Ray of Command

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Jace vs Vraska (DDM) Common
MTG: Commander (CMD) Common
Masters Edition II (ME2) Uncommon
Battle Royale Box Set (BRB) Common
Fifth Edition (5ED) Common
Mirage (MIR) Common
Ice Age (ICE) Common

Combos Browse all

Ray of Command

Instant

Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it.

Price & Acquistion Set Price Alerts

CMD

BRB

5ED

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Ray of Command Discussion

acht_deck_manager on All Your Base Are Belong To Us

10 months ago

Some cards I definitely want to think about putting in and looking to see if I have copies of

Cards I think I'm willing to cull:

I will probably pull out Braids, Conjurer Adept too, albeit I've been itching to play her in something ever since I picked up a copy. On the fence about it because I can be.

Probably should add in some more draw too. Thinking Blue Sun's Zenith could fit in among other things

soevilprofchaos on THE BEST (probably) PARTNER COMBO?!

11 months ago

Yeah that's a tough one, Eldrazi are the bane of many control decks especially permission decks. Still there are many ways to deal with them.

  1. If you stomach running expensive counter spells then Summary Dismissal does the job, but its not very mana efficient. A more expensive but more flexible version is Time Stop. Which has the advantage of saving you from lethal attacks stop opponents from being able to do things main phase. Though it wont stop the triggers, Desertion is great at giving you advantage when your opponents play eldrazi. If you want something that isn't great but pretty funny when it works out you can play Overwhelming Intellect.

  2. Perhaps one of the best ways to stop eldrazi players is to punish them for playing them. Bribery along with Control Magic variants accomplishes this well, because even if you dont get the cast trigger, a giant creature is still a giant creature. A less permanent version of this effect is Slave of Bolas or Ray of Command, which has the advantage of not letting your opponents untap before it hits.

  3. If your problem is opponents repeatedly casting their eldrazi commander Nevermore or Meddling Mage can stop a Kozilek, the Great Distortion player from nonstop casting, drawing into mana rock and casting it again.

  4. Of course you could just stop them from being able to cast spells for a turn that the mana through Orim's Chant and Silence. Which are two cards that are much better in your deck due to the amount of card draw and wheel effects.

  5. Eldrazi are pretty expensive so all the land destruction and mana denial cards like Armageddon, Cataclysm, Winter Orb, Stasis and Cephalid Constable can slow down your opponent long enough that your on board effects kill them.

Unfortunately, the eldrazi were designed so that they would be hard to answer efficiently, so there is not a lot of amazing ways to deal with them if the opponents have enough mana to cast them.

rolfMTG on Tibor and Lumia in progress

1 year ago

There is a little stack of cards in this deck that I would most certainly cut;

First, the creature-takeover cards. They seem pretty good, but you must make sure to focus on one thing. So Ray of Command, Act of Treason and others.

Second, the other cards that take over your opponent's cards:Confiscate, Charisma, Annex.

Also I'm not a fan of the Equipments and any of the creature-based cards in this deck, as the Izzet guild's strongest point is spells.So cut Teleportal, Assault Strobe, Psychotic Fury, Fury Charm, Curiosity, Pemmin's Aura, Basilisk Collar, Gorgon's Head, Neko-Te, Lightning Greaves...

Also, these cards I don't think fit the deck very well.-Dark Depths.

-Riftwing Cloudskate

-Peregrine Drake and Cloud of Faeries

-Hunted Dragon and Hunted Phantasm

-Grafdigger's Cage!!! You should NOT play this card. It blocks out Melek and isn't of much use.

-Tormod's Crypt

-Staff of Domination

-Sun Droplet

-Claws of Gix

-Copy Enchantment

-Whelming Wave

-Acquire and Fabricate

-Hurkyl's Recall

The rest of the cutting you'll have to do in the burn package. Hope I helped, please check out my thopter deck:THOPTERS!!!!! .

BeavisCorholio on The Zedruuist Manifesto

1 year ago

Instead of Ray of Command you could use Reins of Power

erabel on Talrand and His Minions of Flying Doom

1 year ago

Your list looks really solid as it stands. I like how you're going for a lot more interesting effects like Ray of Command and Clone Legion rather than the boring ol' "cantrips and counterspells" kind of stuff.

A few suggestions/questions:

  • Starting with suggestions, High Tide is an extremely cheap (under a dollar) card that is absolutely incredible. Sure, some people will accuse it of being solely a combo card, and it can be that, but I've used it just to play Talrand turn three, or to allow me to play two or three five-mana spells in a turn, without wanting to combo off. The fact that it benefits your opponents also running blue is a small price to pay.
  • Acquire is around two dollars, and can be pretty interesting to play with. I've taken the standards like Sol Ring and Gilded Lotus, but also Darksteel Plate and even Whip of Erebos, just for the life swing. Your deck shows a willingness to play with your opponent's stuff, so I thought I'd leave that suggestion there.
  • Turnabout is a bit more expensive (currently around four dollars), and also has the reputation of being a combo piece, for good reason. This combined with High Tide and a Jace's Sanctum effect have caused some massive swings in my board state before. But it's also just an extremely flexible tempo card. Tap down a threatening player's lands before they have the chance to combo off, untap all your creatures as a surprise blocking option, tap down someone's creatures at beginning of combat... It's so, so worth the money. Again, you said that combo isn't your thing, so you don't have to run it at all. Just my two cents.
  • A few cards that I'm not criticizing, just that I've considered running before and want to hear your thoughts. What have your experiences been with Soldevi Excavations? Veilstone Amulet? Epiphany at the Drownyard (I know this one specifically is pretty new, so if you don't have too much to say about it, that's fine)?
  • Finally, are there any specific things you've been having problems with while you're playing that you'd want my specific advice on? My Talrand deck isn't the exact same, but it's similar, and I can make some broad suggestions if you're having trouble, say, hitting your land drops, or refilling your hand after a big play.

Again, deck looks really really sweet, and I hope you're having fun with it. +1.

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