Cryptic Command

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition Rare
Modern Masters Rare
Lorwyn Rare
Promo Set Rare

Combos Browse all

Cryptic Command

Instant

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

Austin_Smith_of_Cards on BUGging out in Modern

9 hours ago

I would run your suite of removal/discard/counterspells something like this:

Abrupt Decay x3

Maelstrom Pulse x2 OR Mainboard x1 Sideboard x1

Fatal Push x3

Murderous Cut x1 Sideboard x2

Damnation x1

Mana Leak x3

Spell Snare x2 Sideboard x1

Countersquall x2

Cryptic Command x2

Inquisition of Kozilek x3

Ancestral Vision x3

I would not run Serum Visions and Thought Scour alongside one another as playsets; at most 3-to-3, but I say cut Visions and keep the playset of Scour.

GlistenerAgent on Help me build this deck!

13 hours ago

I agree with the above. Choose if you are going to play with a bunch of Ancestral Visions and Snapcaster Mages and four Cryptic Commands or if you want discard spells and Lilianas.

I think Grim Flayer is pretty bad either way. I dislike the card quite a bit.

EDIT: After reading your comment.

Since you are trying to play more like Jund/Abzan, embrace it. Go for four LotV, Jace, Vryn's Prodigy  Flip (better with discard and Liliana), and relatively few counterspells. Don't play Cryptic in the same deck as all those discard spells, etc.

The most important thing is to find what you want to do with the archetype. Decide how important you want Cryptic Command to be to your strategy, and the same with Ancestral Vision, discard, and the types of removal you play.

Happymaster19 on Spirited Away [Modern U/W Spirits]

14 hours ago

Even though the synergy is there, i just find there's no reason to play it over Cryptic Command. Shockwave is much less color intensive but I don't have enough color issues to warrant it over Cryptic. Thanks for the suggestion, landofMordor

theSturg on Esper Control

1 day ago

i honestly say just take Gurmag Angler and Monastery Mentor out and run Cryptic Command and going up a few basic lands in case you run into the occasional blood moon. Just my thoughts

Shay789 on Grixis cruel control (My friends love me)

2 days ago

The problem in this deck for grixis cruel control is that there is no self mill so Tasigur, the Golden Fang is useless. You might want to keep the Kalitas but I suggest put in a playset of Thought Scour and some delve cards like Tasigur, the Golden Fang and Gurmag Angler. You need more control as well. You dont even need Jace, Vryn's Prodigy  Flip. You need Cryptic Command.

Generally you need more control in general. Cut out the creatures mentioned above. Don't put Anger of the Gods mainboard. Put it in Sideboard and maybe put some lands in. You just have too few control at minute. Cards like Thing in the Ice is like a go for it or just don't card. In grixis control it is not that good. But if you want to put it in put 2 more or take 2 out. And Torrential Gearhulk is good but doesn't fit in with 'cruel control.' For cruel control u are looking for counter, aggression, kill.

Plus the main way a deck wins with cruel control is with man lands. Take out Cascade Bluffs put in some Creeping Tar Pits. Take out slow lands and put in Wandering Fumarole. Plus put in two more fetches. This deck needs 8 fetches.

If you are confused with how many lands you should run check how much cruel ultimatums you run. 2-3 cruel ultimatums = 22-24 lands.

ToolmasterOfBrainerd on Prepping for a 1.5K

3 days ago

Yahenni's Expertise is not a modern card. Getting the free cmc=3 doesn't matter enough to justify playing it when Anger of the Gods is much more relavent vs Dredge and Damnation has the same mana cost but does so much more for the deck.

Cruel control playing Cruel Ultimatum isn't a deck anymore, but grixis control playing Cryptic Command and Ancestral Vision or whatever else it plays these days is a viable deck.

Blightning is not a card I'd recommend. Rise/Fall is similar and much better, but even that doesn't really see play, especially in an instant-speed deck.

hwagner on Need Help Preparing My List ...

5 days ago

Thanks for the comments! I really appreciate them!

casey Cavern of Souls is really good in tribal decks with faeries being the exception. We are already good against other control decks because we play our threats at instant speed and we have counters of our own. Also, Bitterblossom is a superstar in control mirrors. Another reason to not run cavern in faeries is because we are a creature light, spell heavy deck and the additional "colorless" land may cause mana issues.

Boza usually if Bitterblossom becomes a liability then I can bounce it with Cryptic Command if I don't have a Mistbind Clique I thought about going up to 3 for threat density but I'm not convinced. I am however convinced on 3 Snapcaster Mage because he is an all-star that can re buy key removal and counterspells. I could even see running 4. I could see dropping a Fatal Push however, but I'm gonna play 4 just to really see how good this card is. Also, I have a separate list with 4 Smuggler's Copter , I haven't put as much time into that list but I do think copter is good. Basically it comes down to me deciding if I want to play an aggro-tempo list or a control list.

GeminiSpartanX on Banned and Restricted - Jan ...

5 days ago

CanadianShinobi- Splinter Twin really wasn't a control deck. It's a straight up combo deck that aims to live just long enough to combo off safely, or punish any deck that taps out after turn 3 by winning the game on the spot. If you look at the old Twin lists, they're not running more or different answers than many other modern decks run now, they just had the instant-win button. Look at their 'controlling' cards: Lightning Bolt, Remand, Spell Snare, 1-2 Cryptic Command, Serum Visions, Electrolyze, with Snapcaster Mage buying them all back. Absolutely none of those cards have left the format, and are still heavily played. What part of the 10 cards that made up the Twin combo made it a control deck? (4 exarch, 2 pestermite, 4 Twins). There are Grixis lists today that are twice as controlling as Twin ever was, but they don't see play because people perpetuate the idea that control is bad in Modern so they don't play those lists in the first place. The easy and free wins against decks that had little removal was what really made Twin oppressive, and I am very glad that I don't need to play 1-2 turns behind every game of magic to bluff removal in Modern today.

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