Choose two —
Counter target spell.
Return target permanent to its owner's hand.
Tap all creatures your opponents control.
Draw a card.
|Have (3)||, Forkbeard , gildan_bladeborn|
|Want (9)||Bibo895 , 23ChickenWings , PagHimself , sebbyk , GoldenSteel , solakram , TheLoraxAllMighty , HilterAfold , kjKaioken|
Combos Browse all
- Cryptic Command + Snapcaster Mage
- Cryptic Command + Eternal Witness
- Cryptic Command + Mystic Sanctuary
|Commander / EDH||Legal|
Cryptic Command occurrence in decks from the last year
- Cryptic Command Modes
- What's the effect of casting a counterspell with pyromancer ascension?
- Spellskite and Cryptic Command?
- What is the correct way to communicate that you are skipping to a phase/end of turn without declaring each phase/step?
- why is it that when you cast a modal spell izzet charm you have to name what mode you're choosing before the spell resolves?
Latest Decks as Commander
Cryptic Command Discussion
6 days ago
Thanks, shwanerz88. I think I agree on those two draw spells. I subbed in Force of Will and Cryptic Command. Now just need two more cuts, lol. Also thinking about bringing Smothering Tithe in, but would need another cut from the draw package. Thanks, again!
1 month ago
A big part of what makes sanctuary so good (imo) is that these decks
1: Get to draw so many extra cards because of planeswalker cards that the card 'disadvantage' (not really, it's more like scrying a good card to the top of your deck with upside) is negated and you get the card back immediently and still draw relevant cards (sometimes just more lands, for more mana or fetches to find more sanctuaries, but also removal and more counterspells. Basically, you already have card quantity, and adding this land gives you card quality).
2: Already had up to eight uses of Cryptic Command because of Snapcaster Mage (already a incredible ammount of CC uses if you ask me) and they also get to play 4 Archmage's Charm as another incredibly flexible counterspell. This land setting up for an additional 4 uses of CC (now up to 12, and this is not counting the cryptic lock which isn't usually worth it unless you have won) means that once control decks have "set up" they can cryptic command almost every relevant spell in your deck without having to give up card slots for the extra four counterspells. Not to mention that the extra counterspells you just added to your deck don't have to be counterspeells.
1 month ago
So the sanctuary lock with Cryptic Command is a real threat - though more often than not its just a way for the control player to demonstrate that they’ve won to the opponent when the game’s effectively over anyway.
I think sanctuary will only see a ban if control becomes a bigger part of the meta, and people start abusing it far more than they are now (thinking Terminus feels rude). I do think the card will see a ban at somepoint as it does create design restrictions going forwards, and while not overpowered, does create boring gamestates.
My reservations over it getting banned anytime soon stems from there just being other cards out there wizards seem to be keeping a closer eye on at the moment
1 month ago
I’ve been a little out of the meta recently but from what I’ve experienced in the past I don’t think sanctuary would need a ban. It is not truly repeatable use unless you are bouncing your own lands every turn which would be bad or you are fetching for a new one every turn which would allow you to do it up to 4 turns in a row. 4 turns in a row of Cancel is definitely nothing to sneeze at though so let’s consider that scenario. In said scenario you are not putting the card directly in hand, rather to top of library. This means that you are not gaining card advantage so much as you are making sure you draw a counter spell each turn. Also great but far less oppressive than a cheap repeatable counter truly would be. For comparison to the cards that were “too busted” to be printed, the counter land would be able to be used the turn you play it (unless it came into play tapped which wouldn’t be as bad but would need to cost more than 3 due to the tax on versatility of a land counter spell combo) this requires you to wait a turn or have an instant speed draw in order to use it in respond to a spell with it. As for the Cancel that put itself on top of deck, while that is the effect of this scenario there is more set up in the fact that it requires fetch lands to consistently pull off, takes up your land drop for the turn, and is limited to 4 uses in practice.
If the returned card is something like Cryptic Command where you are getting additional value out of the counter then this gets significantly better but I don’t see this as ban worthy unless other decks start having troubles dealing with it and at least from a cursory glance at mtg top 8 there are plenty of other decks that are able to compete with it.
2 months ago
Maybe this does not fit into this category, but I recently played a game of EDH with my Jodah deck, and attempted to clone Extinction Event. I know about that when you clone thing like Cryptic Command you can't choose new modes, but if you look at those mode choosing cards, they are like this:
Choose one or more:
The options are in 'notes' under the text of the card. However... With Extinction event it's not like this. So I am curious if there is any exception for cards that are worded like Extinction event.
2 months ago
Vinman- Granted, my experience with the newer build of the deck is still limited thanks to COVID, but Eliminate can be better in certain situations. Instant speed means it can handle manlands and haste creatures better than Thirst, but for me against a deck like the new RB Scourge/Shadow, I like the mana efficiency more. The important spells in mill often cost 2 mana, so having more plays for a single mana makes your turn 3 better in comparison. Your main interaction in Drown in the Loch is already 2 mana, and it can handle most things later in the game. It's those crucial early turns where the aggro decks can get under you, so I feel that the 1 mana answer is worth it over the instant speed. The flexibility of thirst is good since if you draw it later in the game it will still be able to handle a large creature or PW in case you need it to. Eliminate is still a fine card, but it will depend on the meta you play in. I know that's the cop-out answer regarding SB choices, but it's honestly true.
Also Ensnaring Bridge is straight gas in the deck. If jund (read: Kolaghan's Command and Abrupt Decay) continues to go on the decline, it might even be worth adding to the main deck again. If your opponent can't answer it, it will buy you near infinite time to draw into the mill spells you need to win. It's not good against T3feri decks or Cryptic Command either, but against decks like humans it can single-handedly win. The rise of Skyclave Apparition in multiple decks makes it risky to run now as well, so once again it will depend on what you think you'll come across as far as if you want to run it in your SB. Historically it has won me many games, but the current meta may be hostile towards it so I'm not running many copies. Bontu's Last Reckoning might be what you want in its place if you decide to really hate on creature decks.
Stern Dismissal isn't worth a slot imo. It's worse against the heavy aggro decks at killing creatures, and many of those creatures have good ETB abilities or haste anyway. It actually is better against leylines than Feed the Swarm, but Maddening Cacophony, Mesmeric Orb, and Ruin Crab get around leyline naturally, so leyline isn't as much of a death knell as it used to be against us. Feed only loses life equal to the cmc of the creature, so it's worth killing a large goyf, Scourge of the Skyclaves, or even Uro, Titan of Nature's Wrath for a little life. This is the slot you might prefer Eliminate in if you don't forsee the need to remove enchantments. I like the unconditional flexibility it offers just in case I come across the random enchantment deck, so that's why I use it in my SB.
As an aside, I agree with all of the land changes SentinelElf2711 suggested. I'd even consider swapping the mikokoro and another card for another 2 blue fetches or Prismatic Vistas for extra landfall triggers.
3 months ago
ellie-is: here is the update from today:
- Game1 Esper Control: Got good starts in both Matches
- Game2 AspiringSpikes Jeskai Wildfire:
-- Match 1: Mulligand to 5 with still 1 Land -> Conceded turn 3 to opponents Teferi, Time Raveler with only 1 Land myself
-- Match 2, the good case happened: Got 4 Birds out of Battle Screech Turn 4 and won Turn 6 with them :)
-- Match 3, the bad case happened: Got my board cleared with Supreme Verdict, played but was not able to flash back Battle Screech afterwards and then lost the game to Cryptic Command + Mystic Sanctuary + Jace, the Mind Sculptor :(
- Game3 Temur Taking Turns:
-- Match 1: Opponent was able to keep his head above the water with Uro, Titan of Nature's Wrath's Lifegain and Cryptic Command-Tap my Team. Did not draw any "Virtues" and lost to the combo with 13 1/1 creature tokens onboard
-- Match 2: Opponent got down a turn 1 Wrenn and Six due to Gemstone Caverns and was able to ping down my early tokens, played an Anger of the Gods turn 4, slowed me down with Jace, the Mind Sculptor & Chandra, Torch of Defiance and won with his combo turn 7
Conclusion: the games where overshadowed by my lack of sideboard cards against control and not by Battle Screech alone and I need more playtests, do you have any suggestions ?
The MonoW manabase felt a lot better than the Orzhov manabase indeed
I don't think that cutting on the 2-Drops is a good idea due to the low landcount and Windbrisk Heights coming into play tapped (sometimes turn 3) , it would be possible to run a split between Battle Screech, Spectral Procession and Lingering Souls.
3 months ago
Thanks so much NinjaKitty778 for all the great suggestions! I especially like the ideas of Invisible Stalker, Heroic Intervention and Cryptic Command, but I'm not sure what to remove for them. You have also given me many ideas for the sideboard so thanks.