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Hinder

Hinder

Instant$0.24

Counter target spell. If that spell is countered this way, put that card on your choice of the top or bottom of its owner's library instead of into that player's graveyard.

Legal in Commander

Is

Does

Combos 15

  • Hinder + Approach of the Second Sun + Leyline of Anticipation

    • Win the game

    Mana needed: 14 decks on Commander Spellbook

    How it works

    Steps

    During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Leyline of Anticipation. In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library. In your draw step, draw Approach of the Second Sun. Cast Approach of the Second Sun by paying {6}{W}, winning the game.

    Commander Spellbook ↗
  • Hinder + Approach of the Second Sun + High Fae Trickster

    • Win the game

    Mana needed: 7 decks on Commander Spellbook

    How it works

    Steps

    During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using High Fae Trickster. In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library. In your draw step, draw Approach of the Second Sun. Cast Approach of the Second Sun by paying {6}{W}, winning the game.

    Commander Spellbook ↗
  • Hinder + Approach of the Second Sun + Tidal Barracuda

    • Win the game

    Mana needed: 6 decks on Commander Spellbook

    How it works

    Steps

    During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Tidal Barracuda. In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library. In your draw step, draw Approach of the Second Sun. Cast Approach of the Second Sun by paying {6}{W}, winning the game.

    Commander Spellbook ↗
  • Hinder + Approach of the Second Sun + Heliod, the Radiant Dawn // Heliod, the Warped Eclipse

    • Win the game

    Mana needed: 6 decks on Commander Spellbook

    How it works

    Steps

    During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Heliod, the Warped Eclipse. In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library. In your draw step, draw Approach of the Second Sun. Cast Approach of the Second Sun by paying {6}{W}, winning the game.

    Commander Spellbook ↗
  • Hinder + Approach of the Second Sun + Vedalken Orrery

    • Win the game

    Mana needed: 4 decks on Commander Spellbook

    How it works

    Steps

    During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Vedalken Orrery. In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library. In your draw step, draw Approach of the Second Sun. Cast Approach of the Second Sun by paying {6}{W}, winning the game.

    Commander Spellbook ↗
  • Hinder + Approach of the Second Sun + Gandalf, Friend of the Shire

    • Win the game

    Mana needed: 3 decks on Commander Spellbook

    How it works

    Steps

    During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Gandalf. In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library. In your draw step, draw Approach of the Second Sun. Cast Approach of the Second Sun by paying {6}{W}, winning the game.

    Commander Spellbook ↗
  • Hinder + Thrumming Stone + Thousand-Year Storm

    • Infinite magecraft triggers
    • Infinite storm count

    Mana needed: 3 decks on Commander Spellbook

    How it works

    Before you start

    You have cast at least one instant and/or sorcery this turn.

    Steps

    Cast any other spell, or wait for an opponent to cast one. Cast Hinder by paying {1}{U}{U}, targeting that spell. Thousand-Year Storm and Thrumming Stone trigger. Resolve the Thousand-Year Storm trigger, creating at least one copy of Hinder, with each copy targeting the original Hinder. Resolve the first copy of Hinder, countering the original Hinder and putting it on top of your library. All remaining Hinder copies fizzle due to no longer having a legal target. Resolve the Thrumming Stone trigger from step 3, revealing the top four cards of your library and casting Hinder without paying its mana cost. Repeat from step 3.

    Commander Spellbook ↗
  • Hinder + Thrumming Stone + Bonus Round

    • Infinite magecraft triggers
    • Infinite storm count

    Mana needed: 2 decks on Commander Spellbook

    How it works

    Steps

    Cast Bonus Round by paying {1}{R}{R}. Thrumming Stone triggers, revealing the top four cards of your library and putting them on the bottom of your library. Resolve Bonus Round, copying all instants and sorceries cast after it this turn. Cast any other spell, or wait for an opponent to cast one. Cast Hinder by paying {1}{U}{U}, targeting that spell. Bonus Round and Thrumming Stone trigger. Resolve the Bonus Round trigger, creating a copy of Hinder, targeting the original Hinder. Resolve the copy of Hinder, countering the original Hinder and putting it on top of your library. Resolve the Thrumming Stone trigger from step 6, revealing the top four cards of your library and casting Hinder without paying its mana cost. Repeat from step 6.

    Commander Spellbook ↗
  • Hinder + Approach of the Second Sun + Wizards of Thay

    • Win the game

    Mana needed: 1 decks on Commander Spellbook

    How it works

    Steps

    During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Wizards of Thay. In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library. In your draw step, draw Approach of the Second Sun. Cast Approach of the Second Sun by paying {6}{W}, winning the game.

    Commander Spellbook ↗
  • Hinder + Approach of the Second Sun + Hypersonic Dragon

    • Win the game

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Steps

    During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Hypersonic Dragon. In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library. In your draw step, draw Approach of the Second Sun. Cast Approach of the Second Sun by paying {6}{W}, winning the game.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Kitsa, Otterball EliteHinder is an Instant or sorcery, which Kitsa, Otterball Elite can use.
  2. Stella Lee, Wild CardStella Lee, Wild Card copies your spells and Hinder is an Instant or sorcery.
  3. Naru Meha, Master WizardNaru Meha, Master Wizard copies your spells and Hinder is an Instant or sorcery.
  4. Gandalf the GreyGandalf the Grey copies your spells and Hinder is an Instant or sorcery.
  5. Lutri, the SpellchaserLutri, the Spellchaser copies your spells and Hinder is an Instant or sorcery.
  6. Rootha, Mercurial ArtistRootha, Mercurial Artist copies your spells and Hinder is an Instant or sorcery.
  7. Uyo, Silent ProphetUyo, Silent Prophet copies your spells and Hinder is an Instant or sorcery.
  8. Jin-Gitaxias, Progress TyrantHinder is an Instant or sorcery, which Jin-Gitaxias, Progress Tyrant can use.
  9. Prismari, the InspirationHinder is an Instant or sorcery, which Prismari, the Inspiration can use.
  10. Storm, Force of NatureHinder is an Instant or sorcery, which Storm, Force of Nature can use.

View Hinder on Scryfall