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Mechanics of Magic: Wither

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Admit it: we, as Magic players have an almost embarrassing obsession with +1/+1 counters. They're everywhere--on creatures, in synergy combos, in entire sets, you name it. At this point, they're basically the Magic: The Gathering equivalent of avocado toast: deliciously ubiquitous and sometimes way overpriced for what it provides. But often lost in the swirl of all these plus-counters is the more sinister, rarely-seen cousin: the -1/-1 counter. And what better way to bring forth these other counters than the Shadowmoor (2008) mechanic: Wither.

That's right; in today's Mechanics Overview Segment, we're going to do a deep dive on Wither: what it is, why it exists, where it's been, and how it can elevate your game--or at least give your friends just one more reason to avoid you at game night.

What Is Wither?

"This deals damage to creatures in the form of -1/-1 counters."

Wither is a static ability that fundamentally changes how a creature deals damage to other creatures. Instead of marking damage as usual, Wither allows your creatures to apply -1/-1 counters to their victim. And yes, those counters remain indefinitely. So no amount of "I'll just regenerate!" or "Wait, it's indestructible!" nonsense is going to save your opponent's creature if it inevitably ends up at zero toughness.

The History of Wither

Wither debuted in Shadowmoor back in 2008, popping up on a whopping 21 cards, then later cameoing in Eventide (2008) with an additional 13 cards. These sets marked a transition from the bright, cheerful world of Lorwyn into a twisted, gothic horror reflection: Shadowmoor. And in that shift, WoTC wanted a new way to represent the corrupted, unwholesome vibe. Thus came Wither: the ability that would add a permanent "rot" effect to creatures.

Originally, the design team toyed with something they called "Curse," where creatures had separate "curse values" that slapped -1/-1 counters onto blockers. But that was deemed too clunky--after all, imagine trying to explain how your puny 1/1 also has a "Curse 3" stat. So, in the end, they refined it to Wither, focusing on the whole "maim but don't outright kill" vibe.

After Shadowmoor/Eventide, Wither basically took an extended vacation. Another -1/-1 focused mechanic, Infect (undeniably one of the most broken mechanics in all of Magic ), appeared in the Scars of Mirrodin Block in 2010, completely overshadowing Wither by slamming an entire table with poison counters.

It is no stretch to say that Infect functionally replaced Wither in design space for that block, leading to fewer and fewer reasons to keep Wither around. Over the years, Mark Rosewater has reiterated that -1/-1 counters tend to create "grindy" gameplay, something R&D tries not to overdo. So Wither was shelved--until it popped back recently in cameo form on Massacre Girl, Known Killer in Murders at Karlov Manor (2024). Wither-lovers everywhere rejoiced, but that's about all we got as of late.

Wither vs. Infect

If Infect is the high-stakes, "win in one fatal swoop" mechanic, Wither is "I'll gnaw you to death, bit by bit." Infect goes for the throat, turning your Blighted Agent into a one-shot kill with the right pump spells. Meanwhile, Wither takes a more passive-aggressive approach, dishing out permanent negative counters in creature-to-creature combat (or direct damage spells) without messing with poison counters for players.

Pros of Infect

  • You can kill a player outright with poison counters.
  • It's infamous for its synergy with pump spells and combos.
  • Let's be honest, it just gets more emotional reactions at the table (Even I feel a little bad when I'm the one dishing out Infect counters).

Pros of Wither

  • You permanently weaken your opponents' board states.
  • You can circumvent indestructible because shrinking a creature's toughness to 0 will kill it, no matter how "indestructible" it thinks it is.
  • It's less likely to draw the entire table's wrath compared to Infect. People just think, "Oh, you're messing with my creature's stats," not "We're all going to die to poison next turn."

In short, Infect ends games while Wither "grinds" games. Which is better depends entirely on how quickly you want your friends to side-eye you.

Where Could We See Wither Next?

Wither is certainly not high on Wizards' list of returning mechanics--Mark Rosewater has gone on record saying it's on the "Storm Scale" at around a 7 (where 10 is "never again, oh dear God, no"). And like I'd mentioned earlier, since Infect essentially does the heavy lifting for that style of -1/-1-based damage, Wither was mostly overshadowed.

If we ever return to Shadowmoor or another bleak plane that embraces the darker side of nature, Wither might hop back in for an encore. Until then, it'll likely remain a beloved relic for Commander brewers who enjoy giving their enemies' creatures an ever-worsening case of the sniffles.

Building a Wither "Theme"

If you want to slide Wither into a deck, my recommendation is for you to aim towards either Rakdos or Golgari. You want synergy with -1/-1 counters, plus enough removal to deal with threats your counters don't handle. Here are some great Wither cards to get you brewing:

  • Kulrath Knight and Necroskitter: The bread and butter of your synergy.
  • Corrosive Mentor: Grants Wither to your black creatures.
  • Soul-Scar Mage: In red, if you want to replicate Wither with direct damage.
  • Nest of Scarabs, Hapatra, Vizier of Poisons, or The Scorpion God: If you want to dip deeper for even more -1/-1 synergy.
  • Everlasting Torment: A nice "does a bit of everything" kind of card to ensure all damage is Wither damage (and to disable lifegain, which is always a nice bonus).
  • Massacre Girl / Massacre Girl, Known Killer: Both are viable Commanders for this theme as they both serve the same purpose: shrinking down your opponent's creatures. But given how Known Killer draws you cards to Wither some more down the line, that might just be enough to push it towards being more of the Commander and slotting her previous iteration into the 99 (of course, this is all unless you're a fine art connoisseur like myself; the Secret Lair printing of the original Massacre Girl is downright gorgeous).

Massacre Girl
Massacre Girl, Known Killer

And that's it! Toss in some ramp, a decent card draw package, and you have an engine that systematically deconstructs the enemy's board while building yours. It's certainly not the fastest strategy, but it's deliciously methodical and, perhaps most importantly, flavorful.

Wither or Not, Here I Come!

So, is Wither the best mechanic ever? Maybe not. Is it overshadowed by Infect and +1/+1 counters? Probably. But is it fun, thematically resonant, and an absolute headache for your opponents' biggest creatures? 100% yes.

If you're the kind of player who loves the idea of whittling the entire board down while you cackle in the corner, or if you just want to explore deeper into the, frankly, forgotten design space of -1/-1 counters, Wither might be your next mechanic to brew around.

And that's it for me this time around. As always, happy brewing, and may you continue to Wither down your opponents' boards until they're nothing more than a mess of their former selves.

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