Abort (2) Instant Counter target spell you put into play. Add its mana cost to your mana pool. (Include the mana costs, but not those of keywords such as kicker, replicate, etc.)
Cancel (3) Instant Exile target spell. At end of turn, return it to its owner's hand. (It doesn't resolve.)
Chain Counter (1) Instant Counter target spell unless its controller pays . If he/she does, you may pay this card's mana cost to put a copy of this spell into play. (You can choose a new amount of mana for the cost of the copy.)
Circular Logic (4) Instant Counter target spell unless that spell has already resolved this turn.
Complicate (2) Instant Add a mana requirement to target spell. (The spell's controller may choose to pay the additional mana now. A spell with nothing paid for its mana cost has no effect.)
Confound (5) Instant Counter target spell. Counter the next spell that player would play this turn.
Controvert (2) Instant Counter any card or token moving that would result from target spell. (Card or token moving refers to moving cards or tokens into or out of graveyard, hand, library, exile, and battlefield.)
Convolute (2) Instant Swap the mana cost requirements of target spell for that of another. (Mana of the wrong color already paid for that spell don't count. The spell may need additional mana to cover its new color mana requirements. If this is not fulfilled, the spell doesn't have any effect.)
Counterbore (3) Instant Ignore additional mana costs and effects of target spell. (Additional mana costs show up in the rules text of the spell. They don't include and don't include keyword optional costs such as kicker, multikicker, replicate, etc.)
Counterspell (4) Instant Counter target spell. This comes into play as a copy of that spell, except you control this copy and may choose new targets for it. (You are considered as having put this spell into play.)
Countersquall (2) Instant Target a spell. When it resolves, when it would add a time counter, instead remove one, and when it would remove a time counter, instead add one.
Discombobulate (2) Instant Counter target spell. That spell's controller draws a card and reveals it. If it is a spell card, put it in play without paying its mana cost.
Dismiss (2) Instant Counter target creature spell. Instead, evoke it without paying its evoke cost if any. (The target spell still has comes into play effects, but is then immediately sent to the graveyard. The spell does not resolve, but the creature does enter play.)
Dispel (3) Instant Counter target enchantment spell. If the spell targeted a creature as a creature enchant, target creature is put in the graveyard.
Dispersal Shield (4) Instant Counter target spell targeting a permanent you control. Put copies of that spell into play, each targeting a valid target controlled by this spell's controller. (If there are no valid targets for the target spell, put no copies of it into play.)
Dissipate (1) Instant Counter target spell and exile it.
Double Negative (4) Instant Counter up to two target spells.
Exclude (2) Instant Choose a spell with one or more targets. Ignore the effects the spell would have on one of those targets.
Flash Counter (2) Instant Flash (Spells can't be played while this is on the stack.) Counter target instant spell.
Foil (3) Instant Counter target mana ability. Draw a card.
Intervene (2) Instant Counter target activated ability. Draw a card.
Last Word (4) Instant Flash (Spells can't be played while this is on the stack.) Counter target spell.
Mana Drain (5) Instant Counter target spell. At the beginning of your next main phase, add to your mana pool, where X is that spell's converted mana cost.
Negate Spell (4) Instant This comes into play as the exact opposite of target spell. You may choose to have this have your choice of negative numbers, opposite directions, or opposite effect. (Avoid double negatives.)
Nullify (4) Instant Target spell has no effect. (The spell still resolves; it just doesn't do anything.)
Override (3) Instant Target spell has no effect. Then add the effects of a spell of your choice to that spell.
Spell Burst (3) Instant Counter target spell that counters a spell. Put a copy of the spell that would have been countered, into play.
Spell Contortion (3) Instant Counter target instant spell. That spell's controller may reveal an instant card from his/her hand and put it in play. If he/she does, copy the countered spell's effects onto the new spell. (Keyword-based effects such as kicker, replicate, etc. aren't transferred; neither are the keywords.)
Spelljack (6) Instant Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may play it without paying its mana cost for as long as it remains exiled. (If it has X in its mana cost, X is 0.)
Spell Snip (2) Instant Counter target spell. Add mana used to pay for that spell to the mana pool of the spell's controller.
Spell Siphon (5) Instant Counter target spell. You may search your library for a spell of the same name. If you do, you may put it into play without paying its mana cost. (Treat the new spell as if you had paid the same mana as did the original spell's controller.)
Spellshift (4) Instant Exile target spell. (Exiled spells may still resolve, in which case they may only affect exiled cards. If they lose their targets or are otherwise no longer valid, they have no effect.)
Summoner's Bane (3) Instant Counter target spell. That player puts a 2/2 blue Illusion creature into play.
Thwart (3) Instant Counter target activated or mana ability. Draw a card.