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Rules guide · Instant

HinderHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Double Masters· August 7, 2020
Carte Magic Hinder

Hinder 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. 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.

How it works : Hinder

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Hinder's controller, not necessarily the controller of the countered spell, chooses where the countered spell goes.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Approach of the Second Sun
+Hinder
+Leyline of Anticipation
#1

Approach of the Second Sun + Hinder + Leyline of Anticipation

Win the game
  1. 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Leyline of Anticipation.
  2. 2In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library.
  3. 3In your draw step, draw Approach of the Second Sun.
  4. 4Cast Approach of the Second Sun by paying {6}{W}, winning the game.
Approach of the Second Sun
+Hinder
+High Fae Trickster
#2

Approach of the Second Sun + Hinder + High Fae Trickster

Win the game
  1. 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using High Fae Trickster.
  2. 2In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library.
  3. 3In your draw step, draw Approach of the Second Sun.
  4. 4Cast Approach of the Second Sun by paying {6}{W}, winning the game.
Approach of the Second Sun
+Hinder
+Tidal Barracuda
#3

Approach of the Second Sun + Hinder + Tidal Barracuda

Win the game
  1. 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Tidal Barracuda.
  2. 2In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library.
  3. 3In your draw step, draw Approach of the Second Sun.
  4. 4Cast Approach of the Second Sun by paying {6}{W}, winning the game.
Approach of the Second Sun
+Hinder
+Heliod, the Radiant Dawn // Heliod, the Warped Eclipse
#4

Approach of the Second Sun + Hinder + Heliod, the Radiant Dawn // Heliod, the Warped Eclipse

Win the game
  1. 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Heliod, the Warped Eclipse.
  2. 2In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library.
  3. 3In your draw step, draw Approach of the Second Sun.
  4. 4Cast Approach of the Second Sun by paying {6}{W}, winning the game.
Approach of the Second Sun
+Hinder
+Vedalken Orrery
#5

Approach of the Second Sun + Hinder + Vedalken Orrery

Win the game
  1. 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Vedalken Orrery.
  2. 2In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library.
  3. 3In your draw step, draw Approach of the Second Sun.
  4. 4Cast Approach of the Second Sun by paying {6}{W}, winning the game.
Approach of the Second Sun
+Hinder
+Gandalf, Friend of the Shire
#6

Approach of the Second Sun + Hinder + Gandalf, Friend of the Shire

Win the game
  1. 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying {6}{W} using Gandalf.
  2. 2In response, cast Hinder by paying its mana cost, putting Approach of the Sun on top of your library.
  3. 3In your draw step, draw Approach of the Second Sun.
  4. 4Cast Approach of the Second Sun by paying {6}{W}, winning the game.
Thrumming Stone
+Hinder
+Thousand-Year Storm
#7

Thrumming Stone + Hinder + Thousand-Year Storm

Infinite magecraft triggersInfinite storm count
  1. 1Cast any other spell, or wait for an opponent to cast one.
  2. 2Cast Hinder by paying {1}{U}{U}, targeting that spell.
  3. 3Thousand-Year Storm and Thrumming Stone trigger.
  4. 4Resolve the Thousand-Year Storm trigger, creating at least one copy of Hinder, with each copy targeting the original Hinder.
  5. 5Resolve the first copy of Hinder, countering the original Hinder and putting it on top of your library.
  6. 6All remaining Hinder copies fizzle due to no longer having a legal target.
  7. 7Resolve the Thrumming Stone trigger from step 3, revealing the top four cards of your library and casting Hinder without paying its mana cost.
  8. 8Repeat from step 3.
Thrumming Stone
+Hinder
+Bonus Round
#8

Thrumming Stone + Hinder + Bonus Round

Infinite magecraft triggersInfinite storm count
  1. 1Cast Bonus Round by paying {1}{R}{R}.
  2. 2Thrumming Stone triggers, revealing the top four cards of your library and putting them on the bottom of your library.
  3. 3Resolve Bonus Round, copying all instants and sorceries cast after it this turn.
  4. 4Cast any other spell, or wait for an opponent to cast one.
  5. 5Cast Hinder by paying {1}{U}{U}, targeting that spell.
  6. 6Bonus Round and Thrumming Stone trigger.
  7. 7Resolve the Bonus Round trigger, creating a copy of Hinder, targeting the original Hinder.
  8. 8Resolve the copy of Hinder, countering the original Hinder and putting it on top of your library.
03

Legal formats

modernlegacyvintagecommanderoathbreakerduelpredhtlr
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Meta decks with Hinder

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