Arcane Denial
Price$1.54 $16.88
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Arcane Denial

{1}{U}

Instant

LegalCard DrawCounterspellEDHREC #56

Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.

You draw a card at the beginning of the next turn's upkeep.

Why is this card good?

Arcane Denial is one of the most-played counterspells in Commander, and for good reason: it's a clean two-mana hard counter that replaces itself. In a format where you're trading 1-for-1 with three opponents, card advantage matters, and drawing a card the next turn keeps your hand stocked while you slow down a threat. The "drawback" — giving the opponent two cards — is mostly irrelevant in multiplayer. You typically counter a big spell that already cost them resources, and the cards they draw rarely matter as much as denying that key play (a tutored combo piece, a game-ending Craterhoof, etc.). The political upside is real too: opponents are less annoyed when you let them dig. Play it in basically any blue deck that wants interaction without splashy efficiency — control, combo, midrange, anything. When to skip it: cutthroat cEDH tables where handing a combo opponent two fresh cards can lose you the game. There, Swan Song or Dispel are safer picks.

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Rulings (1)

  • 2007-09-16

    The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.

Discussion (0)