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Moxonomy

Memory Lapse

Instant1 generic manaBlue mana

Counter target spell, then hand it right back: the spell goes on top of its owner's library instead of into the graveyard, so the opponent redraws it next turn and pays the mana again. Read as a permanent answer, that is a downside, and against a single threat it is. The design insight is that the tempo trade is the whole point. You are not removing a spell; you are taxing it a full turn, denying the opponent a fresh draw off the top, and buying a window. In a deck built to convert windows into pressure or to chain disruption while a clock runs, a one-turn lock on the opponent's mana is frequently better than a clean counter, because it stacks: every cast keeps the same card stranded on top while their hand and their turns erode. The constraint that it leaves the spell recastable is exactly what makes a two-mana, no-restrictions counter fair; the line between "fair" and "tempo engine" runs straight through whether you have a deck that profits from the turn you just stole. That is why a card that looks strictly worse than a hard counter has outlived nearly everything printed alongside it: it plays as something else entirely, and the something-else has never stopped being useful to decks that hit hard the turn after.

Memory Lapse (5ed)
5ED · #103common
Pricing
Normal: $0.49
Foil:
Oracle Text

Rules text

Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Legalities

Format Status

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

Other printings

18 sets
Show all 18 other printings
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