Cryptic Command

Cryptic Command

Instant

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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Trade

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Want (5) TheMagicFanatic , DeadKingsx , Darui , Jetkb , amitgd

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Modern Masters 2015 Edition (MM2) Rare
Modern Masters (MMA) Rare
Lorwyn (LRW) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Block Constructed Legal
2019-10-04 Legal
Pauper EDH Legal
Oathbreaker Legal
Legacy Legal
Pauper Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Cryptic Command Discussion

ThisIsMyAccount on Fact or Fiction deck Idea …

1 week ago

A large reason Fact or Fiction isn't played is because Cryptic Command usually takes up the four mana slot in decks that would want Fact or Fiction. As great and iconic as it is, FoF just isn't what a lot of control decks want.

I believe FoF can still be playable though in decks that play blue that are not focused on control. You can sort of min/max the value of the card by playing it in decks that use the graveyard to some extent. I wondering if like a simic midrange deck that runs cards like Uro, Titan of Nature's Wrath, Tarmogoyf, and Fact or Fiction could be something worth considering.

I made a pretty sweet modern deck that uses FoF in the mainboard: Knightfall - EOTFOFYL

PurePwnage on So I am Told

1 week ago

CrazyChucky, the whole point of using Living End in combination with As Foretold is to cast our cycled creatures and swing...

I'm not too concerned with synergistic effects or etb abilities, the point is to swarm the board with evasive creatures while drawing into our deck as much as possible thanks to cycling, counter magic, and other draw spells. We use Cryptic Command in order to tap down our opponent's blockers and swing for lethal with up to eight creatures all in one simultaneous turn.

There's really only a few draw backs and they are graveyard hate and spells that exile.

Daron6 on Grixis Cruel Control w/ Discard

3 weeks ago

Hi! I'm not a control player (I only play tempo-delver decks), so I'll try to help you.

1) Removal, 4 electrolyze is a LOT, seriously play 1-2. Terminates and other stuff is OK.

2) 24 lands, I would recommend playing more two colour lands, like those ones who enters tapped unless you control an island/mountain or swamps, is not a good idea fill the deck with basics in a 3 colour deck.

3) Go to 4 inquisition and 4 pushes.

4) Where are the cantrips lol? : 4 Serum Visions yes or yes and 4 opts. Think Twice for card advantage.

5) counters: I have a recipe for counters and works 90% of the times, 3-4 Mana Leak, 1-2 Spell Snare, playing control decks I would recommend Cryptic Command but is not budget friendly xddd, so go to a 3 Mana counter (or Logic Knot) and 2 negates.

6) This is not a mill deck so Mind Funeral doesn't fit at this deck.

7) you need a BIG finisher like 2 Tasigur, the Golden Fang, Pearl Lake Ancient.

Well, hope I helped you a bit :).

Poseidon31 on No one will finish a game with me...

3 weeks ago

You need more landdisruption. Surging AEther, Regress and Resounding Wave are some more.

Dictate of Kruphix for overdrawing. Magus of the Wheel for Fading away the lands in hand.

Delver of Secrets  Flip for aggressiv attacking.

You dont need Cryptic Command. Mana Leak works perfectly without lands and is cheaper to do a lot more a turn.

If you constantly can bounce, then they cant play anything. Blood Moon and Trinisphere dont make anything. Play more disruption.

itachi45 on crab tribal mill

3 weeks ago

Great!

Well, my first suggestion is 12 fetchlands, any of which fetch blue. Scalding Tarn, Flooded Strand, and Misty Rainforest to name a few. Also Field of Ruin to force through your Archive Traps if your opponent isn't cooperating.

Cryptic Command comes to mind for maximum diversity, and well as maybe one or two miser copies of Fraying Sanity since you're in for the long haul.

If you want to splash into black, you get access to things like Drown in the Loch and Glimpse the Unthinkable.

mtgplayer100 on Mono Blue Delver (Tempo)

4 weeks ago

With Cryptic Command, Archmage's Charm, Deprive and etc., you need to have untapped blue mana for the first 4 turns basically. Your deck is tempo, so you can't really afford a slow start. I would personally either play more lands or cut the ruins. As for tron, Ceremonious Rejection and Damping Sphere are cards that comes to mind that does help a lot there.

I think you just have to accept that there are limitations to what you can do with only 1 color, without disrupting your own game plan.

SynergyBuild on Attempt for a new format

1 month ago

VampDemigod Sadly, Cryptic Command + Mystic Sanctuary is definitely not infinite, you can only draw Cryptic every other card.

SynergyBuild on Spellchaser Banlist

1 month ago

Daveslab2022 Force of Negation was the better card, as it shut down both recursion on the front of Mystic Sanctuary loops, and Life from the Loam's dredge. It's much more aggressive text is being able to exile.

That being said, Mystic and Loam didn't need an upgrade, they already were together in Simic/Bant piles that were completely unbeatable for other decks statistically in a best of 3.

Those decks were too consistent at setting up engines, and were only preyed on by a Sultai Scapeshift deck running full copies of Force of Negation and Cling to Dust that could exile the loam and targets for Sanctuary. With Mental Misstep in the format, Force of Negation was the better card, and was run as a full playset in effectively any deck just to beat Loam piles.

As is, without Force of Negation, either Life from the Loam needs to go, making Scapeshift/Field of the Dead piles the only viable list, or Mental Misstep needs to go, allowing Cling to Dust to be a viable answer in the format. Banning Mystic Sanctuary and Force of Negation just targets blue too much despite their dominance, as UG piles are the issue, and removing Sanctuary just makes all-in Field of the Dead the goal, which while slightly less powerful, as Cryptic Command loops are easier to set up, they also make each deck a little different, as you have to decide to split the deck for both islands to get to sanctuary or different named lands for Field, or some mix that ends up meaning the deck overall suffers consistency.

I am running Simic Land Control (Bant Field Spellchaser), and the only change in the update is dropping the 4 of Force of Negation and 1 Gitaxian Probe (used to see if your opponent had a force before loaming) for 2 more of Force of Will, a Finale of Revelation, and Archmage's Charm (steals any non-land permanent like a flipped Westvale Abbey  Flip or Dark Depths token or counters or draws) and another land.

I also swapped Finale of Glory for Martial Coup and made a few land swaps, but not much else.

Basically, I could swap around a few counterspells, and some lands, and now my deck, the deck that went 43/0 so far against the field, with no game losses, let alone match losses, against any deck other than my own variations of Sultai Scapeshift when I piloted both, is now better due to the ban, despite it being the best deck before the ban.

I mean now the format is less balanced, but I'm down to keep winning!

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