Commandeer can turn an opponent's noncreature spell into your own play. Instead of merely countering it, you gain control of the spell and may choose new targets. A removal spell can answer a different threat, a draw spell can benefit you, or an artifact, enchantment, or planeswalker spell can resolve into your permanent.
Its alternative cost exiles two blue cards from your hand, allowing a response without seven available mana. That is a significant card investment: Commandeer plus two other cards leave your hand. The exchange makes the most sense when the stolen spell supplies enough value or prevents a decisive opposing play. Taking a minor spell just because the alternative cost is available can leave you short on resources.
The target must be a noncreature spell. An artifact creature spell is still a creature spell and does not qualify. Taking control also does not let you redesign every choice already made; modes and the chosen value of X generally remain as selected. You may change targets where the spell has them, within their normal restrictions.
Blue-heavy decks can support the pitch cost more reliably, particularly when they draw enough cards to replenish the hand. Think through what the spell actually does under your control before committing. Some effects depend on choices, costs, or objects associated with the original caster. Commandeer is most rewarding when the stolen effect has a clear, powerful use and the surprise of acting without open mana changes the outcome.






