Mystic Confluence
Mystic Confluence

Mystic Confluence – Commander 2015 –>Spiderman 

Date Reviewed:  October 14, 2025

Ratings:
Constructed: 2.58
Casual: 3.75
Limited: 3.45
Multiplayer: 3.83
Commander [EDH]: 4.00

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
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1995
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Blue has a couple of cards that really encapsulate its historic versatility, a trait which often got really extreme to the point that some people cried foul. Cryptic Command is probably the best example, but that got a lot more attention because it was legal in Standard, and Standard was considered Magic’s main format in 2007 and 2008. In reality, though, Mystic Confluence isn’t all that far behind, and probably would have been viewed in a similar way if it had gotten tournament-level coverage. It’s tuned for Commander, of course, and this affects the way you assess it: for example, choosing the counterspell mode more than once can either make it harder for ramped-up manabases to pay or allow you to counter more than one player’s spell on a complicated stack. The modes are all core to blue and there are numerous combinations which lead to you pulling well ahead. It may not be the first card people think of when they think of blue in Commander, but it’s a card well worth playing any time you play blue in Commander. 

Constructed: 2.5
Casual: 3.5
Limited: 3.5
Multiplayer: 4
Commander [EDH]: 4


 James H. 

  

As I often say, modality and flexibility are premiums in spells, and being able to tailor a card to fit a specific role is pretty powerful in ways that are sometimes less subtle. Mystic Confluence was one of a quintet of confluences, giving you three out of a palette of three effects but letting you pick modes repeatedly. 

In this case, the modes are a cantrip, Unsummon, or Mana Leak. The Mana Leak mode is one that might seem weak, but if you, say, turn this into an instant-speed Divination with a Mana Leak stapled to it, that’s pretty good. This even lets you split fire to try and counter up to three spells (or really counter one spell) if you need to. As always is the case with a modal spell, no individual effect is worth the price of admission, but it’s very easy to get an excellent rate of return, more than recouping that initial investment.

All that said, Mystic Confluence is not a good card for Legacy (or Vintage); five mana is way too high to spend on a spell like this one, with three moderate-impact effects at best that don’t really add up to a big enough swing. There are far better ways to counter spells and bounce creatures, and while this does add a cantrip option to them, I’d rather just run Cryptic Command if I wanted a “counter _ draw” spell with modality.

Constructed: 1.75 (too expensive for what you get out of it)
Casual: 4
Limited: 3.75 (the bounce can definitely put in work here, especially if you can really leverage it)
Multiplayer: 3.5
Commander [EDH]: 4



Thijs

Many comic book enthusiasts will see this card and go ‘ah yes, the secret wars’. The 12-part series that came out in the mid 1980’s was and remains one of the most influential comic book crossover stories of all time. It also marked the introduction of Spider-Man’s black costume, as seen on the throwback card of this week.

Mystic Confluence was printed in a Commander-only set, therefore it’s not legal in many other formats. That doesn’t change the fact that this is a very powerful spell. It lets you counter three spells or counter one spell three times (sometimes someone just keeps paying the three); you can return three creatures to hand (thereby giving you the edge in some cases, to go for the kill); or it let’s you draw three cards. What about all three? Because it can do that too!

It has received 8 reprints already (and a Judge promo) and it’s not hard to see why. A perennial showstopper like Mystic Confluence doesn’t come about very often and to grant it this art is a beautiful hommage.

Constructed: 3,5
Casual: 3,7
Limited: 3 (it was never printed for a limited format)
Multiplayer: 4
Commander [EDH]: 4


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