Memory Lapse 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.
Official card text
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Complete guide
Memory Lapse is a classic blue disruption spell that offers a unique twist on the traditional counterspell. Instead of sending a threat to the graveyard, it forces your opponent to relive their last turn by putting the spell back on top of their library. It is a powerful tool for tempo decks looking to delay an opponent's game plan.
What It Does
Memory Lapse costs two mana and targets any spell on the stack. Its primary function is to counter that spell, but it includes a specific self-replacement effect. If the spell is successfully countered, it is moved to the top of its owner's library rather than being placed in the graveyard like a standard counter effect.
How It Resolves Step by Step
First, you cast Memory Lapse and choose a legal target spell. Upon resolution, the game checks if the target is still valid. If it is, Memory Lapse attempts to counter the spell. The replacement effect then triggers: instead of the spell card moving to the graveyard as the final step of being countered, it is placed directly onto the top of the owner's library. The Memory Lapse card itself then goes to its owner's graveyard.
Common Mistakes
One common mistake involves replacement effects like Flashback. If a player casts a spell via Flashback and you target it with Memory Lapse, the Flashback rule takes precedence, sending the card to exile instead of the library. Another mistake is forgetting that this does not 'remove' the threat permanently; the opponent will draw that exact same card during their next draw step unless the library is shuffled.
When to Play It
Memory Lapse is best used when your opponent has spent all their mana on a high-cost spell. By putting it back on top, you ensure their next draw is 'dead' because they have to draw the same card again, while you gain a full turn of tempo. It is also excellent during your opponent's end step or in response to a spell that would win them the game immediately.
Interaction examples
If your opponent casts a powerful creature, using Counterspell would put it in the graveyard where it might be reanimated later. By using Memory Lapse instead, you ensure they draw that creature again next turn, preventing them from drawing a new answer or a land they might desperately need.
Your opponent casts a noncreature spell. While An Offer You Can't Refuse costs less mana, it gives your opponent two Treasure tokens. If you use Memory Lapse, you spend one more mana but prevent the opponent from getting Treasures and force them to redraw the same spell, effectively 'timewalking' their next draw step.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Memory Lapse
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Memory Lapse has a self-replacement effect that replaces the spell going to the graveyard before any other effect can replace that event. If the spell was cast using flashback, however, flashback will change the spell's destination from its owner's library to exile.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Melek, Izzet Paragon + Memory Lapse + Storm-Kiln Artist
- 1Cast any spell, or wait for an opponent to cast one.
- 2Holding priority, cast Memory Lapse by paying
, targeting that spell.
- 3Melek and Storm-Kiln Artist trigger.
- 4Resolve the Storm-Kiln Artist trigger, creating a Treasure token.
- 5Resolve the Melek trigger, copying Memory Lapse, targeting the original Memory Lapse.
- 6Storm-Kiln Artist triggers, creating a Treasure token.
- 7Resolve the copy of Memory Lapse, countering the original Memory Lapse and putting it on top of your library.
- 8Activate the Treasures by tapping and sacrificing them, adding
.
Approach of the Second Sun + Memory Lapse + Leyline of Anticipation
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using Leyline of Anticipation.
- 2In response, cast Memory Lapse by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
Approach of the Second Sun + Memory Lapse + Heliod, the Radiant Dawn // Heliod, the Warped Eclipse
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using Heliod, the Warped Eclipse.
- 2In response, cast Memory Lapse by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
Approach of the Second Sun + Memory Lapse + High Fae Trickster
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using High Fae Trickster.
- 2In response, cast Memory Lapse by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
Approach of the Second Sun + Memory Lapse + Tidal Barracuda
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using Tidal Barracuda.
- 2In response, cast Memory Lapse by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
Approach of the Second Sun + Memory Lapse + Vedalken Orrery
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using Vedalken Orrery.
- 2In response, cast Memory Lapse by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
Elsha of the Infinite + Memory Lapse + Storm-Kiln Artist + Thousand-Year Storm
- 1Cast any spell, or wait for an opponent to cast one.
- 2Holding priority, cast Memory Lapse either from your hand or from the top of your library by paying
, targeting that spell.
- 3Elsha, Thousand-Year Storm and Storm-Kiln Artist trigger.
- 4Resolve the Elsha trigger, giving it +1/+1 until end of turn.
- 5Resolve the Storm-Kiln Artist trigger, creating a Treasure token.
- 6Resolve the Thousand-Year Storm trigger, creating at least one copy of Memory Lapse, with each copy targeting the original Memory Lapse.
- 7Storm-Kiln Artist triggers for each copy made this way, creating at least one Treasure token.
- 8Resolve the first copy of Memory Lapse, countering the original Memory Lapse and putting it on top of your library.
Approach of the Second Sun + Memory Lapse + Wizards of Thay
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using Wizards of Thay.
- 2In response, cast Memory Lapse by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
Legal formats
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Meta decks with Memory Lapse
No archived Top 8 deck with this card yet.



Counterspell
An Offer You Can't Refuse








