Last updated on April 2, 2026

Force of Will - Illustration by Donato Giancola

Force of Will | Illustration by Donato Giancola

Instant spells in MTG are some of the most exciting cards to play simply because they let you and your opponents surprise and outwit each other. Instants turn combat around and make players feel uneasy about their decisions. If an opponent has cards in hand and mana around, you might re-think a certain play because your opponent might do something, like pop a counterspell or combat trick.

These arenโ€™t always the cards that make people win, but theyโ€™re usually the cards that allow a player to control a certain match and stay in the game. Iโ€™ve always been a fan of holding up mana and cards in hand, and for that playstyle, you need to play lots of instants.

Letโ€™s look at the best instants MTG has to offer.

Table of Contents show

What Are Instants in MTG?

March of Otherworldly Light - Illustration by Nils Hamm

March of Otherworldly Light | Illustration by Nils Hamm

Instants in MTG are spells that have the card type instant. These are special in the sense that theyโ€™re the only spells youโ€™re allowed to play on your opponentsโ€™ turns (sans flash). For this list, Iโ€™m considering cards from a historical point of view. Cards that are still relevant to MTG and always have been are at the top of the list. Iโ€™m looking for cards that are very relevant to the formats where they see play, and in multiple formats if possible. This list would be totally different if it were Standard only or Commander only.

#63. Monstrous Rage

Monstrous Rage

Weโ€™ll see Berserk later, but Monstrous Rage showed players exactly what a pushed combat trick can look like in the 2020s. It seems so unassuming, like a Titan's Strength of sorts, but leaving behind that Monster role token is huge, pushing an aggressive attack through in combat, trampling over for a bunch of damage, and leaving behind a game object to push more damage next combat. This is just an incredible combat trick and often does what a removal spell canโ€™t.

#62. Deadly Dispute

Deadly Dispute

Deadly Dispute is one of the better sacrifice outlets, allowing you to get cards and Treasure. Itโ€™s an instant, so you can also sacrifice a creature in response to removal. It's the best Altar's Reap varaint, and was once a $6 common before being reprinted.

#61. Ephemerate

Ephemerate

Ephemerate is a big upgrade over Cloudshift because it has rebound. Being able to blink a creature twice with the same spell is a huge deal, and itโ€™s a powerful engine together with evoke creatures or good ETB creatures.

#60. Unholy Heat

Unholy Heat

Unholy Heat ranges from a simple Shock to the biggest creature/planeswalker-directed damage spell, provided you have delirium active. One of the best delirium cards in formats where it's legal, many consider Unholy Heat to be a design mistake because red isnโ€™t supposed to kill big creatures.

#59. Manamorphose

Manamorphose

Manamorphose is a free spell since it refunds the mana spent to cast it. Itโ€™s so powerful that if you were allowed to have more than four copies of Manamorphose, you could draw your entire deck. This card is a storm engine and sees plays in many combo decks.

#58. Nexus of Fate

Nexus of Fate

One of many extra turn spells that broke Magic, Nexus of Fate was especially hard to swallow because it was supposed to be a โ€œjust-for-funsieโ€ promo. When MTG started doing mechanically unique buy-a-box promos they kicked off with Firesong and Sunspeaker in Dominaria, then somehow immediately printed Nexus of Fate in the next Magic set? Of course it went on to dominate the tournament scene in the most insufferable Wilderness Reclamation decks of Standard. You donโ€™t see this blue instant much these days, but the card is still an eye-roller in Commander. Most Time Walks are, but instant-speed ones can leave you feeling cheated.

#57. Surgical Extraction

Surgical Extraction

Instant speed graveyard hate is good, and a graveyard hate card that gets rid of all those problems permanently is even better. You can also interact when youโ€™ve tapped out because the card costs Phyrexian mana and realistically goes into any deck. A single copy of Surgical Extraction can deal with all you opponentsโ€™ Arclight Phoenixes or Prized Amalgams and stops all kinds of graveyard shenanigans including reanimator decks, flashback spells, and much more.

#56. Daze

Daze

In formats like Pauper and Legacy, Daze is a free counterspell, requiring only that you return an island to your hand. On the play, itโ€™s a potent counterspell to your opponentโ€™s 1-drop and allows you to tap out and still counter your opponentโ€™s next play. Itโ€™s currently banned in Pauper because it gives too much of an edge to blue tempo decks.

#55. Fire Covenant

Fire Covenant

Thanks to the popularity of Commander and Rakdos () decks that benefit from losing life, Fire Covenant is a hell of a sweeper. Itโ€™s similar to an instant-speed Toxic Deluge, and thatโ€™s a strong card. Being able to let your big creatures live while you sweep the board is very powerful, and some EDH decks arenโ€™t afraid of losing 10-15 life in a single turn.

#54. Violent Outburst

Violent Outburst

Together with Shardless Agent, this innocuous cascade spell used to be the key to making decks like Living End and Rhinos work, before it was banned in Modern. Violent Outburst is the only 3-mana cascade effect available at instant speed, and it can even buff your own creatures (okay, Iโ€™m kidding).

#53. Stern Scolding

Stern Scolding

Stern Scolding is to countermagic what Cut Down is to creature removal. Itโ€™s especially back-breaking against โ€œgiant creaturesโ€ that are actually small on the stack, like 0/0 hydras or cards like Angel of Invention. This is just a very efficient blue counterspell that slips into your curve easily, which is exactly what counterspells need to be doing to keep up with the power level of cards these days.

#52. March of Otherworldly Light + Prismatic Ending

In an attempt to push harder into main deck artifact/enchantment removal, whiteโ€™s been getting more and more of these spells. March of Otherworldly Light saw heavy play in Standard, while Prismatic Ending was designed for Modern and is more flexible since it hits planeswalkers and other permanents.

#51. Heroic Intervention

Heroic Intervention

Heroic Intervention has become a green staple in EDH, and it both protects your permanents from spot removal and from sweepers that destroy all cards. Itโ€™s similar to Teferi's Protection, and it can be a combat-winning spell.

#50. Blood for the Blood God!

Blood for the Blood God!

Maybe itโ€™s the wow factor catching me here, but Blood for the Blood God! is just cool. Modern Magicโ€™s not kind to 11-mana spells, but the goal is to get this down to or close enough. Itโ€™s a great Rakdos spell to follow up a board wipe, in particular a Blasphemous Act, since thatโ€™s also usually pretty light on your mana. Get it down cheap enough and youโ€™re talking about a 3-mana draw-8 that hits each opponent for 20% of their starting life total!

#49. Gifts Ungiven

Gifts Ungiven

Gifts Ungiven was a Modern staple in control and reanimator decks, and was only recently unbanned in Commander. The thing with Gifts is you can Entomb twice with it, and you can also make a package with four redundant effects to guarantee you get the effect you want. No matter what they choose to give you, itโ€™s gonna be fine.

#48. Sear

Sear

Sear is just clean, simple removal. While red has no shortage of 2-mana deal 4s, they're predominately sorceries or instants with restrictions like sacrificing a creature as an additional cost. That puts Sear in its own class.

#47. Path to Exile

Path to Exile

Path to Exile is a hell of a removal spell, and it used to be one of whiteโ€™s better cards in formats like Modern. It would be insane in formats like Standard and Pioneer, but the problem is that spot removal got worse in formats like Modern. White decks have cards like Solitude, which is a Swords to Plowshares plus a lifegain creature, and cards like Prismatic Ending can get rid of different permanents. The card still sees lots of play, but itโ€™s certainly less of a protagonist.

#46. Chaos Warp

Chaos Warp

Red usually deals with its problems by dealing damage. You can dispose of creatures and planeswalkers this way and even destroy artifacts, but what about the other permanents? Chaos Warp gets around this by being a color pie break that lets red get rid of problematic cards like enchantments. Even though you donโ€™t know what your opponent will get, chances are that they get something worse than what they lost, or nothing at all. As an extra benefit, shuffling a permanent into their deck gets around graveyard recursion and death triggers.

#45. Drown in the Loch

Drown in the Loch

Drown in the Loch is conditional removal or a counterspell. Itโ€™s interesting because you can interact with the stack and with the battlefield using the same card, but itโ€™s not unconditional (unless youโ€™re the mill deck, of course). Itโ€™s an interesting design that can be foiled with graveyard hate or expensive spells, and it shows that Counterspell is always a safe choice.

#44. Electrodominance

Electrodominance

Effects that let you play a card without paying its mana cost have a high potential to be broken, and there are a bunch of cards with suspend that can be exploited this way. Electrodominance is used to cast cards like Crashing Footfalls or Ancestral Vision without the need to wait, while also being a removal/direct damage spell.

#43. Cloud's Limit Break

Cloud's Limit Break

Cloud's Limit Break scales nicely in Commander. One-for-one removal has issues in the multiplayer formats, so the more multi-target removal you can cast to put everybody behind, the better. This spell works as a perfect flexible piece: You can take out one threat for cheap, or three for 3, and it even scales into a board wipe. It's rarely a dead card.

#42. Legolasโ€™s Quick Reflexes

Legolas's Quick Reflexes

Legolas's Quick Reflexes is the apex of 1-mana single-target protection spells. Split second and hexproof trumps just about any form of targeted removal, but itโ€™s also an untap effect and a potential bite spell at the same time. If you have a way to toggle your creature between tapped and untapped for the turn, say with a Fatestitcher or Freed from the Real, you can turn this 1-mana spell into removal for multiple threats.

#41. Chord of Calling

Chord of Calling

Chord of Calling is a creature tutor that puts your target directly into play. Whatโ€™s more, it can be convoked by your own creatures. Itโ€™s used in elf decks and combo decks alike to get a combo piece like Craterhoof Behemoth, Vizier of Remedies, or Devoted Druid.

#40. Veil of Summer

Veil of Summer

Veil of Summer is a card that can protect your creatures from spot removal, โ€œcounterโ€ a Counterspell, and all that while giving you a card. Banned in multiple formats, itโ€™s good enough to see main deck play even though it hates on two colors. And of course, itโ€™s a sideboard staple.

#39. Continue?

Continue?

Continue? poses an easy question. Of course you continue playing Magic by reanimating your best threats after a board wipe or removal spell. It also works well in combat because you can trade off a few creatures and get them back. It's limited as a protection spell since it only gets a couple of creatures, so go-wide decks don't use it well.

Continue? has great combo potential with cards like Ashnod's Altar and Pitiless Plunderer to construct sacrifice-based combos. That gives it a natural home in aristocrat decks.

#38. Katara's Reversal

Katara's Reversal

Katara's Reversal offers a wonderful dream to players: a counterspell that hits four spells! What a blowout, a four-for-one! But it's much more realistic to rely on the second ability that untaps permanents. It's rife with combo potential if you can copy it and untap a bunch of rocks and whatever's copying the Reversal (looking at you, Lithoform Engine), but infinites aren't required. Throw down some mana rocks that tap for multiple mana and it's an explosive ritual. All that is supported by the counter mode, which offers a default floor of โ€œdecentโ€.

#37. Flame of Anor

Flame of Anor

Flame of Anor can be considered a more versatile Electrolyze, and itโ€™s a very strong spell if you control a wizard. Itโ€™s never a dead card because you can use it to draw and sometimes get something else. Cards like Esper Charm and Archmage's Charm have a serious adversary, and being able to flashback this card with Snapcaster Mage changed how control decks operate in Eternal formats.

#36. Fatal Push

Fatal Push

Itโ€™s fairly easy to trigger revolt on Fatal Push with Treasures or fetch lands, and this card is a staple of many formats including Pioneer and Modern. Itโ€™s very sad to lose a 4-mana creature to 1-mana Fatal Push, and this card raises the bar for what a creature needs to do to be playable.

#35. Archenemy's Charm

Archenemy's Charm

is among the more daunting mana costs a spell can have, but how else could Wizards balance the wonderful options of Archenemy's Charm? The option of exile-based removal or a double Raise Dead that can get planeswalkers is incredible. The combat trick is the least used mode, but itโ€™s no less impactful when it comes to flipping a game on its head.

#34. Fierce Guardianship

Fierce Guardianship

Paying 1 more mana for a Negate isnโ€™t the worst thing, but itโ€™s bad enough to avoid play in formats like Legacy or Vintage. This card shines in EDH where youโ€™ll cast it for free if you've got your Commander in play. Since most decks want to have their commander around, this is a blue staple in EDH because you can use Fierce Guardianship to protect your commander or your board state for free.

#33. Sheoldred's Edict

Sheoldred's Edict

Edict in MTG is a lingo for โ€œan opponent sacrifices a creatureโ€. This is often a bad effect because you canโ€™t choose what to get with the spell, and if your opponent has a 6/6 and a 1/1 token, itโ€™s useless at dealing with the bigger threat. Sheoldred's Edict gets around that by giving players a choice, and itโ€™s one of the best planeswalker removal spells since they usually have only one on the battlefield. All three modes are useful in different scenarios, which makes this a versatile instant.

#32. Undying Malice + Feign Death

These spells donโ€™t seem like much, but they were format-defining in Modern and Legacy when combined with the Modern Horizons 2 evoke elementals, specifically Grief and Fury. Those two have hit various ban lists, but the idea was to evoke a Grief on turn 1 (or a Fury later on), and follow up the sacrifice trigger with Undying Malice or a similar โ€œscamโ€ effect, doubling up that elementalโ€™s ETB effect and keeping the body in play.

#31. Auroral Procession

Auroral Procession

Regrowth is a very powerful card. Auroral Procession takes that great base value and makes it even better as an instant. If you mess with the graveyard at all and can cast it, it's worth considering.

#30. Boros Charm

Boros Charm

Boros Charm is one of the most versatile cards ever and a staple in Boros decks. In burn decks you can either deal 4 damage to the face, give double strike to a card like Monastery Swiftspear, or protect your creatures from a sweeper. You can preserve your enchantments or lands too, and itโ€™s awesome in Voltron decks because of double strike and protection. Boros Charm is good enough for red decks to splash white for it.

#29. Counterspell

Counterspell

A classic blue card, countering any spell for 2 mana is very strong. Itโ€™s Essence Scatter plus Negate, with a more restrictive mana cost. MTGโ€™s power level has risen to the point where itโ€™s safe to play Counterspell in Modern, and today simply countering a spell isnโ€™t that broken. But itโ€™s still great!ย 

#28. Snuff Out

Snuff Out

Removing creatures for free is a very good tempo play, even if it costs you 4 life. Snuff Out is a staple of the Pauper format and used to be highly expensive until recent reprints knocked it down a peg.

#27. Red Elemental Blast

Red Elemental Blast

The main reason why Red Elemental Blast exists is to fight blue decks. This card is a staple in Pauper and Legacy mainstay because having tools to fight blue decks is essential, and Red Elemental Blast can either counter a spell or outright destroy something blue. Countering a Force of Will is a massive resource and tempo advantage for you, and being able to destroy a Teferi, Time Raveler or Jace, the Mind Sculptor for 1 mana is as good as it gets.

#26. Akromaโ€™s Will

Akroma's Will

The funny thing about Akroma's Will being an instant is that youโ€™ll often just run this out during your own main phase and win the game that turn. Instant speed means thereโ€™s blowout potential if you time it right during an opponentโ€™s combat, but the combination of double strike and protection from colors means youโ€™re pushing so much damage if you use this white instant proactively. Even if you donโ€™t land the killing blow, all that damage comes with lifelink, too.

#25. Berserk

Berserk

Few spells have the destructive power Berserk does. Turning a 5/5 into a 10/5 trampler for 1 mana is one of the best combat tricks ever. Itโ€™s also awesome with infect creatures, often eliminating an opponent in the process.

#24. Collected Company

Collected Company

Collected Company lets you see the top six cards of your library and put up to two creatures that cost 3 or less onto the battlefield. Just by casting โ€œCoCoโ€ you can potentially drop 6 mana worth of creatures, at instant speed no less. You can use this spell to cheat out blockers during an attack, assemble your combo pieces, or recover from a sweeper.

#23. Dismember

Dismember

Colors that donโ€™t have access to great removal spells like green and blue can have a pretty good one in Dismember, and for just 1 mana. Yes, it costs 4 life, and in formats like Modern this isnโ€™t negligible, but thatโ€™s why Dismember isnโ€™t that high on the list. This card also gets around indestructible since it gives a target -5/-5. The color restriction doesnโ€™t apply to EDH though, so you wonโ€™t see any mono-blue EDH decks dismembering foes around.

#22. Worldly Tutor

Worldly Tutor

For just 1 mana, Worldly Tutor sets up your next draw with the best creature available in your deck. This allows green players to play creature toolbox decks, like looking for an Eternal Witness if you need graveyard recursion or a Reclamation Sage if you need enchantment removal.

#21. Enlightened Tutor

Enlightened Tutor

Enlightened Tutor gets you an artifact or enchantment from your deck that youโ€™ll draw next. Being able to draw your Rhystic Study, Smothering Tithe, or The One Ring next is a huge deal, and there are whole combos that get better and more consistent with this card around.

#20. Flusterstorm

Flusterstorm

Flusterstorm is a counterspell made to counter the storm mechanic, which can be useful in many scenarios. When your opponent points 20+ copies of Grapeshot at you, you can produce 20+ copies of Flusterstorm and counter every single copy.

#19. Force of Vigor

Force of Vigor

Like Force of Will, Force of Vigor is potentially a free spell, and itโ€™s a nice way of getting rid of stax pieces like Blood Moon or Chalice of the Void. Or maybe youโ€™re playing a dredge deck and you need to get rid of that Rest in Peace or Leyline of the Void.

#18. Deflecting Swat

Deflecting Swat

Thereโ€™s an argument that Fierce Guardianship is the best of the โ€œCommander free spellโ€ cycle, but itโ€™s ultimately a free counterspell, of which there are plenty to choose from. Deflecting Swat is more unique by virtue of being a free target-changing effect, and therefore it has a role in Commander that isnโ€™t filled by any other card. Bolt Bend and Redirect Lightning come close, but free spells are great, and Deflecting Swat can shift the game real fast if youโ€™re able to redirect the right spell.

#17. Ad Nauseam

Ad Nauseam

Ad Nauseam is a risky spell to fire off because youโ€™ll lose life while going through your deck, but guess what: It lets you win. Most Ad Nauseam decks in Legacy have free spells or spells that cost 1 anyway, and in EDH, you can do silly stuff with more life to tinker with.

#16. Consult the Star Charts

Consult the Star Charts

Consult the Star Charts is among the best draw spells printed in 2025, and a frontrunner for the past five years. Though you want to cast this with kicker, the option to Impulse gets you out of tight spots. Maybe you need a land drop turn 3, or you have 4-5 mana and need to dig for a counterspell. Though this fills the 4-mana draw-two slot of Memory Deluge and its ilk, that flexibility makes those plays possible.

When things go well and you kick Consult, it does a fine Dig Through Time impression. Drawing two cards is fine, but the best two of four is wonderful. And the card only gets better as time goes on. Since control decks hit most of their land drops and extend the game, it's fully possible to look at 8-10 cards when you cast this in the late game.

#15. Dig Through Time

Dig Through Time

Paying 8 mana to look at the top cards and getting two is horrible, but guess what? Dig Through Time often costs 2-3 mana. This card is so powerful that it warps deck construction around it, and youโ€™ll want as many cheap cantrips and mill effects as you can get to delve deeper and more frequently. Itโ€™s so good it got banned in multiple formats, but you can still play this card in Pioneer.

#14. Cyclonic Rift

Cyclonic Rift

Cyclonic Rift is probably the card EDH players most want to see banned. Hands down the best blue board wipe, it's an absolute blue staple of the format: Paying 7 mana to bounce all their permanents but keeping yours intact is huge. It can ruin the life of engine-builder players (+1/+1 counters, planeswalkers, tokens, you name it).

#13. Mental Misstep

Mental Misstep

Mental Misstep allows you to counter a spell that costs 1 mana. This doesnโ€™t look powerful, but it has a few things going up for it. It can be played for 2 life, and it can counter other peopleโ€™s Mental Missteps. Competitive MTG plays a lot of 1-mana spells, from creatures to instants and sorceries. Just look at this ranking: Probably half of it gets countered by Mental Misstep, not to mention hand disruption and forced discard effects like Thoughtseize and Duress or creatures like Ragavan, Nimble Pilferer.

#12. Mystical Tutor

Mystical Tutor

A lot of combos require us to find a specific sorcery or instant card, and Mystical Tutor does that for only a single mana. It puts the spell on top of the library, which isnโ€™t ideal, but itโ€™s still one of blueโ€™s best tutors.

#11. Swords to Plowshares

Swords to Plowshares

Swords to Plowshares is a white staple and the quintessential removal spell. It exiles any non-hexproof/shroud creature for just 1 mana, and the life they get back is often negligible.

#10. Teferi's Protection

Teferi's Protection

Teferi's Protection in Commander is like the white Cyclonic Rift. As Magic's most powerful phasing card and one of the best white instants ever printed, few spells in MTG allow you to do what Teferi's Protection does, which is simply to phase out for a turn. That means you and all permanents you control are protected, be it from a combo, an attack, or a sweeper (including a Cyclonic Rift). 

#9. Mana Drain

Mana Drain

Whatโ€™s better than countering a spell for 2 mana and getting some mana in the process, mana that youโ€™ll be able to use in the next turn to cast something nice? Mana Drain is a strictly better Counterspell, and MTG rules donโ€™t punish you for unspent mana anymore.

#8. Dark Ritual

Dark Ritual

Pay 1 mana, get 3 back, netting 2 black mana in the process. One of Magic's best rituals, Dark Ritual is never used to do fair stuff. Youโ€™ll either up your storm count, cast Necropotence or Doomsday, or just cast a big black creature ahead of schedule.

#7. Brainstorm

Brainstorm

Nothing screams Legacy more than Brainstorm (okay, now thereโ€™s Orcish Bowmasters to punish it but still). Brainstorm is a very skill-intensive spell, allowing you to hide cards in your deck so they donโ€™t get discarded, shuffle the cards you donโ€™t want with fetch lands, and more. Itโ€™s a very powerful cantrip and card selection tool, and it sees play in control, spellslinger, and combo decks alike.

#6. Entomb

Entomb

Entomb is a reanimator deckโ€™s best friend because it not only finds your best reanimation target but also puts it on your graveyard for further use. All of this for a single mana. Entomb is cheap, does its job very well, and is played across multiple Eternal formats.

#5. Force of Negation

Force of Negation

For years Force of Will was the main โ€œfree counterspellโ€, but weโ€™ve had Force of Negation for a while now. Force of Negation is legal in Modern, and it complements Force of Will as a โ€œcheaperโ€ to cast FoW or as redundancy in older formats. It only gets noncreature spells, which is fine given that these spells rarely counter creatures anyway. Force of Negation exiles the countered spell, and thatโ€™s relevant in a few scenarios.

#4. Vampiric Tutor

Vampiric Tutor

Vampiric Tutor is one of the best tutors in MTG, rivaled only by Demonic Tutor. Finding the card you need for 1 mana at instant speed is a bargain, and you can likewise set the top card of your library for many combos. Itโ€™s card disadvantage because you wonโ€™t put the tutor target in your hand, but in many situations, itโ€™s even better when you need to set up the top card.

#3. Lightning Bolt

Lightning Bolt

Magic's best red instant, Lightning Bolt is the best burn spell available at 1 mana, and itโ€™s been synonymous with the red colors ever since the beginning of the game. Itโ€™s good in aggressive and control decks alike, and itโ€™s probably the card that's won the most MTG tournaments ever.

#2. Force of Will

Force of Will

Turns out being able to counter a spell without paying the mana cost is busted. Yeah, free spells are amazing. Force of Will requires you to lose two cards and a point of life, but if this is the price you pay for not losing, then itโ€™s a fair price. This card is so format-defining that players overvalue a card for being blue just because you can โ€œpitch to Force of Willโ€.

#1. Ancestral Recall

Ancestral Recall

The first place couldnโ€™t be different. Three cards. Only 1 mana. Zero downside. Busted. Ancestral Recall is one of the famous Power Nine, some of the most powerful cards in MTG. And admittedly a design mistake.

Best Instant Payoffs

If you're packing a bunch of instants, youโ€™ll want something that either rewards you for playing on your opponentsโ€™ turns, ways to utilize your mana (mana sinks), or cards that trigger whenever you cast an instant spell.

The Draw-Go deck archetype is filled with instant-speed interaction, like permanents with flash (The Wandering Emperor, Hullbreaker Horror), removal spells, counterspells, and card draw (Consider, Memory Deluge). Youโ€™ll either counter your opponentโ€™s spell, remove their threat, or draw more cards, and almost always on their turn.

Cards that care about instants being cast like Young Pyromancer or Thermo-Alchemist are interesting payoffs. Nowadays MTG uses the term noncreature spell more often. Cards like Third Path Iconoclast or Monastery Mentor are also instant payoffs.

Dreadship Reef

Mechanics like flash and cycling make instants better because you have more stuff to do with your mana. In the same vein, the storage lands (Dreadship Reef) were designed for players to put their unspent mana into it.

You can get instant cards back from your graveyard to your hand with cards like Archaeomancer and Mnemonic Wall. These creatures get much better when you have good instants by your side.

Cards that untap mana sources also work well with instants because they let you spend mana on your turn and your opponents'. Bender's Waterskin works best with cheap cantrips, but Wilderness Reclamation and Seedborn Muse are the gold standard: You can spend all your mana on your turn, then still untap to hold up whichever instants you like against your opponents. The Muse is particularly potent in Commander since it quadruples your mana. In an artifact deck, Unwinding Clock serves a similar purpose.

In Commander, there are a number of legends and other payoffs that reward you for playing on your opponentsโ€™ turns. Alela, Cunning Conqueror and Nymris, Oona's Trickster play exceptionally well with instants, particularly cheap spells so you can trigger their abilities on each opponentโ€™s turn. Blightwing Bandit and Wrangler of the Damned are other examples of non-legendaries that want you to load a deck up with instants.

When Can You Cast Instants in MTG?

You can cast an instant spell whenever you have priority on any player's turn.

What Is the Difference Between an Instant and a Sorcery?

The main difference is that sorceries can only be cast during your turn and when the stack is empty. Instants can be cast on your turn and on the opponentsโ€™ turns. You can also cast an instant spell in response to an effect already on the stack.

Is Flash the Same as Instant?

Slitherwisp

Not really. Flash is a keyword ability, while instant is a card type. A spell with flash can be cast at instant speed, but flash is applied to sorcery-speed permanents like creatures and enchantments. A card like Slitherwisp refers only to spells that have the keyword flash.

Do You Need Priority to Cast an Instant?

Yes, you need priority to cast any spell in Magic. Whenever you put a spell or effect onto the stack, priority goes to your opponent(s) before it resolves. You can continue casting spells when your opponents return priority to you.

Can You Cast an Instant in Response to Your Own Instant?

Remand

Sure! Itโ€™s an interesting trick if you have the spells and the mana. People sometimes cast a spell and Remand their own spell to draw a card and increase the number of spells cast in a given turn. The important thing to note here is that you have immediate priority after you put a spell on the stack, so you have first dibs at responding to your own spells and abilities.

What Is a Tribal Instant?

Morcant's Eyes

A tribal instant, now referred to as a โ€œkindred instantโ€, is an instant spell that also has a creature type. For example, Morcant's is a โ€œkindred enchantment elfโ€ in its type line, which means that the card is at the same time an instant spell and an elf spell. It interacts with anything that specifically mentions elf cards, but is still considered an instant.

What Is the Difference Between an Instant and an Interrupt?

An interrupt was a special kind of spell in MTG that could be cast at instant speed but would resolve before other spells on the stack, and you could only cast an interrupt in response to an interrupt spell already on the stack. Itโ€™s somewhat similar to what happens with the mechanic split second, except that a player canโ€™t cast any spells in response to a split second spell. Interrupts are now obsolete from the game.

Regarding instants, any instant spell or activated ability can be put on the stack in response to another instant. Cards that were interrupts like Counterspell are now instants.

Wrap Up

Force of Negation - Illustration by Paul Scott Canavan

Force of Negation | Illustration by Paul Scott Canavan

Instants are among the most important card types in MTG, and being able to play them when theyโ€™ll give you the best leverage is key, as is playing around your opponents' instant spells. Most of these are blue and black, and that reflects the way these colors interact, and blueโ€™s superior instant power level overall.

Now I want to hear from you. What do you think of my list? What spells do you often play that arenโ€™t here? Let me know in the comments section below, or letโ€™s discuss it on the Draftsim Discord. And check out our newsletter, The Daily Upkeep, to keep up with the most recent MTG news.

Thanks for reading guys, and always be aware of what your opponents might be holding.

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2 Comments

  • Maurizio July 24, 2025 1:27 am

    “Ghostfire Slice” ist strictly better than “Lightning Bolt” in EDH. It deserves top 5.

    • Timothy Zaccagnino
      Timothy Zaccagnino July 24, 2025 10:46 am

      I mean, that’s not 100% true but I get what you’re saying. This list isn’t really that focused on EDH specifically.

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