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Rules guide · Instant

AbsorbHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Dominaria Remastered· January 13, 2023
Carte Magic Absorb

Absorb is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Counter target spell. You gain 3 life.

Complete guide

Absorb is a classic blue and white utility spell that combines control with survival. It offers a powerful way to stabilize against aggressive strategies by negating a threat and bolstering your life total simultaneously.

What It Does

Absorb is an instant that targets any spell currently on the stack. When it resolves, it attempts to counter that spell, moving it to its owner's graveyard. Regardless of whether the spell is actually countered, the player who cast Absorb gains 3 life.

How It Resolves

First, you choose a legal target spell on the stack and pay the mana cost of one white and two blue. Upon resolution, the game checks if the target is still legal. If it is, Absorb tries to counter it. Even if the target spell has a 'cannot be countered' clause, Absorb completes its second instruction, granting you 3 life before finishing its resolution and heading to the graveyard.

Common Mistakes

A frequent misconception is that the life gain is dependent on successfully countering the spell. However, since the life gain is a separate sentence and not conditional (it does not say 'If that spell is countered this way...'), you still gain life even if the target is uncounterable. Note that if the target spell becomes illegal before resolution—for example, if it is exiled by another effect—Absorb will fail to resolve entirely and you will not gain any life.

When to Play It

Absorb is best utilized in control decks that need to survive until the late game. It is particularly effective against 'Burn' or aggressive decks where the 3 life can often offset an entire card's worth of damage from the opponent, essentially providing a 'two-for-one' exchange in terms of resources.

Interaction examples

Standard Countering

If your opponent casts Counterspell targeting one of your permanents, you can cast Absorb targeting their Counterspell. When Absorb resolves, the Counterspell is moved to the graveyard and you gain 3 life. Your original permanent spell is now safe.

The Life Gain Advantage

Imagine your opponent casts Arcane Denial to stop your play. You respond with Absorb. By using Absorb instead of a basic counter, you not only stop their spell but also gain 3 life, which can be the difference between winning and losing against a fast deck.

Clarifying the Name

It is important to distinguish the spell Absorb from the keyword ability 'absorb' found on creatures like Lymph Sliver. The spell counters magic on the stack and heals you, while the keyword ability 'absorb 1' is a static effect that prevents 1 damage whenever the creature would be dealt damage. They do not interact directly.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Absorb

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A spell that can't be countered is a legal target for Absorb. The spell won't be countered when Absorb resolves, but you'll still gain 3 life.

    No other card is named in this ruling.

02

Interactions with other cards

These cards' text mentions Absorb.

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduelpremodernpredhtlr
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