Cyclonic Rift

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Cyclonic Rift

Instant

Return target nonland permanent you don't control to its owner's hand.

Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")

clayperce on 1st commander deck

1 month ago

First: Welcome to Commander!

Second: I recommend starting a thread over in the Commander Deck Help Forum, asking for help.

OK, now for some thoughts ...

  • There's no subtle way to say this, so I'll just say it: I'm pretty sure your game shop is WAY more interested in selling you pricey cards than in helping you develop as a new Commander player. Urza, Lord High Artificer, Cyclonic Rift, Mystical Tutor, and Rhystic Study are all amazing cards, but they're called "Game Changers" for a reason: They will totally warp the game if you play them and--more importantly--they will TOTALLY mark you as a competitive player to the other players on the table ... and if you're not prepared for that, you'll be pummeled. Urza, in particular, is one of the best Commanders in the game (until recently he wasn't even allowed as a Commander in Brackets 1 or 2), and I would NEVER recommend him as a Commander to someone who describes themselves as "not a very competitive person". Worse though, while Scalding Tarn is a great card in any deck with Red, there's absolutely no reason to run it in a Mono-Blue deck.
  • When asking for help, it's a good idea to state what kind of a budget you're on. You've got some pricey pieces, but maybe you want to keep the price down on the rest of the cards? Or not ... either way is totally cool, it's just about getting recommendations that will be the most helpful.
  • When first starting out, I totally recommend checking out other decks ... you can ask questions of the authors, and playtest them to see what works for you ... it won't be long and you'll be helping out other people! Here are some Urza decks that people have been working on recently and here are the top-rated Urza decks on the site.
  • All that said, if I wanted to play an Urza Deck, I'd probably start with something like this: Urza Starter Pack.

Good luck (and good skill!) with Urza and again: Welcome to Commander!
Cheers!

MortisAngelus on Atraxa's Counter Top

5 months ago

@indieinside

Thank you for the suggestions! Yavimaya could maybe be a possibility, but at this price, I probably should focus on fetches instead. Urborg will remain a wet dream just like Rhystic study and such priced cards.

It was supposed to be more or less somewhat budget friendly, which is evident from the land base. Things like Cyclonic Rift were purchased during their og releases back in the day (good times). Atraxa herself was a bit heftier, but I have always spent a bit more on the commander of my decks. Plus it is Atraxa

However, I went a bit crazy this week and ordered the Danny and Galadriel, along with Arwen and Seymour and his servant. Usually I do not sploosh 10 eur per card, but hey... Danny is too good not to have. And Galadriel... Well.. she's just gorgeous (and my backup plan for fusing this Atraxa deck and my Voja deck; the Voja deck might be too OP for my playgroup.)

But otherwise I am a max 2-3 bucks per card kinda guy.

Any other (relatively budget, sub 5 bucks) improvements you would suggest? I want this deck to be more mid tier, as I have Xenagos, Voja and Miirym for beating the living shit out of people with.

Balaam__ on It’s just Merfolk and Turtles

7 months ago

Blue is undisputed king of countermagic. There are too many spells to list here, but you’ll find has everything from bounce, tempo and traditional Counterspell to combinations of those effects like Cyclonic Rift or Memory Lapse. The vast majority of these types of spells are EDH legal as well I believe, and not all are expensive—there are plenty of budget friendly alternatives. You’re sure to find whatever you specifically need.

shadownovaa896 on Niko Blink (feedback welcome)

7 months ago

I appreciate the suggestions, I'll take a look at what all I should cut. As for the swifties, I put them in mostly as a way to protect a few of the bigger enders I was looking at putting in that me using Niko on wouldn't really help out like Soulherder or Mondrak, keeping some of those cards, and doing it for free is just helpful, but I'll definitely look into seeing if Swifties work better. As for the Game Changers, I was thinking between Rhystic Study, Smothering Tithe, Cyclonic Rift, Panoptic Mirror, and Gifts Ungiven.

Voodoo_Gremlin on Niko Blink (feedback welcome)

7 months ago

I say this with not much experience with blink decks. The Lightning Greaves does give protection and the equip cost is only 0 but, it blocks almost all the blink spells in the deck. You may want to replace it with Swiftfoot Boots. If you just want to slap it on Niko and just have them protected from spells great. If you'd like to try and make more shards by blinking them you may want to consider the change I'm suggesting.

Also, do you have any thoughts on what you're game changers will be? Not sure what your budget would be but I'd recommend Cyclonic Rift, Mystical Tutor and Rhystic Study. I'd suggest pulling and Acrobatic Maneuver, Decanter of Endless Water, Legion Loyalty (good in the deck but so expensive to cast)

VladMarkov on First

8 months ago

I reckon, what the deck really needs, is lots of cheap spells that can be cast on every player's turn, to get the most value out of the flurry mechanic. The game plan should be to cast Shiko and Narset, Unified on turn 4, prepare the board beforehand, and then spam small, damage-dealing spells that can easily be brought back with tricks like Underworld Breach, Lier, Disciple of the Drowned, or by recasting copies with Narset, Enlightened Exile. You could then replace draw-discard effects with more "pure" card draw options like Treasure Cruise (if you have a lot of cards in your graveyard), Quick Study or flexible draw like Flame of Anor. The main gameplay should revolve around cheap, repeatable spells, but there can also be some utility from the Magecraft mechanic. Most importantly, the deck should keep continuous pressure on opponents by dealing large amounts of damage through copying small spells.

Must have: Path to Exile, Cyclonic Rift

Useful: Cori Mountain Stalwart, Devoted Duelist, Monk of the Open Hand, Ashling, Flame Dancer, Jori En, Ruin Diver, Ledger Shredder, Smoldering Egg  Flip, Burst Lightning, Electrolyze, Virtue of Courage, Fire / Ice, Galvanic Blast, Heartflame Duelist, Ionize, Lightning Bolt, Lightning Helix, Lightning Strike, Magma Jet, Parch, Play with Fire, Punishing Fire, Risk Factor, Sacred Fire, Searing Spear, Shock, Skullcrack, Thunderbolt, Wild Slash

Possible: Taigam, Master Opportunist, Breeches, the Blastmaker, Gale, Waterdeep Prodigy, Rammas Echor, Ancient Shield, Storm of Saruman, Turn / Burn, Price of Progress, Finale of Promise, Increasing Vengeance, Frolicking Familiar, Molten Influence, Slaying Fire, Wizard's Lightning,

TypicalTimmy on Card creation challenge

10 months ago

Enemy of my Enemy

Enchantment

As Enemy of my Enemy enters the battlefield, choose two target opponents.

Those opponents can only attack each other.


Going to dox myself a little bit here.

I live in Illinois.

We are on a sever tornado watch for like half of the state right now.

Make me a legendary tornado elemental that isn't just Cyclonic Rift on a stick

Argy on Game Changers & Brackets

10 months ago

I don’t think you understand what is meant by “game changer”.

It sounds as though you think it means “game winner”.

A Cyclonic Rift changes the game on the spot. That may not mean that the person who playe it instantly wins.

However it does mean that the board state instantly changes.


This idea constantly gets put about in Magic that everything is fine, because everything can be countered.

StuBi and I were talking this morning about our exoerience as new Commander players.

Once people found out that he had counterspells in his deck, they pressured him to counter every spell THEY didn’t like, saying it would make him win.

Not everybody abouid be forced to play

players shouldn’t be pressured to use their counterspells for the whole table. That is remarkably unfair to them.

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