Whispering Madness
Tracked across real Commander games played through TurnZero HQ.
Jump to section ▾
What it does
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.)
Combos with Whispering Madness
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Hullbreacher Underworld Breach Infinite
- Infinite card draw
- Infinite draw triggers
- Infinite looting
- Near-infinite colored mana
- Near-infinite Treasure tokens
- Smothering Tithe Underworld Breach Infinite
- Infinite draw triggers for all players
- Infinite looting for all players
- Infinite self-discard triggers for all players
- Near-infinite colored mana
- Near-infinite Treasure tokens
- Mystic Redaction Thought Reflection Infinite
- Near-infinite card draw
- Near-infinite draw triggers
- Near-infinite mill
- Near-infinite self-discard triggers
- Mystic Redaction Alhammarret's Archive Infinite
- Near-infinite card draw
- Near-infinite draw triggers
- Near-infinite mill
- Near-infinite self-discard triggers
- Mystic Redaction Teferi's Ageless Insight Infinite
- Near-infinite card draw
- Near-infinite draw triggers
- Near-infinite mill
- Near-infinite self-discard triggers
- Hive Mind Pure Intentions Laboratory Maniac Infinite
- Near-infinite card draw for all players
- Near-infinite draw triggers for all players
- Near-infinite self-discard triggers for all players
- Win the game
- Hive Mind Pure Intentions Jace, Wielder of Mysteries Infinite
- Near-infinite card draw for all players
- Near-infinite draw triggers for all players
- Near-infinite self-discard triggers for all players
- Win the game
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
13 official rulings, in the order Wizards published them.
- 2013-01-24
Each player draws cards simultaneously. If this causes a player to draw more cards than are left in their library, that player will lose the game. If this causes all players to do so, the game is a draw. (In multiplayer games, multiple players drawing from an empty library will cause those players to lose although the game may continue.)
- 2013-01-24
You’ll draw cards before deciding which creature (if any) Whispering Madness will be encoded on.
- 2013-04-15
The exiled card with cipher grants a triggered ability to the creature it’s encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won’t trigger. However, the exiled card will continue to be encoded on that creature.
- 2013-04-15
If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
- 2013-04-15
The spell with cipher is encoded on the creature as part of that spell’s resolution, just after the spell’s other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
- 2013-04-15
If the spell with cipher doesn’t resolve, none of its effects will happen, including cipher. The card will go to its owner’s graveyard and won’t be encoded on a creature.
- 2013-04-15
If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
- 2013-04-15
If you choose not to cast the copy, or you can’t cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won’t get a chance to cast the copy at a later time.
- 2013-04-15
You choose the creature as the spell resolves. The cipher ability doesn’t target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
- 2013-04-15
You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card’s type.
- 2013-04-15
The copy of the card with cipher is created in and cast from exile.
- 2013-04-15
If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
- 2013-04-15
If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Whispering Madness, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Nekusar, the Mindrazer | 1 | 0 | — |
Colors it shows up in
- Grixis 1 deck
Every version of Whispering Madness
2 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

Commander 2016
- Normal
- $3.71

Gatecrash
- Normal
- $2.84
- Foil
- $9.69
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Whispering Madness. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.