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Moxonomy

Remand

Instant1 generic manaBlue mana

The genius of the design is that it does not actually answer anything: it sells your opponent a turn back at full retail. Counterspells erase; this one defers, returning the spell to hand and letting it be recast the moment the mana is up again. That is a worse permanent answer than a hard counter and a strictly better tempo play, and the trade is deliberate. A tempo deck wants to tax, not eliminate. It wants the opponent down a turn while the card replaces itself, the draw clause turning what would otherwise be a card-down 0-for-1 into a clean 1-for-1 that also costs them a turn. The card found its home in tempo strategies for exactly that reason: backed by a fast clock, returning the spell costs the opponent nothing they can afford, because they are dying before they get to recast it. Used proactively, it buys the window to land a threat; used reactively, it parries the turn's most dangerous play (a burst of removal, a combo piece) for long enough to let the beatdown close. Outside an aggressive shell it is close to dead weight, a tempo swing with no tempo to leverage, and that conditionality is the whole point. The soft-counter idea reduced to its sharpest form: not "you cannot do that," but "not this turn, and I drew a card while you tried."

Remand (j25)
J25 · #349uncommon
Pricing
Normal: $0.36
Foil:
Oracle Text

Rules text

Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard. Draw a card.
Legalities

Format Status

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

Other printings

7 sets
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