Counter target noncreature spell.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Core Set 2020 (M20) Common
Signature Spellbook: Jace (SS1) Rare
Battlebond (BBD) Common
Rivals of Ixalan (RIX) Common
Aether Revolt (AER) Common
Conspiracy: Take the Crown (CN2) Common
Oath of the Gatewatch (OGW) Common
Magic Origins (ORI) Common
Dragons of Tarkir (DTK) Common
Magic 2015 (M15) Common
Magic 2014 (M14) Common
Magic 2013 (M13) Common
2012 Core Set (M12) Common
2011 Core Set (M11) Common
Duels of the Planeswalkers (DPA) Common
2010 Core Set (M10) Common
Morningtide (MOR) Common
Promo Set (000) Rare

Combos Browse all


Format Legality
Pioneer Legal
Duel Commander Legal
Hero Legal
Magic Duels Legal
1v1 Commander Legal
Leviathan Legal
Pauper Legal
Vintage Legal
Canadian Highlander Legal
Commander / EDH Legal
Arena Legal
Frontier Legal
Heirloom Legal
Standard Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Highlander Legal
Historic Legal
Brawl Legal
Modern Legal
Block Constructed Legal
Pre-release Legal
Unformat Legal
Pauper EDH Legal
Noble Legal
Legacy Legal
Tiny Leaders Legal

Negate occurrence in decks from the last year


All decks: 0.44%

Blue: 0.97%


All decks: 0.21%

Blue: 1.29%

Commander / EDH:

All decks: 0.14%

Blue: 0.91%

WU (Azorius): 1.37%

UB (Dimir): 1.14%

GU (Simic): 0.82%

UR (Izzet): 0.87%

WUB (Esper): 0.65%

UBR (Grixis): 0.51%

Negate Discussion

multimedia on Monsters of the Depths

2 hours ago

Hey, good start for a budget deck. I really like the deck name and well done for your choices of sea monsters.

You're right you need more ramp because most sea monsters have very high CMC. Sol Ring is a staple card for ramp in Commander. Thran Dynamo and Worn Powerstone are other good sources of colorless mana. Solemn Simulacrum is ramp for an Island. When playing mono blue you can take advantage of High Tide. Until end of the turn when you tap an Island, that land makes two blue mana.

The one, two, three and four drop spots in your deck should be dedicated to ramp or draw/dig because these cards help you to most to cast sea monsters. Low CMC sea monsters or other creatures are less wanted instead use these spots for ramp or draw/dig. Blue has many good budget cards that can dig into your library or draw cards: Impulse, Ponder, Brainstorm, Windfall, Drawn from Dreams. Budget Monastery Siege with Khans mode lets you draw two cards a turn. Sea-Dasher Octopus has a repeatable draw ability or mutate it with another creature you control.

Clever Impersonator and Mirrormade are good clones in Commander. Best of all they can copy an artifact, yours or an opponents, for more ramp. Counterspell and Negate are staple counterspells in Commander.

Cards to consider cutting:

  • Terramorphic Expanse
  • Kraken Hatchling
  • Willbender
  • Blight Sickle
  • Phantasmal Terrain
  • Convincing Mirage
  • Tidal Surge
  • Aquitect's Will
  • Trickery Charm
  • Wall of Frost
  • Clone
  • Counsel of the Soratami
  • Coax from the Blind Eternities
  • Spell Rupture
  • Prophetic Prism

Making an opponent control an Island is important for the late game, but I don't think you need to play so many cards that do this because these cards are not helping you in the early and mid game. Some cards that do this are fine such as Fountain and Spreading, but the other spots could be used for more impactful cards.

Good luck with your deck.

DeinoStinkus on Richard Garfield Ph.D

2 days ago

Ramp is good, and combos even better. For example, Mind Stone becomes Isochron Scepter, and Negate becomes Time Walk.

MrCuddlefish on Simic Flash (Pioneer) Sideboard help needed

1 week ago


3x Damping Sphere replace with Censor and Blink of an Eye against Shrine to Nyxthos decks.

3x Negate replacing Censors and Sinister Sabotages against control.

3x Essence Scatter replacing Censors and Blink of an eye against large creature decks.

3x Engulf the Shore replace Sinister Sabotage and Dissallow against fast creature decks.

3x Hydroid Krasis replace with Torrential Gearhulk and Dissallow against fast damage decks with small creatures.

Wilderness Reclamation is another card I'd reccomend for this build in the main board.

Let me know what you think of my reccomendations!

Mortlocke on The Queen's Egg

1 week ago

How do you gents feel about Rewind taking one of the 'counterspell' slots?

bigrigroy - I absolutely have to weigh in on this. No. Not worth it in a 5c competetive Sliver deck. You need to go as low to the ground as possible when running competetive countermagic - holding up mana for a spell that may or may not be cast is always the least desirable outcome. And before you think "Well what do you consider competetive?" here's my list (in no particular order):

Mind you this list is pretty subjective, and should be adjusted to one's tastes and meta - but this is what I'd consider competetitive. The absolute best counter magic is free, as you can bait out the big spells.

TypicalTimmy on New Combo

1 week ago

Hmm... if we are in Esper... you have the mill aspect?

Glimpse the Unthinkable and Mind Sculpt both account for an ungodly 40x and 28x cards respectively running a full playset. That's more than entire library, on top of what you have removed with the aforementioned Surgical Extraction and Extirpate.

A playset of both... that's an additional 32x (16x each for a playset of both) card potential assuming you hit something such as Lightning Bolt and Counterspell with them.

Your total removal at this point of cards is 40 + 28 + 32 = 100 cards. That is so overkill that you are guaranteed success.

Then you have Nine Lives, Solemnity and Phyrexian Unlife.

Throw in some Counterspell and possibly Negate to slow the game until you get those and you've got yourself a deck.

Call it... Nine Sighs.

You're welcome ;)

lagotripha on RUG Graveyard exile

2 weeks ago

I reccomend testing this as a Sprite Dragon RUG tempo/midrange shell. It can be pitched to the forces and it likes you sitting and protecting it with counterspells. Logic Knot, Negate, Mana Leak etc has a lot of tools to both fuel the yard and stall for the time to start generating squee/griffin value.

Alongside a well planned sideboard you could translate the current standard 'sprite dragon boggles' into modern pretty well, with stuff like Deeproot Champion providing potential extra copies. With the sideboard packing a bunch of tools like Electrolyze and Lightning Bolt you could probably make it to being FNM competitive even if you aren't going to win competitions.

Check out some of the temur tempo lists- a lot of them were just excuses to run 'goyf, but there are some neat tricks in there.

If you want to go even more gimmicky, you could try to get Commandeer running, but in my experience it is really far too much card disadvantage even with blowout 'you mean my lightning bolt/cryptic/wilderness rec' moments.

doodlemoo on Krenko's Kamikaze Posse

1 month ago

Dragon Fodder and Krenko's Command are the same as Goblin Instigator, who I tend to like more because he's harder to counter (i.e. doesn't get hit by Negate and things like that, but that will likely never come up) and also provides one nontoken creature into the mix, for cards that care about it. Just my humble opinion, of course. I do agree that Krenko's Command is definitely more flavourful though. Might I recommend your 61st card be a Goblin Snowman?

5dollarMTG on $5 Deathtouch Tribal

1 month ago

Hey SnakeByte77: there are a couple of cheap spells to give you deathtouch - you're probably right that Touch of Moonglove is the best. As far as what to take out... it's tough. If I was going to shoot for the infinite combo, I would probably change things up entirely and go dimir for Treasure Mage, Shimmer of Possibility, etc. and protective spells like Negate or Dive Down.

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