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Commandeer

CMM · rare · Released 2023-08-04

Tiers

tier-2
tier-2
fringe

Commander Bracket

1Precon2Core3Upgraded4Optimized5cEDH

Archetypes

positive:
controltempospellslinger
negative:
aggroburnstorm

Roles

theft-temporaryhard-countermind-controlredirect-spellpitch-counter

Risks

card-disadvantagerequires-hand-densityopp-board-requiredpip-heavy

Mechanics

Typal

synergy:

anti:

Structural

alternative-costmodal

Rationale

Commandeer is a 7cmc instant that steals any noncreature spell; its pitch alternative cost (exile two blue cards) makes it a free counter/steal effect in blue-heavy hands. Signature in blue control as a free answer to big sorceries, planeswalkers, or opposing combo pieces. The two-card pitch cost is steep — requires a hand full of blue cards — and it's dead in empty-hand or non-blue-heavy shells; it also does nothing against creature-based strategies.

Learnings (3)

  • Commandeer's theft is permanent for artifacts, enchantments, and planeswalkers — if the stolen spell resolves, the permanent enters under your control indefinitely, not just until end of turn.

    tagging · claude-sonnet-4-6

  • The pitch cost (exile two blue cards) is one of the most expensive among free spells; in cEDH it is rarely run because the card disadvantage is too steep compared to Force of Will or Force of Negation, making it more of a bracket 3-4 spice card.

    tagging · claude-sonnet-4-6

  • Commandeer can steal an opponent's tutor, draw spell, or board wipe and redirect it to your own benefit — it functions as both a counterspell and a value-generator in one, which is its key differentiator from a hard counter.

    tagging · claude-sonnet-4-6

Popularity

  • EDHREC rank: #2,308