Word of Command MTG Card


Word of Command can unexpectedly swing games by using opponent’s spells against them. Instant speed allows for flexible and disruptive gameplay, challenging opponents’ strategies. While powerful, it demands careful play to avoid a high cost for minimal gain.
Card setsReleased in 8 setsSee all
Mana cost
Converted mana cost2
RarityRare
TypeInstant

Text of card

You may look at opponent's hand and choose any card opponent can legally play using mana from his or her mana pool or lands. Opponent must play this card immediately; you make all the decisions it calls for. This spell may not be countered after you have looked at opponent's hand.


Cards like Word of Command

Word of Command stands as a unique piece in the strategic puzzle of Magic: The Gathering. Its effect, which allows a player to control another player’s turn, might remind veterans of the similarly disruptive chains crafted by Mindslaver. Yet, Word of Command is set apart by its lower mana cost and the surprise factor it carries by being an instant. This lets players spring traps at just the right moment.

Mindslaver, while sharing the controlling aspect, requires a substantial investment of six mana and must be sacrificed, making it a weightier, one-time-usage tool in a player’s arsenal. Conversely, Control Magic allows ongoing command over a single creature, providing a constant advantage rather than a single dramatic shift. It does, however, lack the sudden interruptive power Word of Command can boast.

As with all spells in Magic: The Gathering, context is king. The situational might of Word of Command can flip the tides of a match but is dependent on an opponent having a hand to exploit. Amidst a plethora of control options, Word of Command’s ability to potentially disrupt any opponent’s strategy places it cleverly into the web of choice for game-changing plays.

Mindslaver - MTG Card versions
Control Magic - MTG Card versions
Mindslaver - MTG Card versions
Control Magic - MTG Card versions

Cards similar to Word of Command by color, type and mana cost

Simulacrum - MTG Card versions
Terror - MTG Card versions
Transmutation - MTG Card versions
Diabolic Edict - MTG Card versions
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Soul Rend - MTG Card versions
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Wicked Reward - MTG Card versions
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Imps' Taunt - MTG Card versions
Rapid Decay - MTG Card versions
Tainted Pact - MTG Card versions
Toxic Stench - MTG Card versions
Doom Blade - MTG Card versions
Go for the Throat - MTG Card versions
Cast Down - MTG Card versions
Smother - MTG Card versions
Hero's Demise - MTG Card versions
Sickening Shoal - MTG Card versions
Goryo's Vengeance - MTG Card versions
Simulacrum - MTG Card versions
Terror - MTG Card versions
Transmutation - MTG Card versions
Diabolic Edict - MTG Card versions
Headstone - MTG Card versions
Soul Rend - MTG Card versions
Shallow Grave - MTG Card versions
Wicked Reward - MTG Card versions
Urborg Justice - MTG Card versions
Imps' Taunt - MTG Card versions
Rapid Decay - MTG Card versions
Tainted Pact - MTG Card versions
Toxic Stench - MTG Card versions
Doom Blade - MTG Card versions
Go for the Throat - MTG Card versions
Cast Down - MTG Card versions
Smother - MTG Card versions
Hero's Demise - MTG Card versions
Sickening Shoal - MTG Card versions
Goryo's Vengeance - MTG Card versions

Card Pros

Card Advantage: A crucial aspect of the game is having more options than your opponent. Word of Command lets you peek into an opponent’s hand, giving you information and the ability to utilize their own spells against them. This can unexpectedly turn the tide by exploiting their own resources.

Resource Acceleration: While the card itself does not directly accelerate resources, the strategic use of your opponent’s spells can effectively skip your own turn’s need for resources and instead use theirs, potentially leaving mana available for your actions.

Instant Speed: This card’s ability to play at instant speed offers significant flexibility. You can disrupt an opponent’s strategy during their turn or at a moment when they least expect it, making Word of Command a powerful tool for turning the game in your favor when used wisely.


Card Cons

Discard Requirement: Casting Word of Command comes with a steep price aside from its mana cost. You’re required to use it only during an opponent’s turn when they could cast an instant, which might force you to discard if you haven’t played smartly. Additionally, your opponent’s hand may not have the spell you need, turning the discard into a wasted opportunity.

Specific Mana Cost: This card demands two black mana, which could restrict its integration into multicolored decks. This is especially cumbersome when considering mana bases that need to support a versatile spell roster. Your deck must be heavily weighted towards black mana or include mana-fixing capabilities to ensure its casting when needed.

Comparatively High Mana Cost: Paying two black mana for the ability to play a spell from your opponent’s hand may not always equate to a favorable exchange. Given Word of Command’s era in the game, modern cards offer more impactful effects for a similar or even lower mana investment. This can make Word of Command less appealing when building a competitive deck.


Reasons to Include Word of Command in Your Collection

Versatility: Word of Command offers a unique versatility, allowing players to disrupt opponents’ strategies. This card’s ability to hijack an opponent’s turn and utilize their cards against them makes it a strategic addition to any black-themed deck looking for an edge in the game of wit and will.

Combo Potential: As a piece of Magic history, its potential to combo with other cards that gain benefits from casting opponents’ spells or using their resources elevates its synergy in creative and unforeseeable ways. This can especially shine in formats where players are able to build around its distinctive effect.

Meta-Relevance: In environments where control decks and hand disruption are key, Word of Command holds significance. Astute players can leverage it to exploit key moments in a match, taking advantage of an opponent’s carefully curated hand at the most opportune times to tilt the scales in their favor.


How to beat

Word of Command stands out as an iconic and unique card from Magic the Gathering’s early days with the capability to momentarily hijack an opponent’s turn. Facing against this perplexing spell, the key to victory lies in prudent hand management and strategic card choice. Unlike other spells that directly affect the board state, Word of Command targets the choices that can be made with the cards in hand.

To mitigate the impact of Word of Command, players should aim to play out their hand, leaving less powerful or situationally useless cards when they suspect the opponent has it ready. Since Word of Command can only be played when the opponent could legally play an instant, maintaining a vigilant awareness of mana availability and potential bluffing is crucial. Furthermore, considering the discrepancy it creates by allowing only minimal choices, players might find leveraging instant speed spells or effects in response to their own plays advantageous, thus reducing the chances of a successful Word of Command disruption.

In essence, overcoming Word of Command hinges on mindful playstyle adjustments and hand manipulation, ensuring that your most valuable assets are either already on the battlefield or protected from opponent meddling. This old-school spell might be intimidating, but with smart gameplay, its power can be significantly diminished.


Where to buy

If you're looking to purchase Word of Command MTG card by a specific set like Limited Edition Alpha and Limited Edition Beta, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Word of Command and other MTG cards:

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Printings

The Word of Command Magic the Gathering card was released in 7 different sets between 1993-08-05 and 2022-11-28. Illustrated by Jesper Myrfors.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
11993-08-05Limited Edition AlphaLEA 1361993NormalBlackJesper Myrfors
21993-10-04Limited Edition BetaLEB 1371993NormalBlackJesper Myrfors
31993-12-01Unlimited Edition2ED 1371993NormalWhiteJesper Myrfors
41993-12-10Collectors' EditionCED 1371993NormalBlackJesper Myrfors
51993-12-10Intl. Collectors' EditionCEI 1371993NormalBlackJesper Myrfors
62011-01-10Masters Edition IVME4 1031997NormalBlackJesper Myrfors
72022-11-2830th Anniversary Edition30A 4301997NormalBlackJesper Myrfors
82022-11-2830th Anniversary Edition30A 1332015NormalBlackJesper Myrfors

Legalities

Magic the Gathering formats where Word of Command has restrictions

FormatLegality
OldschoolLegal
CommanderLegal
LegacyLegal
OathbreakerLegal
VintageLegal
DuelLegal
PredhLegal

Rules and information

The reference guide for Magic: The Gathering Word of Command card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2004-10-04 To “play a card” is to either cast a spell or to put a land onto the battlefield using the main phase special action.
2009-10-01 You do get to choose which lands get tapped. You can make them choose an optional mana generating ability of the land that they tap, such as making them tap and sacrifice the land instead of just tap it.
2011-01-01 During the resolution of this spell, that player plays the chosen card.
2011-01-01 If there is a non-mana way to cast a spell, as with Pitch Spells, you may require that way to be used if it is possible to do so.
2011-01-01 Since this spell is an instant, your opponent gets a chance to respond to it as normal. Once this spell resolves, you look at your opponent’s hand and choose a card. Note that it is common practice to respond to Word of Command by using up any spells or mana you have prior to letting it resolve.
2011-01-01 Word of Command can’t be used to force a player to play a card that isn’t in their hand.
2011-01-01 You control the player while this spell is resolving, which means you get to see anything they can see. If that player is required to search their library as part of playing the card or as part of its resolution if it’s cast as a spell, then you can see the cards in that player’s library as well.
2011-01-01 You may Command your opponent to play a land (if they have not already done so this turn).
2011-01-01 You must order your opponent to play the chosen card if it is possible to do so.
2011-01-01 Your opponent can’t counter the Word of Command after letting you look at their hand, but they can attempt to counter the spell you force them to cast.
2016-07-13 Controlling a player doesn’t allow you to look at that player’s sideboard. If an effect instructs that player to choose a card from outside the game, you can’t have that player choose any card.
2016-07-13 While controlling another player, you can see all cards in the game that player can see. This includes cards in that player’s hand, face-down cards that player controls, and any cards in that player’s library the player may look at.