From real Commander game data

MTG Counterspells By color

A card counters a spell or it is not on this page: the most played blue ones first, then the short white, black, red, green, colorless and multicolor lists, sorted by how many Commander decks run each card.

Last computed 24 Sep 2026 · recomputed weekly
131
Counterspells ranked

What are the best MTG counterspells?

The best MTG counterspells are the ones players actually reach for, and most of them are blue: countering a spell is blue's share of the color pie. The lists below rank the most played blue counterspells, then the white, black, red, green and colorless counterspells that tracked Commander decks run, and then the color combinations with enough of them to rank, ordered by how many decks run each card and counted from real games on Playgroup.gg. White taxes a spell instead of countering it outright, black charges life for the few it has, red mostly answers blue, and green almost never counters a spell and protects its own from being countered instead, so those four lists are short on purpose and are shown in full.

Deck counts are drawn from 165,328 tracked decks on Playgroup.gg.

Lists last computed 24 Sep 2026 from decks and games tracked on Playgroup.gg.

{U}

Blue Counterspells

Blue is the color that says no. Countering spells is blue's share of the color pie, and blue is the only color where an unconditional counterspell is both common and cheap. The other colors get a handful, and they come with a condition attached.

28,196
Decks running Counterspell
Show 20 more blue counterspells (ranks 11-30)
{W}

White Counterspells

White taxes spells rather than stopping them. Its answers ask an opponent to pay extra mana or push a spell back a turn, and when white cannot do either it protects whatever the spell was aimed at instead.

13 white counterspells run in tracked decks

2,353
Decks running Boromir, Warden of the Tower
{B}

Black Counterspells

Black almost never counters a spell outright. Where it does, it pays life for the privilege, or asks an opponent to pay life to let the spell through. Answering a threat after it resolves is black's job.

5 black counterspells run in tracked decks

444
Decks running Withering Boon
# Card Decks
1
Withering Boon
Withering Boon {1} {B}
444
2
Dash Hopes
Dash Hopes {B} {B}
151
3
Deathgrip
Deathgrip {B} {B}
52
4
Stromgald Cabal
Stromgald Cabal {1} {B} {B}
34
5
Thrull Wizard
Thrull Wizard {2} {B}
18
{R}

Red Counterspells

Red's counterspells mostly answer one color. Its blasts only hit blue, and its one general answer swaps the countered spell for something random rather than simply stopping it.

9 red counterspells run in tracked decks

3,537
Decks running Red Elemental Blast
{G}

Green Counterspells

Green almost never counters a spell, it refuses to be stopped instead. The color pie gives green protection from being countered, and its own counterspells are old and conditional, answering one color, or an instant or Aura aimed at something green already controls.

2 green counterspells run in tracked decks

259
Decks running Avoid Fate
# Card Decks
1
Avoid Fate
Avoid Fate {G}
259
2
Lifeforce
Lifeforce {G} {G}
43
{C}

Colorless Counterspells

Colorless counterspells need no colored mana, so any deck can run them whatever its color identity. Some are Eldrazi or colorless instants, paying with a card out of hand or with colorless mana; others are artifacts that sit on the battlefield and answer spells by mana value.

11 colorless counterspells run in tracked decks

1,792
Decks running Kozilek, the Great Distortion
By color combination

Multicolor counterspells

A card is counted under its exact color identity, so a counterspell needing two or three colors is on none of the single-color lists above. Those cards are here instead, one list per color combination that enough tracked decks run.

{W} {U}

Azorius Counterspells

Azorius counterspells need white and blue mana, so they only fit decks whose color identity covers all of them. A deck that can cast them can also run everything on the white and blue lists above.

19 azorius counterspells run in tracked decks

5,721
Decks running Dovin's Veto
{U} {B}

Dimir Counterspells

Dimir counterspells need blue and black mana, so they only fit decks whose color identity covers all of them. A deck that can cast them can also run everything on the blue and black lists above.

15 dimir counterspells run in tracked decks

1,687
Decks running Drown in the Loch
{U} {R}

Izzet Counterspells

Izzet counterspells need blue and red mana, so they only fit decks whose color identity covers all of them. A deck that can cast them can also run everything on the blue and red lists above.

12 izzet counterspells run in tracked decks

1,119
Decks running Izzet Charm
{G} {U}

Simic Counterspells

Simic counterspells need green and blue mana, so they only fit decks whose color identity covers all of them. A deck that can cast them can also run everything on the green and blue lists above.

9 simic counterspells run in tracked decks

1,110
Decks running Quandrix Command
{W} {U} {B}

Esper Counterspells

Esper counterspells need white, blue and black mana, so they only fit decks whose color identity covers all of them. A deck that can cast them can also run everything on the white, blue and black lists above.

6 esper counterspells run in tracked decks

319
Decks running Deny the Witch
Methodology

How these counterspell lists are built

Start with what the order means, because it shapes everything else on this page. These lists are ranked by how many tracked decks run each card, not by a rating and not by the measurement. Separately we compare decks that run a card against decks on the same commander that do not, pool those matched comparisons, and ask whether the difference is bigger than chance. Only a handful of cards clear that bar. The rest are played widely and honestly, and we cannot tell you they help.

That is why the lists are ordered by deck count rather than by the measurement. Sorting a list by a number whose confidence interval crosses zero for most of its rows would be ranking sampling error and calling it insight. Deck count is a smaller claim, but it is one the data can actually carry, and it answers the question people arrive with: which counterspells do Commander players put in their decks?

The win-rate lift is therefore a marker, not the ranking. It appears beside a card only when that card has been played enough to judge and its measured effect is clearly positive, which means clearing minimums on games with the card, on how many separate commander groups it was seen in and on how many different pilots played it, with a cap on how much of the sample any one pilot may hold, and then landing entirely above zero. A card that was measured and came out flat gets an empty cell rather than a number near zero, because a number near zero reads as a verdict and this one is not. Outside blue you should expect almost no figures at all: the four short lists are small and the cards on them are played too rarely to measure.

Read that figure as a difference, not a multiplier. A +2.2% lift means a deck running the card wins 2.2 percentage points more often than decks on the same commander without it: 27.2% of its games rather than 25.0%. It is not a 2.2% relative increase, and it is not a claim that the card wins 2.2% of your games on its own.

Why this is one page and not six

Counterspells are split unevenly between the colors, and the split is the answer most people arrive looking for. Blue is the only list here long enough to need folding; the other five are short enough to show whole. A separate page per color would leave five pages with almost nothing on them, so they share this one instead.

The candidate pool is every Commander-legal card carrying Scryfall's counterspell oracle tag, which is a human-curated tag rather than a text search, narrowed to the cards whose own text counters a spell. That narrowing matters more here than on our other lists. Scryfall tags anything that interacts with a spell on the stack, so the raw tag also carries cards that bounce a spell back to its owner's hand, exile it, or counter an ability rather than a spell, and those were topping the white and green lists. Cards like Reprieve, Sink into Stupor and Mindbreak Trap answer a spell without countering it, and they are excluded for that reason. Multicolor cards are not excluded; every card is counted under its exact color identity, which is why a counterspell needing white and blue is on the Azorius list rather than on the white list or the blue list. That is what someone searching for green counterspells wants, mono-green cards they can put in any green deck, and it is also what someone searching for azorius counterspells wants. Each surviving card is counted across every non-archived tracked deck whose mainboard contains it, so a card nobody has sleeved up does not appear at all.

Counts are drawn from 165,328 tracked decks on Playgroup.gg.

The counterspell oracle tag comes from Scryfall and popularity across public decklists is answered better by EDHREC than by us. What we add is the count from decks that were actually played, and the measured effect on winning where there is one to report.

MTG counterspells FAQ

What is a counterspell in Magic: The Gathering?
A counterspell is a card, usually an instant, that counters another spell before it resolves. The countered spell goes to its owner's graveyard and none of its effects happen, so the card is spent for nothing. Not every counterspell is an instant: Glen Elendra Archmage and Siren Stormtamer are creatures that counter a spell with an activated ability. Countering is blue's share of the color pie, which is why most counterspells are blue. In Commander a counterspell costs more than its mana: you have to hold that mana up on someone else's turn instead of using it, and if nobody casts anything worth answering, the turn is gone.
Can white counter spells in MTG?
Yes, but rarely, and almost never for free. White's version is a tax rather than a wall: Mana Tithe counters a spell unless its controller pays one more mana, and Lapse of Certainty counters a spell and puts it on top of its owner's library, so its controller draws it again next turn. Outside a handful of cards like those, white answers a spell by protecting whatever it was aimed at, which is why white decks hold up removal and protection where a blue deck would hold up a counterspell.
Are there red counterspells?
A few, and they are narrow on purpose. Pyroblast and Red Elemental Blast only answer blue spells, which makes them close to useless at one table and close to unfair at the next. Tibalt's Trickery answers any spell, but it counters that spell and then replaces it with a random card from its controller's library, which is chaos rather than an answer; players also aim it at their own cheap spell on purpose, hoping the random card is better than what they cast. Red is not built to stop a spell; it is built to have already dealt with the person casting it.
Are there green counterspells?
Almost none, and the famous green answer is not one. Green's color pie gives it protection from being countered rather than the ability to counter, so Veil of Summer makes your own spells uncounterable and gives you hexproof from blue and black for the turn, without countering anything itself. Green does have a small number of cards that counter abilities rather than spells, like Green Slime, and those are not counterspells either, which is most of why this list is as short as it is. What is left is old and conditional, such as Avoid Fate, which counters an instant or Aura spell that targets a permanent you control, or Lifeforce, which counters a black spell for two green mana.
Are there black counterspells?
Almost none, and the ones that exist charge life for it. Withering Boon counters a creature spell for two mana and 3 life. Dash Hopes counters any spell, but when you cast it any player may pay 5 life to counter Dash Hopes instead, and at a four-player table that is three opponents who could pay. Black answers a threat after it lands, with removal, edicts and sacrifice, rather than before it resolves.
What are the best free counterspells in MTG?
Free means you cast it without paying its mana cost, by paying something else instead. Force of Will exiles a blue card from your hand and costs you 1 life, and it answers anything at any time. Force of Negation is not the same card: it exiles a blue card and no life, but only if it is not your turn, and only against a noncreature spell. Pact of Negation is free now and five mana on your next upkeep, and you lose the game if you cannot pay. Fierce Guardianship is free while your commander is on the battlefield, which is the reason it was printed for this format. Mental Misstep costs 2 life and only answers a one-mana spell, and Daze asks you to return an Island to your hand.
Where are the multicolor counterspells like Dovin's Veto?
Further down this page. Every list here is one exact color identity, so a card needing two colors is on neither of their single-color lists: it belongs with the other counterspells in exactly those colors, and each color combination that enough tracked decks run gets a list of its own. Dovin's Veto needs white and blue, so by that rule it would appear on the Azorius list rather than on the white list or the blue list. The rule is what makes the single-color lists useful: a mono-blue counterspell goes in any deck whose color identity includes blue, while an Azorius one only fits decks in both. Combinations with only a handful of counterspells between them get no list, because a heading over two rows is not a list.
Why isn't Reprieve or Sink into Stupor on this list?
Because neither one counters anything. Reprieve returns the spell to its owner's hand and draws you a card, and Sink into Stupor returns the spell to its owner's hand as well, so in both cases the spell can simply be cast again. Mindbreak Trap exiles spells rather than countering them, and Narset's Reversal copies the spell and returns the original to its owner's hand, which is closer to stealing it than to answering it. These lists cover cards whose text actually counters a spell, and the same rule is what keeps cards that only counter abilities, like Green Slime and Bind, off the green list. Removing a spell from the stack and countering it are different things, and a card that does the first can hand your opponent the spell back.
Why does this list look different from other counterspell lists?
Most counterspell lists are one writer's ranking, and most of them are a blue list with a sentence apologizing for the other colors. This one is counted, and every color gets its own list however short it turns out to be. Every card here carries Scryfall's counterspell tag and says in its own text that it counters a spell, which is what keeps out the cards that bounce a spell or counter an ability instead. They are ordered by how many tracked Commander decks actually run them, so the order reflects what players sleeve up rather than what an editor rates. We also measure whether a card raises a deck's win rate against decks running the same commander without it, and only the few that clearly do carry a figure.
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Counted from decks and games tracked on Playgroup.gg. Every card name links to its full stat page.