Cyclonic Rift

Cyclonic Rift

Instant

Return target nonland permanent you don't control to its owner's hand.

Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")

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Trade

Have (3) pskinn01 , Azdranax , metalmagic
Want (25) BaconTrail , Suicune , GrandeKhan , Astrocomical , MarvtheMallard , EmanRuoy88 , RixFix , shiftalope , gwumbelbehr , Flunatic , 00Mowgli , rruz001 , kcoorev , Purple_Peach , nconiglio , Eudaimonia25 , MGlBlaze , TheDauntlessFew , Ninbi , ryan_johnstone , Vee.o , Blackswan968 , MarkTaylorTSax , io4nnis , calypzo

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Rare
Commander 2014 (C14) Rare
Return to Ravnica (RTR) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Cyclonic Rift occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.33%

Blue: 1.48%

GU (Simic): 1.73%

UB (Dimir): 2.67%

WU (Azorius): 2.85%

UR (Izzet): 1.7%

WUB (Esper): 1.54%

RUG (Temur): 2.89%

UBR (Grixis): 1.58%

GWU (Bant): 1.45%

BUG (Sultai): 1.5%

Latest Decks as Commander

Cyclonic Rift Discussion

dingusdingo on Yuriko Reality and Consultants - cEDH

19 hours ago

MadCatMax I gave a very clear reasoning. You are able to hit your infinite turns combo much faster if you are able to pay the mana reliably.

Your combo costs

  • for the Oboro activation
  • Play a land and have at least 3 other islands in play
  • Cast Time Warp for
  • Total cost is
  • 3 Islands + Mystic provides
  • There is still required every execution of your turns loop
  • You run 3 rock accelerators in a 99 card deck, and also Dark Ritual which is not effective for the loop
  • Even utilizing the untap effect from Oboro on one of your own lands, the earliest you can rip this combo is turn 6 without accelerators.
  • This is assuming you hit a land drop every turn for 6 turns. 29 lands, probably not.

You have colorless mana costs in Intuition Oboro Breezecaller Commandeer Force of Negation Misdirection Spellstutter Sprite Tale's End Gingerbrute Tetsuko Umezawa, Fugitive Fallen Shinobi Ingenious Infiltrator Mist-Syndicate Naga Mistblade Shinobi Sakashima's Student Skullsnatcher Universal Automaton Brazen Borrower Contagion Cyclonic Rift Snuff Out Submerge Whiplash Trap Back to Basics Chains of Mephistopheles Cursed Totem Grafdigger's Cage Scroll Rack Temporal Manipulation Temporal Mastery Temporal Trespass Time Warp Demonic Tutor Diabolic Intent Hope of Ghirapur and Snapcaster Mage. That's 35 cards, literally exactly half of your non-land cards. Of course you can argue that a handful of these have alternate costs that don't include colorless mana, such as the pitch-to-play and some of the ninjutsu, which removes 10 cards from the "uses colorless mana" list. Either way, a quarter of the actual cards you draw and a third of the non-land cards you draw use colorless mana, and the alternate cost cards you will undoubtedly sometimes pay full price for when games go long and resources are available. I didn't even count your two burn cards.

I know you're trying to be clever by cutting slots, and I know this deck doesn't have the explosive plays of hitting Sol ring into mana rocks. Don't try to reinvent the wheel and get clever by cutting mana positive rocks in a deck that uses mana.

My comment is more directed at your friend, who I wrote a very elaborate response to as for inclusions for Sensei's Top in his Doomsday list, and how being reliant on your commander and creatures entirely for card advantage as well as pile cracking is setting him up for failure. Rather than respond, he chose to delete and block me. These decks have a bigger overall problem of being decent competitive decks against most match ups, but absolutely entirely worthless against certain match ups that completely hose the strategy because of how reliant on the commander these decks are. Nevermore on your commander either causes you to scoop or pray for amazing top deck. Repeated Pyroclasm effects resolving cause scoops. Choosing to run Misdirection over Swan Song means if you're counting on Misdirection to stop Pyroclasm you're scooping, or if you're counting on it to stop Demonic Consultation or Flash or Tainted Pact you're scooping. Yes I know it makes a bird token for blocking, but slotting bad cards is your biggest problem.

No I'm not joining your discord. You two are clowns, enjoy brewing your mediocre deck on your own. I'll enjoy the free wins if I ever end up in a pod against someone playing one of these decks.

wallisface on Nightmare Blossoms

5 days ago

This deck idea actually looks pretty cool. Some thoughts:

  • you don’t have nearly enough black cards to make use of Force of Despair, and even if you did i don’t see why your deck would want to run this. It feels like a sideboard card at best. In a similar vein, Cyclonic Rift is nice to slow things down, but doesn’t help you long-game, which is what this deck looks to be trying to do.. i’d drop that card down to a 2x max.

  • Dismember seems like a really detrimental option for a control deck, it’s going to limit the number of hits you can take. I’d stick to Fatal Push.

  • You mention Ashiok, Nightmare Muse working well with Bitterblossom but I really don’t see how these cards are gelling-well at all. Ashiok feels like sideboard tech

  • I personally don’t think Shadowspear is a good enough card to run here.

  • I think this deck would benefit from some hand disruption spells like Inquisition of Kozilek or Thoughtseize.

omega1563 on Azami's Wizard Gang

6 days ago

Planned Changes:

Azeworai on Atemsis, Gochta!

1 week ago

Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.

So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?

Forbidden Alchemy, Chart a Course, Strategic Planning, and Frantic Search are of note.

Baral, Chief of Compliance could be absolutely lovely: For one person, at least.

Spellseeker has never disappointed me. She finds Cyclonic Rift, Preordain, Counterspell, and Finale of Revelation, for ones in the decklist.

Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.

Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.

Anent what I would cut:

Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.

This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.

Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.

One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)

I suppose that's all from me. May fortune be with you!

hkhssweiss on Niv-Mizzet, Incorrigible Megalomaniac | Primer

1 week ago

Sup Nazaxed, glad ya like Nivvie!~

It's funny ya actually ask about those two specific cards as I have just recently added them in about two days ago. I see potential in Mana Vault when bursting out a lot more artifacts or having that Cyclonic Rift mana open on T3-5. I am still half and half on Mox Opal as I am still testing it out, it was dead in one of my hands in one game but the other games I surprisingly had 3 artifacts on the board usually.

In regards to Torpor Orb, I have been thinking a lot of adding it in. It only shuts down two of my cards and highly worth it so it will probably come in when I see a card that I don't like rn. The only issue I have with this current build is the lack of library reshuffle, at max I would have to do 120 to the table and my only way is Winds of Change. I been thinking of adding back in Mission Briefing and Snapcaster Mage as additional ways to recast Winds of Change. The other alternative thoughts that a friend recommend to me is adding in Thassa's Oracle and Jace, Wielder of Mysteries. So not too sure what to do.

IMMG54 on Philosophy Represented

1 week ago
  1. Force of Will I enjoy having the answers to everything, and I especially enjoy being able to play a game of "Does he have a force of will?" where my greatest resource may or may not be in my hand. This will force players to play around force or play into it, baiting out my other removal. I enjoy playing modern-jund-like decks, where there's a lot of 1-for-1 trades and I can grind out value while controlling the biggest threats.

  2. Time Warp I enjoy playing solitaire, and while many of my decks are combo decks that do this in other ways, nothing quite says "solitaire" like baiting out a counterspell then chaining extra turn spell into extra turn spell. Even my mono-green deck plays a fair amount of solitaire.

  3. Cyclonic Rift Nothing says "hopeless case" like an overloaded cyclonic rift at the end of someone's turn or in response to an attack the table is eager to take me out after a stressful grindy game of me out-resourcing and out-valuing them. I enjoy winning with Isochron Scepter on the next turn when suddenly nobody has open mana rocks or dorks.

I see fun as a zero-sum game that I intend to win. My decks either play solitaire by preventing anyone else from landing anything useful, so decks that are Blue and Black, and if I know I can't play the long game, like my Selvala deck, I focus on winning as soon as possible and playing solitaire on turn 4. My only deck that isn't ridiculously unfun to play against is my Erebos deck. My decks are extremely predictable and have a single end-game in sight, and unopposed will win very quickly. I'm not proud of this, but this is how I build decks and pilot them.

Steelspike on What personal values do you ...

1 week ago

1) I firmly adhere to the "live and let live" philosophy. Translated as let people play their decks. I refuse to run a Cyclonic Rift because it destroys gameplay. I also hate Gonti, Lord of Luxury and that kind of "Imma play YOUR deck" style.

2) If people aren't having fun, it's not a commander game. Period. I build decks with wacky interactions because I like to see folks' reactions.

3) Counterspells need to be limited to verified threats, not for a minor combo piece like a Chromatic Lantern or Cryptolith Rite.

4) Infinite combos need to win. The. Game. Not durdle until everyone ragequits.

5) Turn 3 "kill the table" combos need to die. Ok. Great. You win. Now you gotta sit there until the rest of us finish OUR game. If you complain, your deck will be banned from whatever game I'm playing and I'll intentionally slowplay just to piss you off.

6) Non-interactive decks need to die as well. If you don't want to play commander with other people, just stay home and goldfish.

Farycane on Pir Imagination

1 week ago

Great Decklist! :) Maybe it's just my Meta, but with Thassa's Oracle (should totally play this, you have instant effects for Toothy) but Tale's End does great work. Keeps commanders away, counters Thassa etc.

Laboratory Maniac personally I often have Jace in the last maybe 10 cards in the Library and Toothy with too many counters. having another way was a good choice for mne

I play Fated Infatuation//Cackling Counterpart for the Phantasmal image due to being instant.

Cyclonic Rift was already suggested, but in my Meta you need quite much interaction to stay in the game. You can't bound Toothy but this still destroys turns and wins

Azor's Gateway  Flip don't mind the exile, works great most times you have tons of cards and only one landdrop. With IsoRev filters through your deck without decking from a too big Toothy

Extract Having Omnipresent Oracles and more consitent Decks, this stops wins for 1 Mana

Perilous ResearchInstant 2 mana 2 cards for sacing your worst permanent. or Sacing Toothy to get more crads (The 2 from Perilous research won't count if you sac toothy, tho)

Overburden Even with Labman and Oracle in my deck, nearly doesn't harm you at all but, again, destroys Elfballs, TnT , Chulane etc

I still do play Mox opal, but often stuck without Metalcraft early.

Mystical dispute is great against blue spells. But really far from a good counter in any other case. Tale's End made it in for me

Personally I also really dislike Pact of Negation, having a Pact but Knowing you can't pay it makes it a feelsbad card for me. Free counter is great, but Losing isn't.

Careful Study went out for Perilous research, due to being Sorcery.

Copy Artifact Often relies on opponents. Maybe I'm missing something here, but a second Isochron is often Winmore for me.

i really love your deck, and I like the faces of new players in the LGS underestimating Toothy :D

Keep going!

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