mtg

Cipher
Keyword Ability
Type Spell (1st ability)
Static (2nd ability)
Introduced Gatecrash
Last used Thunder Junction Commander
Reminder Text Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of this card without paying its mana cost.)
Storm Scale 9[1]
Statistics
15 cards
{U} 46.7% {B} 33.3% {U/B} 20%
Scryfall Search
keyword:"Cipher"

Cipher is a keyword introduced in Gatecrash, wherein it is the Dimir guild mechanic.[2] It also appeared in Dragon's Maze. It was designed by Mark Rosewater.[3]

Description

Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded[4] on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’”

In shorter terms, Cipher grants a creature a Saboteur ability, and gives the caster the first trigger up front. Between the small pool of saboteur abilities, the repetitiveness, and the tendency to snowball, it turned out to have an exceedingly narrow design space.[5] R&D ran out of design space making it, and stated that it was dubious that there was enough new design space to be featured in another premier set, giving it a difficult-to-use 9 in the Storm Scale.[6] R&D managed to squeeze out other one-off Cipher cards in New Capenna Commander[7] and Thunder Junction Commander.

Rules

From the glossary of the Comprehensive Rules (November 14, 2025—[[Teenage Mutant Ninja Turtles]])

Cipher
A keyword ability that allows you to encode a card on a creature and cast that card whenever that creature deals combat damage to a player. See rule 702.99, “Cipher.”

From the Comprehensive Rules (November 14, 2025—[[Teenage Mutant Ninja Turtles]])

  • 702.99. Cipher
    • 702.99a Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’”
    • 702.99b The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves.
    • 702.99c The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.

From the glossary of the Comprehensive Rules (November 14, 2025—[[Teenage Mutant Ninja Turtles]])

Encoded
A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.99, “Cipher.”

Rulings

Example

Example

Whispering Madness {2}{U}{B}
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

References