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Rules guide · Instant

Cryptic CommandHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Star Trek Commander· November 13, 2026
Carte Magic Cryptic Command

Cryptic Command is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Choose two — • Counter target spell. • Return target permanent to its owner's hand. • Tap all creatures your opponents control. • Draw a card.

Complete guide

Cryptic Command is the ultimate toolbox for blue mages, offering unmatched flexibility at the cost of a strict mana requirement. Whether you need to stop a spell, clear the board, or simply find an answer, this iconic instant provides the perfect combination of effects for any situation.

Modal Mastery

When you cast Cryptic Command, you must choose exactly two of the four available modes. These choices are made at the time of casting and cannot be changed later. The spell’s targets are determined based on the modes selected: the first mode requires a spell on the stack, the second requires a permanent on the battlefield, and the third and fourth modes require no targets at all.

Resolution Step-by-Step

First, the game checks if the chosen targets are still legal. If you chose two modes and at least one requires a target, Cryptic Command will only resolve if at least one of those targets is still valid. If all targets become illegal (for example, if a targeted spell is countered by something else first), the entire command is removed from the stack and none of its effects happen—including drawing a card. If the spell resolves, the effects happen in the order they are printed on the card.

Common Pitfalls

A frequent mistake involves targeting a permanent and choosing to draw a card. If your opponent removes their own permanent in response (giving it hexproof or sacrificing it), you will not draw a card because the only target for the spell became illegal. Additionally, remember that the 'tap all creatures' mode only affects creatures your opponents control at the moment the spell resolves; it does not prevent them from playing new creatures with haste later in the turn.

Strategic Timing

Cryptic Command is often best used during an opponent's turn to disrupt their tempo. Using the 'tap all creatures' mode during an opponent's beginning of combat step can completely negate an attack while simultaneously letting you draw a card or bounce a problematic land. It is also a powerful tool in counterspell wars, allowing you to stop a threat and return a piece of your own utility back to your hand for reuse.

Interaction examples

Protecting Your Resource Flow

Your opponent casts Frantic Search to dig for answers. You cast Cryptic Command, choosing to counter the Frantic Search and draw a card. Since the Frantic Search is still a legal target upon resolution, it is countered, and you successfully draw your card.

The Illegal Target Trap

You cast Cryptic Command targeting an opponent's creature to return it to their hand and choosing to draw a card. Your opponent responds with Fierce Guardianship, targeting your Cryptic Command. Because Fierce Guardianship counters your spell, Cryptic Command is removed from the stack. You do not bounce the creature, and you do not draw a card.

Maximizing Value

During your opponent's upkeep, you cast Cryptic Command alone. You choose to return a land they control to their hand and tap all creatures they control. This effectively limits their mana for the turn and prevents them from attacking you, buying you a full turn of safety.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Cryptic Command

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You choose both modes as you cast Cryptic Command. You must choose two different modes.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Look at both chosen modes to determine how many targets Cryptic Command has, if any. If it has at least one target, and all its targets are illegal when it tries to resolve, then it won’t resolve and none of its effects will happen. For example, if you choose the second and fourth modes, and the permanent is an illegal target when Cryptic Command tries to resolve, you won’t draw a card.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatormodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduelpredh
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