Silence
The combo player's permission spell, paid for in tempo rather than open mana. A single white pip buys a turn with no spells coming the other way: no removal for your engine piece, no instant-speed disruption, no counter for the thing you are about to resolve. That is exactly the safety net a glass-cannon combo deck needs to go off through a board it cannot otherwise see through. The catch is structural and deliberate: the lock lasts only this turn, and it stops your opponents from casting, not from acting. Abilities still fire, anything already on the stack still resolves, and the moment your turn ends the gate reopens. So it is not a soft-lock or a stall; it is a one-turn window held open by force. Cast on your own turn it clears the runway for the kill; cast on theirs it stuffs an entire turn's worth of interaction, though doing so means leaving the mana up rather than developing. The whole approach inverts how white usually disrupts: not by answering a spell after it is cast, the way Wing Shards or Mana Tithe do, but by denying the cast itself before it can begin. That is a narrow, almost surgical kind of protection, and it has kept finding homes in decks whose plan is to resolve one spell and end the game on the spot.

Rules text
Format Status
More formatsFewer formats
Other printings
- Secret Lair Drop#2300
- Secret Lair Drop#7003
- Secret Lair Drop#1816
- Secret Lair Drop#881
- Pioneer Masters#32
- Secret Lair Drop#1445
- The List#TSR-302
- Time Spiral Remastered#302










