Word of Command

Word of Command

Instant

Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands he or she controls and only if mana they produce is spent to activate other mana abilities of lands he or she controls and/or play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.

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Printings View all

Set Rarity
Masters Edition IV (ME4) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

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Legality

Format Legality
Oathbreaker Legal
Legacy Legal
Unformat Legal
Commander / EDH Legal
Noble Legal
1v1 Commander Legal
Canadian Highlander Legal
Tiny Leaders Legal
Oldschool 93/94 Legal
Magic Duels Legal
Duel Commander Legal
Highlander Legal
Leviathan Legal
2019-10-04 Legal
Vintage Legal
Casual Legal

Latest Decks as Commander

Word of Command Discussion

Azdranax on Cards that make my opponents …

6 months ago

Add a partner with black and Isochron Scepter with Word of Command can be awfully chaotic and entertaining.

n0bunga on The Deckwatch [Home Base]

1 year ago

You could try doing some pseudo slaver lock with Word of Command ?

Rhadamanthus on Does Word of Command give …

1 year ago

Because you only control the player until Word of Command finishes resolving and while the spell you make them cast is resolving, you're more limited in what you're allowed to make them do. Players aren't allowed to cast spells in the middle of another spell/ability resolving unless that resolving spell/ability is specifically telling them to cast a spell. The only spell you can make the player cast while Word of Command is resolving is the one you chose for Word's effect. For a similar reason, you can't make them cast any more spells or activate any more abilities while you control them as that spell is resolving.

When you control another player you can only make decisions for them about game actions. Conceding is a decision that's made outside the game itself, so you can't force a player to concede while controlling them.

The_Epic_Dog on Does Word of Command give …

1 year ago

Word of Command temporarily gives you control of your opponent to cast a spell from their hand while Word of Command is on the stack. Can you cast other spells from your opponent's hand if they had enough mana and the spells had flash/were instants? Can you sacrifice their creatures to Razaketh, the Foulblooded ? Can you make them concede the game?

Inkmoth on Would you just look at it

1 year ago

Word of Command I have never seen this card before, holy crap that's hilarious and fun though!

That's a great suggestion, it took me nine months to get my deck where it is. Now I'm just trying to get it out there. It's infinite combo based, so immediately I wanted to make Emmara like that but I need to take bit of a sabbatical from brewing, I am burned out lol. Now I am just enjoying the mere topic of magic without delving too deep in the strategy of it

Themastertransmuter on Would you just look at it

1 year ago

Inkmoth_: No worries, we all end up getting that way. Especially, when we have attachments to the cards we play. Shoot, building my Breya, Etherium Shaper cedh deck. I enjoyed cards like Word of Command and Mana Tithe, But alas in a competitive side of EDH. Those do not work very well in that format of commander.

If I were you, I would choose two strategies to try and attempt with the deck one as the main and the other as the back up. This will help you sort of take out any useless cards that clog the system or the flow of your deck.

SynergyBuild on Ancestral Animar

2 years ago

Daedronus,

This is a very land-light deck and Burgeoning will mostly only drop one or two lands maximum for a card. It also doesn't put counters on Animar, can't be tutored for, and is a bad draw at any time except turn one to drop a turn two Animar. Carpet of Flowers more consistently ramps this deck into a turn two Animar and still doesn't deserve a spot because just getting a turn two animar by spending a mana isn't enough, it normally has to either be free like Lotus Petal, Chrome Mox or the similar effects or be a creature like Birds of Paradise.

Venser, Shaper Savant is not useful in the same way Man-o'-War is, being that both can bounce themselves, but Man o' War can do it for half the mana, putting twice the +1/+1 counters that Venser will on Animar. This is a huge difference when you need a number of counters to cast a game-winning spell by turn 4 or trying to win right there.



helldanno due to Animar, Soul of Elements having protection from white & black, that means I assume you are running into blue/green/red removal.

Against Red Removal, Blasphemous Act type effects are unaffected by Lightning Greaves/Swiftfoot Boots, so I assume this isn't your problem. Against Lightning Bolt effects stuff like Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, Pact of Negation, and Mental Misstep can counter as well as just putting a few counters on Animar, Soul of Elements. Against Chaos Warp, we still have Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, though you could run some cards like Swan Song and Dispel can be flex slots. They also happen to slow your opponents down if they try to combo out.

Against Blue Removal, which I assume is your problem, Chain of Vapor, Into the Roil, Rapid Hybridization and Cyclonic Rift can still be blocked with Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, but also can be blocked by some of the flex slots I talked about prior.

Green removal is pretty much just Beast Within and Song of the Dryads and is generally rare, but if it is really hurting your, Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation can stop them all, and Caustic Caterpillar, Brutalizer Exarch, Ulamog, the Ceaseless Hunger can deal with Song of the Dryads type effects.

The point is, I don't see your reason for Swiftfoot Boots or Lightning Greaves, they are two mana non-creature permanents that protect things at sorcery speed, unlike the rest of the answers.


Now while I respect your opinion in your meta on the use and capability of Emrakul, the Promised End, in this deck it commonly reduces it's cost by 1-3 mana, and can be reduced by 4-7 on a mid-sized Animar, Soul of Elements like you said, so 5-10 mana on normal by turns 5-6, or mid game. Even saying it costs is pushing it and if that is the case, you should run it if your meta is overrun with decks that are ruined by it. However due to the top tiered decks normally running a high number of instants that can be used to disable their own ability, think Chain of Vapor, they could commonly stop you from ruining themselves too bad in response to the ability before their turn. Rarely can it do more than a Word of Command because of stuff like that. Even if it just killed target player, like you said about swinging in with a swoll Animar, it doesn't win you the game to kill one player.

Again, that is only the reason that it isn't good enough for JMCraig to toss it in with the goal of this for cEDH decks, but if it works in your playgroup, do it! I have only the best wishes for you and your Animar deck!


You want a backup-backup plan I think was that second-to-last line? I don't understand why you think that is nessecary, but I will go over the plan:

Main Plan : Animar + Statue + Outlet = Win

Backup Plan : Kiki-jiki + Untapper = Win

We have a backup plan, why do you assume we need another?


You seemed to argue for Tishana over Big Kozi, but Kozilek, Butcher of Truth does have other use in the deck, and I would argue is better with a pumped Animar than Tishana. It can be free if you need a wincon and have Ancestral Statued Animar, Soul of Elements to infinity and beyond and just need to win, but don't have much more mana, Kozi is free, also with Survival of the Fittest you can fetch him and discard him to reshuffle your yard back in if you couldn't otherwise get back a card. Due to the discard being the cost, you could then fetch out a card that was in your graveyard when you fetched, making a really cool Primal Command effect for and a Survival of the Fittest.

Arguing Tishana can be fetched with Fierce Empath is fair, no arguement here, and it is even a decent option, but Imperial Recruiter has a ton of much better options, like Kiki-Jiki, Mirror Breaker to copy the recruiter fetching Deceiver Exarch and winning the game. I can't think of a game I have ever played with Animar in which I wished I had a tishana to fetch with Imperial Recruiter. But yes, it isn't technically wrong.


The last thing I want to cover was one of your first points, about the lack of outlets to win with Ancestral Statue, with Purphoros, God of the Forge and Walking Ballista being the outlets of choice, if you have found problems tutoring tehm out, try also running Reckless Fireweaver. It doesn't combo with Man-o'-War or Shrieking Drake, but is still very useful.

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