap down our opponent's blockers and swing for lethal with up to eight creatures all in one simultaneous turn.
There's really only a few draw backs and they are graveyard hate and spells that exile.
1 month ago
Hi! I'm not a control player (I only play tempo-delver decks), so I'll try to help you.
1) Removal, 4 electrolyze is a LOT, seriously play 1-2. Terminates and other stuff is OK.
2) 24 lands, I would recommend playing more two colour lands, like those ones who enters tapped unless you control an island/mountain or swamps, is not a good idea fill the deck with basics in a 3 colour deck.
3) Go to 4 inquisition and 4 pushes.
5) counters: I have a recipe for counters and works 90% of the times, 3-4 Mana Leak, 1-2 Spell Snare, playing control decks I would recommend Cryptic Command but is not budget friendly xddd, so go to a 3 Mana counter (or Logic Knot) and 2 negates.
6) This is not a mill deck so Mind Funeral doesn't fit at this deck.
Well, hope I helped you a bit :).