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Top 30 Instant/Sorcery Supports in Magic: The Gathering

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Magic Mirror costs less based on your graveyard's instants/sorceries.

Magic Mirror costs less based on your graveyard's instants/sorceries.

Sorcery and Instant Cards in Magic

Most Magic spells are "permanents" that stay fielded until destroyed or otherwise removed. But unlike creatures, artifacts, and other permanents, instants and sorceries immediately head to the graveyard after activation.

Sure, they may not have a lasting field presence, but these cards offer devastating abilities, and you can cast instants on anyone's turn. Plus, many spells (particularly in red and blue) reward you for playing one-offs; which reign supreme? These are the 30 best instant/sorcery supports in Magic: The Gathering!

Niv-Mizzet, Parun

Niv-Mizzet, Parun

30. Niv-Mizzet, Parun

CMC (Converted Mana Cost): 6

Admittedly, Niv-Mizzet requires several mana and of specific colors, essentially restricting him to red/blue Izzet themes. But in exchange, he provides a 5/5 flying dragon-wizard who can't be countered and deals one damage to any target whenever you draw.

This stacks perfectly with his next effect, which draws you a card whenever any player casts an instant or sorcery, rewarding one-offs with damage and card advantage.

Quicken

Quicken

29. Quicken

CMC: 1

Quicken lets you cast your next sorcery that turn as though it had flash, basically turning a sorcery into an instant. Plus, since Quicken automatically draws a card, your hand won't deplete when casting it, and it's a cheap way to activate instant/sorcery-triggered abilities.

The Mirari Conjecture

The Mirari Conjecture

27. The Mirari Conjecture

CMC: 5

A unique "saga" enchantment, Conjecture activates its first effect as soon as it arrives, then its next two at the start of your following upkeeps, granting three abilities before sacrificing itself.

First, Mirari returns an instant from your graveyard to your hand, then it returns a sorcery, and finally, it copies any instant or sorcery you cast until the end of the turn. That's a fantastic way to duplicate spells without paying extra mana, and you should have plenty of valid targets thanks to its graveyard retrievals.

Dualcaster Mage

Dualcaster Mage

26. Dualcaster Mage

CMC: 3

Mage offers a 2/2 with the useful wizard subtype, and flash lets you cast him at instant speed. Wait until someone (possibly you) casts an instant or sorcery; when Dualcaster enters the field, he can copy it and choose new targets for free!

It's easier to replicate opposing spells with this effect, but if you have the mana, you're more than welcome to copy your own.

25. Fork/Reverberate/Twincast

CMC: 2

These three spells offer Dualcaster's main ability—copying an instant or sorcery—for one less mana. You don't get a 2/2 bonus this time, but it's still a great way to pilfer expensive spells at a big discount, and thanks to Twincast, both red and blue have access.

Split Decision

Split Decision

29. Split Decision

CMC: 2

Like our previous spells, you want to chain Split Decision onto a sorcery or instant, but now, every player will vote for denial or duplication. If denial gets more votes, you counter the spell, but if duplication wins or the vote is tied, you copy it.

Basically, you're either getting "Counterspell" or "Twincast" with the added advantage of a colorless slot, making Decision more compatible in multicolor decks.

Dire Fleet Daredevil

Dire Fleet Daredevil

24. Dire Fleet Daredevil

CMC: 2

When Daredevil enters the field, you get to exile an instant or sorcery from an opposing graveyard. For the rest of the turn, you can cast that card (sending it to exile), and you can spend mana as though it were any color to play it.

But even if you can't afford the spell or your opponents don't have any valid targets, you're still getting a 2/1 pirate with first strike, a fair deal in itself.

Finale of Promise

Finale of Promise

23. Finale of Promise

CMC: X

Promise requires two red mana plus X more (of any type). For the rest of the turn, it lets you cast up to one instant and one sorcery with cost X or less from your graveyard into exile—without paying their mana costs!

Use Final as a late-game ace in the hole, especially since casting X as ten or more copies each spell twice, overwhelming foes with six total triggers!

Feather, the Redeemed

Feather, the Redeemed

22. Feather, the Redeemed

CMC: 3

Mixing things up, here we see a red/white angel designed to complement one-offs that boost your creatures. Whenever you cast an instant or sorcery that targets at least one creature you control, Feather exiles that spell and returns it to your hand at the end of the turn.

This lets you reuse instants and sorceries, offering rare and appreciated Boros card advantage. The effect still works even if Feather leaves the field after exiling a spell, and her 3/4 stats and flying make her a worthy beatstick.

Overmaster

Overmaster

21. Overmaster

CMC: 1

Similar to Quicken, Overmaster empowers a following spell, preventing your turn's next instant or sorcery from being countered. You also get to draw a card, maintaining hand advantage. Note that Overmaster itself can be countered, but few opponents are willing to thwart such a cheap play anyway.

Goblin Electromancer

Goblin Electromancer

20. Goblin Electromancer

CMC: 2

Goblin Electromancer has just about everything an Izzet theme could ask for. He's got a low cost, respectable 2/2 stats, and both the goblin and wizard subtypes, synergizing with the biggest blue and red tribes. Better yet, he reduces the cost of your instants and sorceries by one!

Electromancer's abilities make him a staple in my own Izzet themes, especially since he costs well under a single dollar!

Charmbreaker Devils

Charmbreaker Devils

19. Charmbreaker Devils

CMC: 6

Charmbreaker requires lots of mana, but unlike Niv-Mizzet, he can accept almost any color combinations. His stats begin as a mediocre 4/4, but he gains +4/+0 for the turn whenever you cast an instant or sorcery, quickly providing an enormous beatstick!

Plus, Charmbreaker returns a random instant or sorcery from your graveyard to your hand at the start of your upkeep, a chaotic yet powerful retrieval engine.

Expansion/Explosion

Expansion/Explosion

18. Expansion/Explosion

CMC: 2/X

Like other split spells, you can cast either half of this two-sided card. Expansion works similarly to Fork; it can only copy an instant or sorcery with cost four or less, but its hybrid mana symbols make it easier to play.

Or, if you have extra resources, cast Explosion, which requires four mana plus X more, dealing X damage to any target and drawing you X cards. Both are worthy effects, and the ability to switch between them makes this a welcome draw at any stage of the game.

Boseiju, Who Shelters All

Boseiju, Who Shelters All

17. Boseiju, Who Shelters All

CMC: 0

Boseiju admittedly has its disadvantages compared to other lands: it enters tapped, can only provide colorless mana, and requires two life to do so. However, when you spend this mana on an instant or sorcery, that spell can't be countered, an excellent defense against counterspell-focused blue decks.

Pyromancer's Goggles

Pyromancer's Goggles

16. Pyromancer's Goggles

CMC: 5

This legendary artifact simply taps for one red mana. You can use this mana for anything, but when spent on a red instant/sorcery, you get to copy the spell for free! Plus, since artifacts can tap immediately, you can use Goggles the turn it arrives.

Goblin Dark-Dwellers

Goblin Dark-Dwellers

15. Goblin Dark-Dwellers

CMC: 5

Dark-Dwellers arrives as a solid 4/4 with goblin synergy and menace, requiring two or more foes to become blocked. Even better, when he enters the field, you can cast an instant or sorcery with cost three or less from your graveyard into exile for free! You're only able to use this on moderate-size spells, but it's basically a free flashback on top of a bulky creature.

God-Eternal Kefnet

God-Eternal Kefnet

14. God-Eternal Kefnet

CMC: 4

Arguably the best God-Eternal in the game, Kefnet offers an impressive 4/5 with flying and zombie synergy. Plus, when destroyed or exiled, he can move to your deck's third position from the top, ensuring he's never gone for long.

Better yet, Kefnet can reveal the first card you draw each turn and cast a copy of it for two less mana if it's an instant or sorcery! With this, you can even copy spells when you draw on opposing turns, which is useful with cards like "Opt."