Last updated on July 23, 2024

Mana Tithe - Illustration by Martina Pilcerova

Mana Tithe | Illustration by Martina Pilcerova

Ok, nowโ€™s my chance. My blue opponents are tapped out and empty-handed. Iโ€™ve got the mana I need to cast my wincon. The mono-white playerโ€™s holding up mana, but what are they going to do, counter my spell? Iโ€™ve basically got this game in the bag.

This is surely the internal monologue weโ€™ve all had right before disaster strikes in the form of a white counterspell. Of all thingsโ€ฆ. Bet you didnโ€™t see that coming! Today weโ€™re going to learn how to avoid that trap by listing out all of whiteโ€™s instant-speed counterspells.

Itโ€™s not a long list, but itโ€™s one worth knowing!

What Are White Counterspells in MTG?

Dawn Charm - Illustration by John Avon

Dawn Charm | Illustration by John Avon

A white counterspell is a mono-white instant that interacts with spells on the stack, either by countering them outright or removing them from the stack. I specify mono-white because gold cards usually gain their counterspell text from adding blue into the mix (Absorb, for example), and we want to zone in on counterspells that you could play in a mono-white Commander deck.

Iโ€™m also focusing specifically on instants. White has several permanents with abilities that can counter spells, but the โ€œgotcha!โ€ element is lost when your opponent can see those permanents on the battlefield and play around them accordingly. Cards like Frontline Medic and Chancellor of the Annex fall more in line with taxation effects than full-on counterspells.

Half of these spells come from Planar Chaos, a set that intentionally played around with what colors traditionally do, so countermagicโ€™s not exactly in whiteโ€™s slice of the color pie. The recent addition of Reprieve might be a sign of a change in philosophy and could be an indication that thereโ€™s more white stack interaction in our future.

#6. Illumination

Illumination

Mirage was early enough in Magicโ€™s history that the game was still establishing what kind of effects belonged to each color. White was the color most closely associated with Disenchant effects, so itโ€™s not too much of a stretch to figure out how Illumination came about. This sort of effect belongs to blue now (see Annul), and whiteโ€™s plethora of disenchants means it doesnโ€™t really need access to specific counterspells like this in the first place.

#5. Rebuff the Wicked

Rebuff the Wicked

Rebuff the Wicked is a Planar Chaos card that shows how white could have had access to more countermagic in a different timeline. Itโ€™s a 1-for-1 counter against single-target removal, outclassed by most protection spells like Surge of Salvation or Ephemerate. Turn Aside is an exact copy of the card in a more appropriate color, printed three years after Rebuff.

#4. Dawn Charm

Dawn Charm

Dawn Charm provides modality in the form of a Fog effect, a protection spell for a single creature, or a way to dodge a spell aimed directly at you. The sum isnโ€™t much better than the individual parts. The counterspell mode is especially narrow, but I suppose the regeneration mode is supposed to cover spells targeting your creatures.

#3. Reprieve

Reprieve

Reprieve isnโ€™t technically a counterspell in that it doesnโ€™t actually use the word โ€œcounterโ€ in its rules text. It still has an uncanny resemblance to Remand and definitely falls in line with what we mean when we say โ€œcounterspell.โ€ Itโ€™s probably better described as a tempo card than a control card, but white decks tend to make better use of effects like this. Blue decks want the hard counterspells, while white tempo or aggro decks are fine giving a spell back to the opponent if they can keep the pressure on while the opponent fumbles trying to recast it.

#2. Mana Tithe

Mana Tithe

No one ever plays around Mana Tithe. Itโ€™s a color-shifted Force Spike that leads to some of the biggest blowouts you can imagine. I wonโ€™t oversell it; there are certainly times when Mana Tithe is a do-nothing dud in your hand, but itโ€™s a huge swing if you ever catch an opponent tapping out for a big spell. Itโ€™s especially back-breaking against X-spells, which incentivize players to dump as much mana as they can into the spell.

#1. Lapse of Certainty

Lapse of Certainty

Despite having the exact same text as Memory Lapse, Lapse of Certainty isnโ€™t a color-shifted card. Its only main-set printing was in Conflux, where I assume it was meant to be a litmus test for white counterspells. The designers obviously wanted to set a precedent that blue would still be the king of countermagic, hence the full 1-mana difference between the cost of these two spells. Itโ€™s one of whiteโ€™s only ways to counter a spell without restriction, and itโ€™s easily disguised by the prevalence of Teferi's Protection at the same cost.

Best White Counterspell Payoffs

Most counterspell payoffs are native to blue, which makes perfect sense given that blueโ€™s the natural home for stack interaction. That means white doesnโ€™t explicitly pay you off for countering spells, even though there are still reasons to consider these cards.

White countermagic is such an anomaly that itโ€™s rarely expected by your opponents. Even players who are aware of the existence of spells like Mana Tithe or Lapse of Certainty might not give you credit for actually running the cards and play into them accordingly. In fact, youโ€™ll often hear players cast an expensive spell and jokingly say something like โ€œplease donโ€™t Mana Tithe me.โ€ Itโ€™s an ironic way of recognizing that white countermagic is unlikely to come up but has a pretty powerful effect on the game when it does.

Reprieve

Unlike blue countermagic, white counterspells are at their best in aggressive decks that want to close out games quickly. You certainly can run cards like Reprieve in a white control deck, but if youโ€™re not putting any pressure behind your countermagic, youโ€™re basically saying youโ€™re okay with the game going long. If thatโ€™s the case, youโ€™re better off with hard countermagic. White aggro decks want to close out the games fast, and a well-timed counterspell can put an opponent off-balance just long enough to push through another attack or keep a pivotal sweeper from resolving for a turn.

Is Silence a Counterspell?

Silence

Silence isnโ€™t a counterspell. It prevents spells from going on the stack, thus preventing players from casting spells, but it doesnโ€™t interact with anything thatโ€™s already on the stack before it resolves. When we talk about counterspells, we usually mean cards that can remove spells and abilities from the stack. Silence doesnโ€™t do this, even though it has its own play patterns that prevent opponents from interacting.

Wrap Up

Illumination - Illustration by David O'Connor

Illumination | Illustration by David O'Connor

I hesitate to say that white counterspells are good. At the very least theyโ€™re comparable to some of blueโ€™s middle-tier counterspells. But the fact that theyโ€™re not a staple part of Magic design means they often catch players by surprise and punish them for thinking the coast is clear. If youโ€™re looking for just a bit more interaction in your white decks, you might try some of these cards out.

Have you had success with any white counterspells? Do you wish Wizards would dabble in this slice of the color pie a bit more, or leave it as is? Let me know in the comments below or over in the Draftsim Discord.

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