Cryptic Command


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations Common
Modern Masters 2015 Edition Rare
Modern Masters Rare
Lorwyn Rare
Promo Set Rare

Combos Browse all

Cryptic Command


Choose two - Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card.

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Cryptic Command Discussion

LeaPlath on Faerie Deathblade

5 days ago

Seems pretty solid, but a few bits.

First up, Daze and Force of Will are kinda a must in any sort of Stoneblade deck. The ability to shut off the turn 1 kills or be able to tap out and still be reactive is huge. Especially if you want to tap out on turn 2 for Bitterblossom, which means you can probably cut some of the discard.

Secondly, StP > Path, so you run 4 StP before you run 1 Path.

Thirdly, cards like Cryptic Command are a bit slow and don't add quite enough value? Tapping down a team is rarely important, bouncing isn't really either, so it generally becomes 4 mana counter draw, which isn't hot enough for legacy.

Also I would try and streach the mana base a little to add in some green and Deathrite Shaman. The abilities are really too good to pass up, and it keeps you in the game forever.

Oloro_Magic on Sultai Junk

6 days ago

Discard effects like Thoughtseize and Inquisition of Kozilek are the best option and are really nice to have in this type of deck, maybe cut a couple Cryptic Command, Abrupt Decay and a Fatal Push (moving the other one to the side), to make room for those effects.

hungry000 on The Myth of the Horrors

6 days ago

thx for the compliment! Obviously Snap and Cryptic aren't very budget, but another reason I wouldn't usually run Snap at least mainboard is because it drives down the number of instants and sorceries I can play, which makes all three of the main win-cons less consistent and powerful. It's also kind of an anti-synergy with Bedlam Reveler. Cryptic Command is powerful, but you don't get to 4 mana, or 3 blue, very often with this deck. and yeah, Path should definitely be in the mainboard, probably as a 2 or 3 of.

ej133 on The Myth of the Horrors

6 days ago

man, that looks really solid and fun to play!

I noticed you're running on a budget due to your manabase, but some Snapcaster Mage and Cryptic Command would be absolutely zonkers here.

Awesome work!

Also, Path to Exile is totally mainboard material. You should consider some Dispel and Blessed Alliance for sideboard.

I loved everything. +1

Delta-117 on Taigam, Ojutai Master EDH

1 week ago

Thanks for the suggestions, was going to add Cryptic Command and just hadn't got around to it yet.

I only made this recently and with the commander being so new, I have had nothing to compare this list too. Since I was buying the dragon deck I will have access to Taigam, and he's a commander that offers a much different playstyle that is much better in another whole deck.

I was thinking of having my main win condition be Approach of the Second Sun here and I have added in a number of ways to help find it more often like Mystical Tutor, and Merchant Scroll plus a fair bit of draw effects.

This is just a quick draft that I will improve on tomorrow (definitely foxing the lands once I decide on the number) and so thanks for the suggestions.

1501vandgarr on Taigam, Ojutai Master EDH

1 week ago

you seem to have a lot of counterspells and x cost spells that don't work with your commander's rebound, but if it's just his first ability you care about that's fine. but casting your card draw spells twice is great value. Try Abeyance you can rebound that, also I think Cryptic Command lets you pick different modes so that's worth looking into.

hwagner on Dredgar

1 week ago

Some other cards I'm looking for include 4 Steam Vents, 3 Stomping Ground, 4 Cryptic Command, 4 Misty Rainforest, 1 Platinum Emperion. Let me know if you have any of these!

Oloro_Magic on Boros Aggro - Competitive Humans & Tokens

1 week ago

Okay so I just finished my first round of matches (there are a couple matchups I have yet to test against for various reasons but I'll try to get to those as well) and so far this is how the deck has performed.

  • vs. U/B Turns 0-2

(Preface: this is a personal deck of mine and one I have been fine-tuning for quite some time for competitive play, so experience was likely a factor) First game turns had a nut draw where it was able to combo off and take 7 consecutive turns starting turn 5, well timed Gigadrowse and Cryptic Command before that ensured your deck couldn't do much. Game 2 was equally not close, turns was able to flip a Thing in the Ice  Flip and combo off the next turn. (Also I have been really testing my turns deck against shadow so you know, and you ran into the hate I have in place for that deck.)

  • vs. G/W Death & Taxes 0-2

(Another one of my personal decks and a deck I have tons of experience with) Game one D&T had two operating Aether Vial, simply got out ran. Game two was long and grinding going 20 turns. Eventually lost to Ramunap Excavator and Ghost Quarter lock and simply didn't have enough blockers to withstand a full swing.

  • vs. Titan Shift 2-1

This result surprised me. I expected that Titan Shift would set up its combo quick enough to beat the agro but I was wrong. Game one a Scapeshift with three active Valakut, the Molten Pinnacle killed your deck easily. Sided in some removal and Aurelia, the Warleader and was able to kill quickly both times before Titan Shift had a chance to combo.

  • vs. Grixis Shadow 0-2

(Preface: Though I hate the Death's Shadow deck I have play tested it a lot and I am pretty experienced with it due to its place in the meta and me having to know my matchups) Not much to say here, simply wasn't able to out agro the best agro deck in the format. Shadow held onto its counters for burn spells and won with Snapcaster Mage and Death's Shadow beats.

  • vs. Oath of Nissa Bant Superfriends 2-0

This is another one of my personal decks but from the moment the match started it felt a turn behind. Game one Superfriends started out mana screwed but just as the Superfriends deck was setting up its lock and stabilizing a well timed Always Watching was able to pump some tokens and get in for exact damage (if this didn't happen the deck would have lost so you know). Game two Superfriends was mana flooded, won without difficulty.

  • vs. 4-color Aikido 0-2

Another personal deck of mine. Aikido is a lifegain deck that punishes you for having creatures, both games simply couldn't keep up with the lifegain.

  • vs. Mono-White Flicker 2-1

Mono-white flicker is a comb deck that aims to go infinite in a number of ways using Felidar Guardian and Panharmonicon. Game one was quick enough and won before Flicker was able to set up its combo. Game two lost to infinite life combo, conceded on the spot as the flicker deck would have created infinite tokens next turn. Game three well timed removal on combo pieces was able to outpace the flicker deck.

  • vs. Infect 2-1

Not much to say here, game one got caught without removal in hand Path to Exile, that didn't happen again.

  • vs. Eldrazi Tron 1-2

Won game one by the virtue of bad topdecks from the Tron deck, it had assembled tron but had no threats to play with its mana. Game two lost to turn two Thought-Knot Seer, followed on curve by Reality Smasher and Endbringer. Game three lost to a Karn Liberated in combination with Reality Smasher, All Is Dust, and Walking Ballista.

  • vs. U/B Faeries 2-1

A personal favorite deck of mine but a deck that has gone years without a serious upgrade. Game one a very large Champion of the Parish was able to beat down. Game two lost to double Bitterblossom followed with a Scion of Oona, and Cryptic Command's aimed at tapping down attackers. Game three was able to land a Hanweir Garrison on the play (if I hadn't been on the play Spellstutter Sprite would have countered it). The tokens generated this way were able to win the game with Always Watching , even when faeries had Bitterblossom (this match was close the final game final life total was 5).

  • vs. Merfolk Aggro 0-2

Arguably the third or even second best agro deck in the format (Shadow and Affinity are genrally considered the best), the islandwalk and Merrow Reejerey really hurt both games as did a flashed in Harbinger of the Tides returning a large Student of Warfare to my hand before swinging for game. This matchup felt winnable just got unlucky with Merfolk's draws.

  • Conlusion

So that is what I have tested so far, I still want to test the deck against Knightfall, Burn, Affinity, and Control, hopefully Friday some of the players I know who play those decks will be there and I can test for you. Overall though the deck did well, the mana base was honestly a little painful, I really think you want Inspiring Vantage in the deck, it is just a great land and Mikokoro, Center of the Sea was completely a dead card; it was never needed. I would replace it with something like Needle Spires as creatures are always nice, or Ghost Quarter (sometimes I just wished I had it in the deck but that is just me).

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