Card Spotlight
A two-mana blue instant that returns a nonland permanent you don't control to its owner's hand. Overloaded for {6}{U}, it returns every nonland permanent you don't control.
Commander Spotlight
Cyclonic Rift ↗
A two-mana blue instant that returns a nonland permanent you don't control to its owner's hand. Overloaded for {6}{U}, it returns every nonland permanent you don't control.
See Cyclonic Rift's full stats and printings →
It's an instant, never a commander. It goes in the 99 of a blue deck.
One of blue's strongest late-game cards in any deck that can reach seven mana. The thing to weigh is the bracket: as a Game Changer it uses one of a Bracket 3 deck's three slots, and it can't go in a Bracket 1 or 2 deck at all.
Spellseeker ↗
Searches your library for an instant or sorcery with mana value 2 or less, and Cyclonic Rift's mana value is 2.
Mnemonic Wall ↗
Returns an instant or sorcery from your graveyard to your hand when it enters, so a cast Rift can be overloaded again.
Archaeomancer ↗
The same return effect as Mnemonic Wall on a cheaper body, for a second copy of the rebuy.
Gilded Lotus ↗
Adds three mana of one color, which covers almost half of the overload cost.
Cyclonic Rift is mid-priced to expensive. It has been reprinted in Modern Masters 2017, Double Masters, Commander Masters and Ravnica Remastered, and the price has held up across all of them. Worth buying for a blue deck in Bracket 3 or higher; skip it for a deck meant for Brackets 1 and 2, where it isn't allowed.
If you cast it for {6}{U}, the word "target" becomes "each," so it returns every nonland permanent you don't control to its owner's hand. Your own permanents stay where they are, and tokens returned to hand cease to exist. Because it doesn't target, hexproof and shroud don't stop it.
Yes. It's on the Game Changers list, so it isn't allowed in Brackets 1 and 2, counts as one of the three Game Changers allowed in Bracket 3, and has no limit in Brackets 4 and 5.
Most often at the end of the opponent's turn right before yours. Their boards are cleared, you untap with yours intact, and they have to replay everything while you attack or deploy. Cast on your own turn, it gives each opponent a full turn to rebuild before you can use the advantage.