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Rules guide · Instant

UndermineHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Duel Decks: Ajani vs. Nicol Bolas· September 2, 2011
Carte Magic Undermine

Undermine 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.

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Official card text

Counter target spell. Its controller loses 3 life.

Complete guide

Undermine is a classic blue and black instant that does more than just stop an opponent's momentum. It combines the efficiency of a hard counter with a painful penalty, ensuring that even when you stop a threat, you are still moving closer to victory. This card is a staple for control decks looking to apply pressure while maintaining total dominance over the stack.

What It Does

Undermine serves two primary functions: it counters any target spell and forces that spell's controller to lose 3 life. Unlike many conditional counters, Undermine can target any spell regardless of type or mana value. The life loss is not damage, meaning it cannot be prevented by effects that stop damage, and it occurs as part of the spell's resolution.

Step-by-Step Resolution

When you cast Undermine, you choose a target spell on the stack. Upon resolution, the game first checks if the target is still legal. If the target is legal, the spell is countered and moved to its owner's graveyard. Immediately after the spell is countered, the player who controlled that spell loses 3 life. The entire sequence happens during the resolution of Undermine, and no player can take actions between the countering and the life loss.

Common Mistakes

A frequent error is attempting to resolve the life loss even if the target spell becomes illegal. If the target spell is removed from the stack by another effect or becomes an illegal target before Undermine resolves, Undermine will fail to resolve (fizzle), and no life will be lost. Additionally, remember that this is 'loss of life,' not 'damage,' so effects like Lifelink or damage prevention do not interact with this spell.

When to Play It

Undermine is best utilized in aggressive control shells where every point of damage matters. While a standard Counterspell is easier on your mana base, Undermine acts as a finisher. It is particularly effective against opponents with low life totals who are desperately trying to cast a defensive spell to stabilize the board.

Interaction examples

Pure Denial Comparison

If an opponent casts a game-winning creature, both spells will stop it. However, while Counterspell simply neutralizes the threat for two blue mana, Undermine requires an additional black mana to effectively 'Bolt' the opponent in the process, punishing them for even attempting the play.

Strategic Trade-offs

When your opponent casts a spell, you must choose your response carefully. If you use Arcane Denial, you stop the spell and eventually draw a card, but you give your opponent two cards later. If you use Undermine, you stop the spell and deal 3 damage. Use Undermine when you want to shorten the clock and Arcane Denial when you need to dig for your own combo pieces.

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

How it works : Undermine

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredhtlr
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