2. Playing cards

Countering a spell

Stopping a spell before it happens

Some Reactions stop a spell outright. Play one on top of a spell, and when it resolves, the spell under it is cleared from the chain without doing anything. It goes to its owner's trash, and the cost they paid for it stays paid. That's how you a spell.

Wind WallDefy
Wind Wall counters any spell. Defy only cheap ones.

Your opponent plays on your unit. You answer with , aimed at . resolves first, and goes to their trash. Your unit lives, and the runes they used for are still exhausted or recycled.

What can be countered

Only what's on the chain. Units and gear leave it the moment they're played, so a card that counters a spell can't touch them. Some counters say "a spell or ability", and those can stop the abilities you'll meet later too.

Some counters have limits. counters a spell that costs no more than 4 Energy and no more than one rainbow symbol. costs 4 Energy orderorder, two symbols, so can't stop it.

A counter is a spell like any other, so it can be countered too. If your opponent answers your with their own, theirs resolves first and counters yours, and goes ahead.

Note

A countered card doesn't count as played for anything that happens "when you play" a card.

Try it

Counter the first spell of a two-card combo, and see why the second one can't follow.

Set it up on the board