Hailing from Modern Horizons , Charm is essentially a counterspell with two other optional modes: impersonating Divination or doubling as a weird CMC 1 or less control effect on top. This card is now an auto-include in every Modern UW control deck because of its versatility. Second place is still respectable. Cryptic Command is a pillar of the Modern format.
Ever since its printing in Lorywn , Cryptic Command has been awesome in the decks that run it. Therefore, Cryptic Command is the—. So, Legacy and Vintage are pretty similar when it comes to their counterspells. I also feel like I can talk about them a lot more if I talk about them in the context of both formats, having moved from Modern to Legacy and Vintage recently. I know, shocker! Well… This is the card that basically just ignites the format. And with Brainstorm , it makes up a lot of the format.
In Vintage, the card plays the same role; kind of a power valve for the format. Basically, every non-workshop deck plays Force of Will because it lets you tap out for your spells and keep an answer in hand.
Daze is the little sibling of Force of Will. This is the equivalent of Censor and Stubborn Denial in Legacy, but it does it so much better. It plays a similar role in Vintage.
Seeing play in most of the blue decks, it acts in the same way as in Legacy. The best non-blue counterspell, Pyroblast is the only reason red sees play in some Legacy and Vintage decks.
Because of Cabal Therapy , lots of people have a split of them in the sideboard. In Vintage, the card is sometimes main-deck-able. Banned in Legacy, restricted in Vintage, this card is a house in these formats. Strictly better Counterspell , Mana Drain just kind of rocks. It gives a huge advantage nowadays but used to always be worse than Counterspell in theory because of mana burn.
Improve this question. I'm sorry. I forgot the link. I'll edit Cancel does what it says on the tin - it is played in response to another spell and it counters that spell, so the countered spell doesn't resolve and usually goes directly to the graveyard without ever hitting the battlefield.
Add a comment. Active Oldest Votes. A spell that is countered is put into the graveyard instead of doing its effect. Improve this answer. Batophobia Batophobia However, I don't understand what happened earlier.
I'll just try that card again and will ask again if it doesn't behave as you explained ; — wullxz. I have played MtG for a long time now so if you have additional questions I am more than willing to help you out.
Counterspells are divided into hard counterspells and soft counterspells. Instead, it goes on the stack. I have a chance to respond. I cast Counterspell , targeting Dark Ritual. Counterspell, of course, goes on the stack as well.
As such, Counterspell resolves first. It negates the effect of Dark Ritual, which then goes to the graveyard. This mechanic works similarly with soft counterspells. For instance, my opponent casts Lightning Bolt targeting me, the player.
It goes on the stack. In response, I cast Mana Tithe. Instead, like all soft counterspells, my opponent can choose to pay a cost, in this case, 1 generic mana. I can also counter permanent spells.
Suppose my opponent casts Tovolar, Dire Overlord. When you counter a permanent spell, it goes to the graveyard. So, in this case, Cryptic Command resolves. Instead of entering the battlefield, Tovolar is sent directly to the graveyard. Counterspells work well against sorceries.
My opponent casts Cancel , countering my Lava Axe. Your email is only used for updates and email-based ad targetting. Ads keep this site free! One of my favorite decks ever, Counter Rebels, did that very well.
It always passed with mana up, and then it would either cast a counterspell or search for a Rebel, depending on what happened. This creates an interesting dichotomy. The longer you hold a counterspell in your hand, the more powerful it becomes, but at the same time the cost keeps adding up. This tells you to wait as long as possible to cast it, but also to cast it as soon as you can. Late game counterspells are the ones you use to stop things that nothing else in your deck can stop.
Their goal is not to stop a curve—to be a proxy for removal or creature—their goal is to stop powerful effects. In those scenarios, you should avoid casting your counterspell unless you really have to. Instead of Doom Blade ing their creature, you counter it, which amounts to basically the same thing.
With early game counterspells, you should be less picky on what you target. In general, you have early game counterspells if:. Another example comes from playing Caw-Blade versus Valakut. In this case, you might as well just counter the earlier one, because you will get the same value but you will effectively pay less.
You will win the late game no matter what. In this scenario, the opponent does not have some game-breaking card that will beat you, and you do not need to hold up a counterspell. If that is the case, then by all means just use it early—counter Kird Ape if you have to. You will lose the late game. If your opponent has 10 Fireball s in his deck and they are all lethal, then it does not make much sense to save your one counterspell for his first Fireball —he will just draw another and kill you.
In this case, you should use your counterspells to stop him from getting to a scenario where a Fireball kills you, either by using it aggressively, to stop blockers or removal spells, or to stop any kind of setup, mana or cards-wise. You have many counterspells. In that case, you try to hit the spells that help your opponent assemble his stuff, such as card drawing. You can clearly see this point again in Esper mirrors, where the goal of the game shifts post-board from resolving Aetherling on turn 50 to maybe winning the mid-game.
Part of the reason is that players bring in way more counterspells, and as such they use them more freely. You can Gainsay that turn four Jace , because you have so many counterspells in your deck that you know by the time they cast Aetherling you will have another one and you also know they have many more to draw into.
Be careful here, though. I remember watching a match of Faeries versus 5cc in old Standard, in which the Faeries player had three Cryptic Command s in hand.
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