The Power of Options - Modal Cards in Commander

Hello you beautiful people! Welcome back to Cardsphere. Today I want to talk about a specific kind of card that I love to play in Commander. They’re found in all kinds of card types, from instants, to creatures, to enchantments, and more. The best part about them? You get to choose what they do. Today, my friends, we’re talking about modal cards.
You’re Ambushed on the Road
So what is a modal card? It’s anything that has you make a choice when it resolves, whether it’s a spell or ability. It usually says “Choose one” on the card and then lists a few options. But some let you choose two or three, or even all modes! Some classic examples are Tooth and Nail and Outpost Siege. And if you’ve been keeping up with the previews for the new Magic set, Adventures in the Forgotten Realms, you’ve been seeing some pretty spectacular modal cards. In fact they’re so good I felt compelled to write this article.

Why do I love modal cards? Because I like having options. They’re like the Golden Corral of Magic cards. As a game of Commander progresses, your needs in the game will change. At certain points you will need removal, and at other times you’ll need protection. And later, you’ll need a way to close out the game. Boros Charm
Don’t Tell Me I Don’t Have Options
Where modal cards can be the most beneficial is in situations where you don’t have control of what you get to cast. This happens, for example, at times when you’re playing cards off of the top of your library. When you’re playing a Cascade deck, you don’t have very much control over what you Cascade into. Because of that, it’s almost foolish to run spells in a Cascade deck that are reactionary, like counter spells (Arcane Denial) or protection spells (Heroic Intervention). But if you Cascade into a card that has the option to counter a spell or have a different effect, such as Cryptic Command, then you’re not getting screwed out of the advantage that Cascade provides by getting stuck with a card that you can't play (unless you want to counter your own spell).
Let's look at an example. Say you’re playing Elsha of the Infinite
Adventures in Egg-Sitting
Modal cards are nothing new. We’ve had them since Alpha with Healing Salve
And let's not forget split cards! With split cards, instead of having to pay one cost and get a choice of effects, you have two cards combined into one, with two different costs. One split card I like to use often is Wear // Tear
As the years have gone on and the game has progressed and developed, in order to keep the game feeling new (to sell more cards) the designers of Magic have had to really explore the possibilities in their design space and in how cards function. This led to two recent mechanics that make cards modal because of how they give you different ways to cast them. Those mechanics are Adventure and MDFCs.
Adventures, so far only printed in Throne of Eldraine, are creature cards that also have an instant or sorcery spell with a different cost and effect built into them. So you can cast the instant or sorcery, and then the card goes “on an Adventure” into exile, from where you can later cast the creature spell. My favorite Adventure card, by far, is Beanstalk Giant

MDFCs, or modal double-faced cards, have modal right in the name. These were first introduced in Zendikar Rising, and are cards that have two sides that can be played from either side. We’ve had flip cards before, but until MDFCs the flip cards had to be played as the front side first and then flipped later. On the surface(s) they feel like split cards since you have two different options on each card, but they solve the split card problem by allowing one or both sides to be permanents. In Zendikar Rising the backside of the MDFCs was always a land, and the frontside was either a spell or a land that provided a different mana color from the back. We saw the MDFCs progress through Kaldheim and Strixhaven, getting more card types available for the front and back. My current favorite MDFC is one that I run in my Imoti, Celebrant of Bounty
Back to Basics

The modal cards in Adventures in the Forgotten Realms are taking us back to the beginning. Like the first modal cards, You Come to a River and Plundering Barbarian, as well as most of the other modal cards in this set, only give you two options (note that this article was written before previews were completed). Except now the options have a name, which has no effect on the card except to give it that D&D flavor. They’re all fantastic, and I’m very excited to start including them in my budget Commander decks and my pauper cube.
Not convinced? Still on the fence about modal cards? I get it. The modal cards tend to cost more than what you’d pay for just one of the effects. So yes, you may be sacrificing some efficiency. But what you're getting in card advantage will pay for that extra cost.
Let me tell you about a time I was playing with my local playgroup. My friend was sitting pretty at a high life total, 36 I believe. He cast Storm Herd
Alright friends, that’s all I’ve got for you today. Check back in a couple weeks so we can talk more about Adventures in the Forgotten Realms. Don’t forget to catch me streaming with Scrap Trawlers Sunday nights at 7:30 Central, or come find us on YouTube. You can also hit me up on Twitter at @AndyZupke. Until next time, may you always make the best choices. And play lots of games!