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Moxonomy

Insist

SorceryGreen mana

Protecting a creature from countermagic for a single green mana is a niche promise, and the cantrip is what pays the freight. Strip away the replacement of the card and you are left with a sorcery that does nothing unless your opponent is holding a counterspell and you are about to cast something worth defending, which is too narrow to maindeck. Stapling a card draw onto it converts the slot from a dead reaction into something you can run anyway, because at worst you have traded one mana for a fresh card and a turn's worth of insurance. That is the trick to making any anti-permission effect playable: a matchup-dependent card has to cost you almost nothing when the matchup never shows up, and the cantrip is what buys that. The protection is also forward-looking rather than reactive, applying to the next creature spell you cast this turn, so the sequencing forces casting it ahead of the threat, since as a sorcery it can't be cast in response, a small wrinkle that asks the green player to commit before the counter war begins. It is a clean expression of green's long-running grudge against blue's permission, dressed up just enough to earn its place in a deck.

Insist (tor)
TOR · #127rare
Pricing
Normal: $1.91
Foil: $8.11
Oracle Text

Rules text

The next creature spell you cast this turn can't be countered. Draw a card.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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