Cryptic Command

Legality

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 (AKHMPS) Common
Modern Masters 2015 Edition (MM2) Rare
Modern Masters (MMA) Rare
Lorwyn (LRW) Rare
Promo Set (000) 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

LeaPlath on White/Black Zombies

2 days ago

Honestly, this isn't a good zombie deck in Modern. Modern is a powerful format, and the rule of thumb is whatever you do that makes your deck powerful, you need to do it by turn 4. Affinity kills you on turn 4. Control plays Cryptic Command or wipes the board on turn 4. Storm goes off on turn 4. Deaths Shadow turns its cards on by turn 4 and lets out a stream of dudes.

You say you are a zombie deck focusing on going wide. So where are the cards that let you do that like Gravecrawler and Dread Wanderer that let you go wide with aggressive stats? Where are the lord effects to reward you for going wide?

What does Trespasser's Curse actually do against the low or creatureless decks? Where is the removal to make your stuff get in for damage or deal with threats? Why do you benefit from getting flash for 4 mana in a deck that wants to be attacking in?

LostAlgorithm on Order of Stolen Will

5 days ago

Thank you both for the tips!

I've reworked the deck a bit, throwing in a lot of the cards mentioned but also making some new choices of me own.

Do you think Timely Reinforcements is a good choice over the Lingering Souls, Raise the Alarm, and Beckon Apparition? I thought it had good synergy with the life cost cards that are in now and also would possibly let me boost my creatures back up quick should I need to use Wrath of God, which I think was a great suggestion.

I can see what you mean with Thraben Doomsayer. I like the suggestion of Doomed Traveler because I get to keep a creature on the board when he dies and he's very cheap, meaning he'll be easy to play if I need an extra body to flip Hanweir Militia Captain  Flip. I like Brimaz, King of Oreskos's abilities, but I don't like how he thematically fits into the deck.

Since I'm not quite as hyper focused on Human tokens with the new suggestions, I chose Honor of the Pure between the two mentioned. This should boost almost all of my creatures. Additionally, I replaced Elgaud Shieldmate with Veteran Armorer as he's cheaper and continues the boosting theme for all of my other creatures.

I went with Dissolve for my second counter, do you think it's a better choice? I like the idea of largely removing a card rather than just delaying it a turn. I think I have decent enough card draw with Cryptic Command and my 4 Curiosity to lose that aspect, and I like the small, extra Scry effect.

I noticed in playtest that I was somethimes having trouble getting the color I needed mana-wise, so I also threw in a bunch of Hallowed Fountains and extra Mystic Gates. Do you think these are smart choices?

Thank you again!

Mandalorian on Grixis Control Take 1

5 days ago

Looks pretty sweet! Here are some other cards to consider if you havnt already!

Thought Scour can help fill the graveyard to fuel delve for cards like Tasigur, Gurmag Angler, and Murderous Cut

Desolate Lighthouse>Drownyard since it helps fix your draws instead of simply milling

Your deck has a pretty high curve, Cruel Ultimatum Control is a pretty sweet deck if you wanted to make it like that with big top end.

Anger of the Gods>Pyroclasm. Sometimes the extra damage and exile clause is very relevant.

non budget upgrades

Snapcaster Mage

Creeping Tar Pit

Kolaghan's Command

Cryptic Command

Damnation

Ancestral Vision

bigguy99 on Jeskai Azcanta

5 days ago

Seems cool. I'm not sure Opt over Serum Visions is good even if it has instant speed - in practice I find that the scry 2 is really valuable. I was also thinking + 1 Lightning Helix, +1 Negate, +2 Remand, and -1 Cryptic Command, -2 Logic Knot, -1 Spell Snare. I think the draw here is important to find Azcanta. The 4x Celestial Colonnade seems questionable as well, maybe drop 2 and add a Plains and a Mountain. I always like having a good number of basics so Blood Moon and the rest don't hurt too much.

iamnickhansen on Operation Tomahawk

6 days ago

I'm testing Gideon out as a card to bring in where I would want more Geist or matchups where Geist isn't very good. The Gideon's used to be Pia and Kiran Nalaar, but it can be awkward when you have them and Cryptic Command in hand. I'm also testing 2 Geist, since we're less of a cast him on turn 3 deck and more of a play Geist once we've established control and can keep the board clean.

camarouge on W/U Gideon Tribal

1 week ago

I had considered a blue-white version of this deck as well but I did not think cards like Cryptic Command were good for it because every Gideon we want to cast requires double white, and one thing these decks want to do are slam Gideons as soon as possible. This restriction means that countermagic should only have one blue in its cost, and the entire deck wants to lean more white than blue.

Beyond that, I would only make slight adjustments to the deck I'd make, so take these next suggestions with a grain of salt because your version is probably just as good. Supreme Verdict and Detention Sphere are fantastic in this deck, so I'd add another sphere to the mainboard. Another snap, and I'm a little torn on your Wall of Omens choice. I might just put more spells there since I'm running 4 snappies.

Fryed_Mustard on Counter-Burn

1 week ago

Take out: Gut Shot, Mutagenic Growth, Mystical Tutor, Merchant Scroll, Enigma Drake, Spellheart Chimera, Vivid Crag.
Add: Delver of Secrets  Flip, Remand, Electrolyze, Grim Lavamancer, and maybe Condescend and Shard Volley or Rift Bolt or Searing Blaze which ever one you prefer. If you got the money Goblin Guide, Cryptic Command, and more Snapcaster Mage's. Sideboard could use some of these Spell Snare, Breaking Point, Flames of the Blood Hand, Sudden Shock and maybe Vendilion Clique and/or a Bribery to steal Emrakul, the Aeons Torn or Progenitus from an opponents deck. Guile Is a cool card as well.

goblinguiderevealpls on Razin' minds, takin' names (competitive primer)

1 week ago

yes, crawler was in the infant stages of this list along with other slow creatures like Jace's Archivist

nekusar definitely does have a bounty on his head a majority of the time, which is why I run a decent amount of countermagic and control/permission

like most "efficient" edh decks, this deck does not require the use of its commander to win effectively, and he is often used as a blocker, or I simply cast him when my opponents are tapped out or when i have a counterspell in hand and can protect him enough to start wheeling, but he certainly does get answered more than the other cards in the deck, but i dont need to cast him to be able to kill opponents with mill or damage from cards like Chains of Mephistopheles, Underworld Dreams or Liliana's Caress

generally, the most trouble i have had is from selesyna or creature combo decks, since I run a very limited amount of potential blockers, and being spell-central renders me weak to token swarm, which is the main reason I run mainly utility creatures and a lot of creature answers like Evacuation, Damnation, Toxic Deluge, Cryptic Command or Rakdos Charm, and in the earlier stages i ran things such as Propaganda and Crawlspace, and Torpor Orb

secondly, I've found that Aura Shards or Bane of Progress effects really gimp the deck, since outside of nekusar himself a lot of my wheel value comes from artifacts and enchantments such as Dream Halls, Waste Not, Underworld Dreams, Teferi's Puzzle Box, or mana rocks, also hoser cards such as Spirit of the Labyrinth can stop wheels, and since grixis lacks any real form of enchantment removal, I will have to rely only on countermagic or bounce to answer aura shards or the like

other than hatebears, token swarm and stax effects that gimp spell decks such as Nether Void being my main weakness, I also find that wheeling a lot enables the HELL out of flashback or reanimator decks like Kess, Dissident Mage, Sedris, the Traitor King, or Sidisi, Brood Tyrant, due to wheels filling up graveyards relatively fast.

to combat this, i run graveyard hate such as Rakdos Charm and Bojuka Bog, and previously,Leyline of the Void. the reason being that when i wheel multiple times and they have a large graveyard with threats like Golgari Grave-Troll and Past in Flames, i can then exile those threats, which then allows me to cast Timetwister for maximum advantage as I shuffle away 50 cards while they get zero

essentially the main weaknesses of a wheel spell deck would be decks that take advantage of wheel effects or my lack of blocks, so creature heavy, reanimator, or stax decks usually give me trouble with combat damage, graveyard recursion, and combo denial respectively.

hope that was informative enough!

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