Ray of Command MTG Card


Card setsReleased in 7 setsSee all
Mana cost
Converted mana cost4
RarityCommon
TypeInstant

Key Takeaways

  1. Instantly shifts combat dynamics by seizing opponent’s creatures, yielding potential game-altering plays.
  2. Demands specific mana and can’t discard, presenting strategic deck-building considerations.
  3. Excellent against creature-dominant metas, enabling unexpected comebacks and control wresting.

Text of card

Untap target creature opponent controls and gain control of it until end of turn. That creature can attack or use abilities that require oc T as part of the activation cost. When you lose control of the creature, tap it.


Card Pros

Card Advantage: Ray of Command offers a subtle twist on card advantage. By temporarily taking control of an opponent’s creature, you gain access to additional resources without losing a card from your hand. This can shift the balance during combat or create unexpected plays that disrupt your opponent’s strategy.

Resource Acceleration: While this spell doesn’t directly generate mana or produce tokens, the strategic acquisition of an opponent’s creature can accelerate your board position. It can potentially remove a blocker or enable a sudden and impactful attack, essentially using your opponent’s resources to further your own game plan.

Instant Speed: The instant nature of Ray of Command provides flexibility in timing, allowing you to wait until the most opportune moment during the battle to assert control over an enemy creature. This can lead to significant tactical advantages, especially during the combat phase, turning the tide of a game when least expected.


Card Cons

Discard Requirement: While Ray of Command offers temporary control over an opponent’s creature, it requires an immediate four mana investment without any additional costs. Nonetheless, it’s crucial to consider that this card doesn’t allow you to discard as part of its cost, which might have provided some synergy with decks that benefit from discarding.

Specific Mana Cost: Ray of Command demands a precise mana cost, including two blue mana symbols. This requirement can pose a challenge in multicolor decks that might not always have the necessary blue mana sources available at the right time.

Comparatively High Mana Cost: With a total cost of four mana for a single turn of creature control, Ray of Command can be considered pricey. When evaluating similar cards in this space, players might find alternatives that offer more permanent solutions or additional benefits for the same or lower mana cost.


Reasons to Include Ray of Command in Your Collection

Versatility: Ray of Command offers a dynamic approach to both defensive and offensive strategies. Its ability to temporarily steal an opponent’s creature can swing combat phases in your favor, or even utilize their own assets against them. Additionally, it can be easily slotted into a variety of blue decks.

Combo Potential: This instant can become a linchpin in numerous combo setups, pairing well with sacrifice outlets or other cards that capitalize on temporary control changes. It allows for creative and potentially game-winning interactions on the fly.

Meta-Relevance: In a game state where creature-based decks are common, Ray of Command can be an exceptional asset. Its surprise factor and the shift in board control could be particularly potent against decks that least expect their own minions to turn against them for a crucial turn.


How to beat

Ray of Command is a unique instant in the world of Magic: The Gathering that allows players to temporarily take control of an opponent’s creature and use it as their own during a turn. To effectively counter this spell, it is essential to be mindful of its instant speed and the element of surprise it brings to the battlefield. Ensuring you have countermeasures such as instant-speed removal spells or abilities that can protect your creatures from being targeted can be instrumental in mitigating the impact of Ray of Command.

One strategy is to maintain a hand with counterspells when facing blue decks notorious for tricks and control tactics. Additionally, utilizing cards with hexproof or shroud that shield your creatures from being targeted by spells and abilities can prevent the commandeering effect of Ray of Command altogether. Another key insight is to be cautious about overcommitting your most valuable creatures to the board when you’re aware of the potential threat, thereby limiting the options for your opponent to seize and turn the tides in their favor.

By understanding the nuances of Ray of Command and equipping your deck with the right defensive cards, you’ll stand a better chance at maintaining control of your creatures and thwarting your opponent’s attempts at commandeering the game.


Cards like Ray of Command

Ray of Command is a unique instant in Magic the Gathering, offering a twist on creature control dynamics. This ability to temporarily steal an opponent’s creature during combat can swing games, similar to the effect of Act of Treason. While Act of Treason allows permanent commandeering until end of turn, Ray of Command stands out due to its instant speed, enabling surprise tactics and blocking subversion.

Another comparable card is Harness by Force, which can snatch multiple creatures based on the mana invested into it. Despite being more versatile, it’s constrained by sorcery speed, unlike the instantaneous play of Ray of Command. Then there’s Control Magic, a classic enchantment that offers permanent control but lacks the agility of Ray of Command’s instant response.

Considering the strategic advantage of timing and the unexpected turns Ray of Command can induce, it secures a prominent spot among temporary creature control cards, showcasing its value in reactive plays and combat manipulation in Magic the Gathering.

Act of Treason - MTG Card versions
Harness by Force - MTG Card versions
Control Magic - MTG Card versions
Act of Treason - Magic 2010 (M10)
Harness by Force - Journey into Nyx (JOU)
Control Magic - Limited Edition Alpha (LEA)

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

Deflection - MTG Card versions
Inspiration - MTG Card versions
Turnabout - MTG Card versions
Quash - MTG Card versions
Foil - MTG Card versions
Thwart - MTG Card versions
Repel - MTG Card versions
Plagiarize - MTG Card versions
Fact or Fiction - MTG Card versions
Cryptic Command - MTG Card versions
Urza's Command - MTG Card versions
Wheel and Deal - MTG Card versions
Gifts Ungiven - MTG Card versions
Fold into Aether - MTG Card versions
Part the Veil - MTG Card versions
Surging Aether - MTG Card versions
Careful Consideration - MTG Card versions
Gifts Given - MTG Card versions
Discombobulate - MTG Card versions
Permafrost Trap - MTG Card versions
Deflection - Seventh Edition (7ED)
Inspiration - Eighth Edition (8ED)
Turnabout - Dominaria Remastered (DMR)
Quash - Urza's Destiny (UDS)
Foil - Ultimate Masters (UMA)
Thwart - World Championship Decks 2001 (WC01)
Repel - Odyssey (ODY)
Plagiarize - Ninth Edition (9ED)
Fact or Fiction - The Brothers' War Commander (BRC)
Cryptic Command - Amonkhet Invocations (MP2)
Urza's Command - Magic Online Promos (PRM)
Wheel and Deal - Magic Online Promos (PRM)
Gifts Ungiven - Champions of Kamigawa (CHK)
Fold into Aether - Fifth Dawn (5DN)
Part the Veil - Champions of Kamigawa (CHK)
Surging Aether - Coldsnap (CSP)
Careful Consideration - Modern Masters (MMA)
Gifts Given - Happy Holidays (HHO)
Discombobulate - Tenth Edition (10E)
Permafrost Trap - Worldwake (WWK)

Where to buy

If you're looking to purchase Ray of Command MTG card by a specific set like Ice Age and Mirage, 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 Ray of Command and other MTG cards:

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Printings

The Ray of Command Magic the Gathering card was released in 7 different sets between 1995-06-03 and 2014-03-14. Illustrated by 2 different artists.

#ReleaseNameCodeSymbolNumberFrameLayoutBorderArtist
11995-06-03Ice AgeICE 921993normalblackHarold McNeill
21996-10-08MirageMIR 861997normalblackAndrew Robinson
31997-03-24Fifth Edition5ED 1141997normalwhiteHarold McNeill
41999-11-12Battle Royale Box SetBRB 561997normalwhiteAndrew Robinson
52008-09-22Masters Edition IIME2 611997normalblackHarold McNeill
62011-06-17Commander 2011CMD 562003normalblackAndrew Robinson
72014-03-14Duel Decks: Jace vs. VraskaDDM 292003normalblackAndrew Robinson

Legalities

Magic the Gathering formats where Ray of Command has restrictions

FormatLegality
CommanderLegal
LegacyLegal
PaupercommanderLegal
OathbreakerLegal
PauperLegal
PremodernLegal
VintageLegal
DuelLegal
PredhLegal

Rules and information

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

DateText
2004-10-04 The creature returns to the opponent when the “until end of turn” effect wears off during the cleanup step. It taps during the Cleanup step (if it is not already tapped), so any abilities triggered off it tapping happen at that time.
2004-10-04 You may target an untapped creature with Ray of Command.
2008-10-01 You tap the creature when you lose control of it for any reason — because Ray of Command’s effect ends, or because a spell or ability causes another player to gain control of it.

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