Remand 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 into its owner's hand instead of into that player's graveyard. Draw a card.
Complete guide
Remand is a cornerstone of tempo-based blue decks, offering a powerful way to stall your opponent while keeping your hand full. Instead of dealing with a threat permanently, it delays the inevitable by returning the spell to its owner's hand. This unique interaction allows you to cycle through your deck while forcing your opponent to spend their mana twice for the same card.
What Remand Does
Remand is a two-mana blue instant that targets any spell currently on the stack. Unlike traditional counterspells that send cards to the graveyard, Remand redirects the countered spell back to the player's hand. Crucially, the card also includes the instruction to 'Draw a card,' which occurs regardless of whether the spell was successfully returned to the hand, as long as Remand itself resolves.
How Remand Resolves Step by Step
First, you choose a target spell on the stack. Upon resolution, Remand attempts to counter that spell. If the spell is countered, a replacement effect moves it to the owner's hand instead of the graveyard. Finally, you draw a card. If the target spell 'cannot be countered,' Remand fails to move it to the hand, but since Remand still has a legal target, the 'Draw a card' instruction still resolves.
Common Mistakes and Key Rulings
A common mistake involves spells cast with the Flashback mechanic. If a spell is cast from the graveyard via Flashback, the Flashback keyword provides a replacement effect that exiles the card if it would leave the stack. Because Flashback's exile effect takes priority over Remand's return-to-hand effect, the spell is exiled, even though you still draw a card. Additionally, remember that Remand does not stop 'when you cast' triggers, as the spell was already cast by the time Remand targets it.
When to Play Remand
Remand is best utilized when your opponent taps out all their mana for a single, high-cost spell. By returning it to their hand, you effectively 'time walk' them, wasting their entire turn's mana. It is also an excellent defensive tool for protecting your own spells; you can Remand your own spell in response to an opponent's counterspell to save your card and draw a new one.
Interaction examples
Imagine your opponent casts a spell and you cast Remand. Your opponent's spell is returned to their hand, and you draw a card. If you had used Counterspell, the card would be in the graveyard. While Counterspell is a permanent answer, Remand provides a card advantage and mana efficiency that can be more beneficial in the early game.
Suppose you cast a creature and your opponent responds with An Offer You Can't Refuse. You can cast Remand targeting your own creature spell. Remand resolves first, returning your creature to your hand and drawing you a card. Then, An Offer You Can't Refuse fizzles because its target (your creature spell) is no longer on the stack. You have successfully saved your creature from being countered and replaced Remand with a new card.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Remand
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Remand can target a spell that can't be countered. That spell won't be countered or returned to its owner's hand, but you'll draw a card.
No other card is named in this ruling.
- #2· Wizards of the Coast
If you target a card that was cast with flashback with Remand, the card will still be exiled.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Approach of the Second Sun + Remand
- 1Cast Approach of the Second Sun by paying its mana cost.
- 2Holding priority, cast Remand by paying its mana cost, returning Approach of the Second Sun to your hand.
- 3Cast Approach of the Second Sun by paying its mana cost, causing you to win the game.
Prismari, the Inspiration + Storm-Kiln Artist + Remand
- 1Cast any spell by paying its mana cost.
- 2Holding priority, cast Remand by paying its mana cost, targeting the spell cast in step 1.
- 3Remand's storm ability and Storm-Kiln Artist trigger.
- 4Resolve the Storm-Kiln Artist trigger, creating a Treasure token.
- 5Resolve the Remand trigger, copying it for each spell cast before it this turn. Choose to have each copy target the original Remand.
- 6Storm-Kiln Artist triggers for each copy generated, creating that many Treasure tokens.
- 7Resolve the first Remand copy, returning the original Remand to your hand and causing you to draw a card.
- 8All other copies of Remand fizzle due to having no legal target.
The Sixth Doctor + Karn's Temporal Sundering + Isochron Scepter + Remand
- 1Cast Karn's Temporal Sundering by paying
.
- 2The Sixth Doctor triggers, copying Karn's Temporal Sundering.
- 3Resolve the copy of Karn's Temporal Sundering, causing you to take an extra turn after this one.
- 4Holding priority, activate Isochron Scepter by paying
and tapping it, casting a copy of Remand without paying its mana cost.
- 5Resolve Remand, returning the original Karn's Temporal Sundering to your hand and causing you to draw a card.
- 6Repeat each turn.
Legal formats
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Meta decks with Remand
No archived Top 8 deck with this card yet.



Counterspell
An Offer You Can't Refuse




