Ray of Command
Instant
Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it.
- CMC
- 4
- Mana cost
- Color identity
- U
- Rarity
- common
- Set
- Mirage
- Price
- $0.20
- EDHREC rank
- #16858
Ray of Command steals a creature until end of turn and forces it to attack — a two-for-one threat removal and combat trick stapled together for four mana. It's a fine budget option in blue tempo and theft strategies, though the sorcery-like ceiling of a single-use instant limits its ceiling compared to repeatable alternatives.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | legal |
| oathbreaker | legal |
Ray of Command is legal in Commander, Legacy, Vintage, Pauper, and Oathbreaker, but its home is Pauper, where the common card pool makes a clean four-mana instant-speed theft effect genuinely competitive. In Commander, Ray of Command occupies the low end of the theft genre — playable in dedicated blue tempo or untap-value shells, but rarely the first pick when Treachery and Control Magic exist. Legacy and Vintage have no interest in it; the formats are too fast and the effect too narrow to compete.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.20 bulk tier
At $0.20, Ray of Command is deep bulk — you'll find copies in any common bin without thinking twice. The price is stable because demand is narrow and supply is abundant; don't expect movement in either direction.
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Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.