Cryptic Command

Cryptic Command


Choose two —

  • Counter target spell.
  • Return target permanent to its owner's hand.
  • Tap all creatures your opponents control.
  • Draw a card.
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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Cryptic Command Discussion

wallisface on

1 week ago

I’m going to add here a description of what a control decks purpose is about, as hopefully this helps with your deckbuilding decisions.

The primary goal of a control is to win by having more resources in-hand than the opponent, while ensuring the opponent can’t do anything too dangerous on-board. In this vein:

  • you need ways to increase your hand size, to get ahead of your opponent in cards - so you need ways to draw 2-or-more cards (or, a card that draws as-well-as disrupts, in one package) Current control decks typically do this vua 4x Archmage's Charm and 2x Memory Deluge. But other options include Into the Story, Think Twice, Expressive Iteration, Cryptic Command, etc. Without a way to get more cards than an opponent, a control deck will run out of resources, and then lose to top-decks.

  • you need a way to finish the game that also provides incremental value. Control decks want creatures that 2-for-1, so that they maintain their resource advantage - so their creatures are things like Snapcaster Mage, Solitude, a cycled Shark Typhoon, or failing that manlands like Celestial Colonnade. If the creatures you use don’t provide you resource advantage, then they’re more likely to hurt your plans than help you.

  • lands are super important. You need to be able to cast resources from your hand to gain & maintain your advantage. A control deck that can’t play a land everyturn for the first 4-5 turns of the game, will very-often lose. Because a Control deck often has a near-full hand, there’s often no-such-thing as drawing “too many” lands, while drawing too-few is disastrous.

  • So, in summary, every-single-card in your deck that isn’t a land, either needs to provide some form of resource-advantage, or trade 1-for-1 with an opponents card (i.e Counterspell, Prismatic Ending etc).

Taking the above points and comparing them to your current build:

  • Deflecting Palm, Boros Reckoner, Hover Barrier, Ugin's Conjurant and Basri Ket are all bad choices as they offer you no form of resource advantage (and some of these, like the Conjurant, are just terrible in general).

  • Your selection of counterspells leave a lot to be desired. Too many if them have very specific targets on what they can counter, which isn’t ideal as it means your “resources” may sometimes be useless. A lot of these also cost a LOT more mana than what they should, considering their average effects.

  • you don’t have enough ways to gain resource-advantage.

  • your land count is waaay too low.

  • you have no “finisher” card that actually wants to be in this deck.

abanoxious on UB Control

1 month ago

Yeah, I'm not entirely sold on the Cryptic Commands either. The idea was that it would allow me to play the long game better against the Omnath, Locus of Creation decks and UW Control decks, but I'm not sure if it's the best choice for that. I like Go for the Throat because it lets me kill Murktide Regent and Primeval Titan, since both of them often can't be hit by Drown in the Loch.

abbatromebone on Jeskai Poppet

1 month ago
  • Goblin Rabblemaster could be good but you'd want to swap out a 3 drop creature.
  • Im not entirely sure if that crab is that amazing. If you arent able to handle threats your going to be over whelmed and probably just die. You need a critcal mass of tokens to function. If you snowball at all that crab is more than likely just overkill. If its neck and neck you are generally 2-1ing you remove a threat and make a token.
  • Murktide Regent can be a good SB card for when you fight tron so you can also go big, especially if you have snapcaster mage.
  • I have been seeing the modern community just running Prismatic Ending over Path to Exile it has its merits i dont think its necessarily correct but i haven't played with it either.
  • Now that i think about it running 20 lands but also having cards like Faithful Mending lets you filter your deck. Card draw in a way is filtering/fixing. Think of it like this: If i need lands i can discard spells im not casting/cant cast anyways. If im mana flooded i can just discard lands and draw more action.
  • A general tip for how to think about mana: How many double/triple/... colored spells am i running? What's my most common color? Whats my most important spell im trying to hit? Based on how you answer those determines what lands you are running and how many of each. Theres a bunch of math articles i could show you most people arent here for math so i wont go over it.
  • Although i did comment about your SB I wouldnt fret to much over it (if you are) until the final deck is settled so you know how to adapt your game plan best.
  • I think the game plan might be to reduce the number of 3 drop creatures we want. T3 casting something then having lots of interaction should win us the game. Then using Counterspell or depending on how we feel about mana just having Spell Pierce or something could be good.
  • I don't think this is a good idea but felt i should mention it Cryptic Command already 2 for ones. But it can act as a pseudo board wipe by tapping they whole board on their side, making for an explosive turn, while doing another affect and making creatures.

  • this feedback was a little more all over the place but there were more than one direction to take this so i split the paths to give an idea of what each way might look like.

TypicalTimmy on Sikozen of the Red Sea

3 months ago

seshiro_of_the_orochi, when you say it wouldn't pass the vanilla test, what do you mean by that? What is the vanilla test?

My thoughts were that the way the deck is run is mostly instant / sorcery spells for effects; counterspells, cantrips, targeted burn or bounce, etc. You'd basically play hard and fast and force the boardstate to grow with 1/1, 2/2 and maybe even 3/3 sharks. Occasionally you may drop a 7mv spell for a huge 7/7. Note, Cyclonic Rift only nets you a 2/2.

The real, I would say "wincon" is in the tap ability. Imagine you have 5x Sharks in total and you activate him. Nice, 5 damage. Whatever, not too bad.

Rings of Brighthearth copies it for an additional 5 damage.

Illusionist's Bracers can copy it, so can Lithoform Engine and some others. Strionic Resonator can copy the first triggered ability; So if you cast a spell such as Cryptic Command, you'd normally get a 4/4 Shark token. With Resonator, you can make a second 4/4 Shark.

You can also stack damage via Jeska, Thrice Reborn or Furnace of Rath or others. Impact Tremors and Purphoros, God of the Forge also work wonders in this deck.

Shark Typhoon gets you even more Sharks, and these ones have Flying! :D

Want some more?! Spark Double and Sakashima of a Thousand Faces and Helm of the Host and others to bypass the legendary rule, making you get tons of Sikozen for tons of stackable Shark triggers, blowing up that activated ability!


Clone Legion would net you a huge fucking 9/9 AND would DOUBLE EVERY SINGLE SHARK TOKEN IN PLAY -- AND, omg AND because the trigger is on the CAST of Clone Legion, your beefy 9/9 boi is in play when it resolves, GETTING YOU A SECOND 9/9!!!

And we haven't even BEGUN to talk about untap spells!!

Have 5x Sharks? Boom, tap for damage. Untap, BOOM GET A SHARK AND TAP FOR MOAR DAMAGE - This time 6x Sharks are seen!

Seriously this deck could go off-the-walls with interactions, and I love it so much <3

I'm probably going to build Sikozen this weekend and hope I can find a group that let's me run him :D

RNR_Gaming on Synergistic Win-Cons for Kotori, Pilot …

3 months ago

Go wide and use tempo cards. Things like Cyclonic Rift, Settle the Wreckage and Cryptic Command open up your opponents to taking massive damage. Top that with some extra turns like Time Warp and you'll have some nice easy claps.

Though I'm assuming you want something a tad more flashy so Akroma's Will or Elesh Norn, Grand Cenobite are probably what you're looking for. There's also True Conviction and Cathars' Crusade but I feel they wont net you as much value in a vehicle style deck.

wallisface on MegaMill

4 months ago

Some thoughts

  • mill doesn’t want to be running any creatures other than the crabs. Undead Alchemist is very slow and very clumsy. By the time he can attack (turn 5 at the earliest) the game’s usually already pretty-much over anyway… so at-best he’s a 4-mana mill 4. That’s a terrible deal.

  • I would also say generally, Cryptic Command is a bit too slow for mill. Mill decks want to control the game early, to set up for a win when the opponent stumbles. By the time you’ve reached 4 mana, you want to be looking to close the game out. Cryptic won’t help you at the times you need it (i.e turns 1-3).

  • Every mill deck wants to be running 3-4 Surgical Extraction mainboard (or, on a budget, Extirpate). Being able to strip a key card from your opponents deck early-on is how mill can gain a winning advantage in a huge range of matchups. Not being able to do this makes the deck far weaker.

  • i’d recommend 2 copies of Crypt Incursion to help outlast creature-heavy builds.

  • your mill-card count feels pretty low. Consider at least running the full playset of Maddening Cacophony

SynergyBuild on Deep Saga

4 months ago

zapyourtumor I fully agree those would make it better. In its current form at least. My current strategy however is seeing if DRC+Loam+Reclaimer in a similar style to Rock's Daga can work. Might go Gruul for better mana or go junk to test Witherbloom Command.

Really want to see how deep DRC and loam can dig for value, with Lurrus, Loam, and Wrenn to use both of their yard filling capacities for value.

This initially started out as a Sultai brew attempting to use Gifts Ungiven to put cards like Life from the Loam, Academy Ruins, Crucible of Worlds, Urza's Saga, Mystic Sanctuary, fetches for MS, and Cryptic Command alongside powerful recursive artifacts like Walking Ballista or Oblivion Stone with the Ruins and loam to get it back, toolboxing a recursive engine that had so many options for how to lock down a game you just needed to decide what's best for the situation.

In the end I found loam was great, and wanted to find a good midrange build for it. Thought DRC would be sweet, ended up taking it out after some testing to see how much worse it is, and made other lists after. I'll update this one as this pile isn't the final product at all.

wallisface on UG Erayo Control/Lock

4 months ago

Some thoughts:

  • You need a way to reliably get Thrasta, Tempest's Roar into your hand, as it appears to be the only way you'll be able to apply pressure. Unlike traditional control, you have a lot of Thrasta-enabling pieces clogging up your deck, so I don't think you can rely on keeping control of the game for long before your opponent starts being able to enact their plans. Traditional Storm decks get what they need efficiently by having loads of draw-cards in their decks, so maybe that's a good avenue to explore?

  • 20 lands fees super low, especially when you're running 4cmc stuff like Cryptic Command and Paradoxical Outcome (and you're going to need more than just the to cast Thrasta, Tempest's Roar also... feels like you need to reach 5ish lands??) I would think you'd want 23 lands as a minimum (Waterlogged Grove'd be good additions as you can always draw from them if you're flooding)

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