Counterbalance

Counterbalance

Enchantment

Whenever an opponent plays a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same converted mana cost as the revealed card.

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Set Rarity
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Coldsnap (CSP) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Counterbalance occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Counterbalance Discussion

EldraziOfRavnica on bru-go

3 weeks ago

With the deck's quantity of Brainstorm effects (love the Augur, by the way), the fact that you're running Sensei's Divining Top already, and Brago's already standing reputation for jerkiness, I think Counterbalance would be a good addition to the deck, if you can find the room.

the__odysseus on Highly Tuned Talrand Midrange

1 month ago

Counterbalance is bonkers, and also synergizes really well with Top.

StasisAbuser on Lazav, Dimir Mastermind

1 month ago

As a mill enthusiast, I'm glad to see someone make their first EDH deck a mill deck.

I'd probably throw in a Fraying Sanity for when you hit someone with a traumatize.

If you want to be borderline hated out of your play group, the Painter's Servant and Grindstone combo will do it.

Also, if you ever feel like your hand gets flooded with counterspells, you can replace a couple of them with Counterbalance

Other than that, nice work!

psionictemplar on UW Land Tax Reform

2 months ago

I don't play much legacy so maybe I'm clueless on this. So I guess I'll ask these questions and give my thought regardless. 1.What is the purpose of the scroll rack? Is it to trade lands you get from land tax into other cards?

2.Does only having 8 basic lands do enough for land tax? I know you have cantrips to help you hit your land drops, but it almost feels like you don't have enough lands regardless. Have you considered adding Hall of Heliod's Generosity as a way to recycle solitary confinement?

3.Do you need 3 scroll rack or 4 land tax? I'm also wondering about the inclusion of genju of the falls and the detention sphere's. What are their roles in this deck.

  1. Cards for thought: Hall of Heliod's Generosity, Standstill, Counterbalance

ManaPickler on Just a Few Extra Turns

2 months ago

Counterbalance actually looks out of place a lil bit more here. It would be very situational and you dont have a way to tutor top. Also noticed you weren't running Pongify. Are you valuing the bounce spells more than destroy spells?

SideBae on Yuirko, the Sadist

2 months ago

So I have a few suggestions. Feel free to ignore any/all of them.

  1. I notice Mindlock Orb is in your MB. I think this effect can be powerful in the right meta, but if you do want to run it I think you should run Ashiok, Dream Render first. Being 3 mana rather than 4 is a big deal.

  2. I like that you're running Ponder -- consider running Preordain, too. I realize it's harder to stack your deck for Yuriko triggers with Preordain, but thinking of it as just a 1 mana cantrip should show how good it is. After all, there's a reason it's super-duper banned in modern. Additionally, you can make your Brainstorm a lot better by adding some cheap shuffle effects; currently, if you don't have Yuriko triggers happening, you're likely to get Brainstorm-locked (stuck with two blanks on top of your deck). Traditionally these shuffle effects come from fetchlands like Polluted Delta or Verdant Catacombs, but since these lands are expensive AF, it's worth noting there're other lands that do similar things. Bad River, Flood Plain and Rocky Tar Pit ("Slow Fetches") are good for budget builds, as is Terramorphic Expanse.

  3. If you want to speed up your deck, running as few ETB-tapped lands as possible is pretty much essential. I would cut Submerged Boneyard and Dimir Guildgate for Watery Grave, Drowned Catacomb, Sunken Ruins, Underground River, or even just basics.

  4. Yuriko presents an interesting dilemma as a general: you want your average CMC very high, in order to keep his triggers powerful, but you also want to be able to cast your spells. In general, people use alternate-casting-cost spells to deal with this. Consider running things like Treasure Cruise, Dig Through Time, Temporal Trespass (which makes me giggle when I see it played), The Magic Mirror, Commandeer, etc.

  5. There're other creatures you should consider running, especially if you consider them as recastable after being ninjutsu-ed back to your hand: Baleful Strix, Thalakos Seer, Snapcaster Mage (if you're rich), Cavern Harpy (a personal favorite), Murderous Rider (which strictly better than Murder), Man-o'-War, Rishadan Cutpurse, Spellseeker... Burglar Rat might be funny, though probably not too powerful.

  6. There're some ways to stack your deck not included in your deck. Mystical Tutor and Vampiric Tutor (though vampiric is expensive now) are really, really good. Also note that Counterbalance is another way to exploit topdeck manipulation, especially if you have your Sensei's Divining Top out. Don't forget Mystic Sanctuary.

  7. Don't discount Windfall and Fact or Fiction. They're really good. Windfall also works well with Narset, Parter of Veils or Notion Thief.

  8. Finally, don't forget about artifact ramp. Sol Ring is obviously the all-star here, but I think you should be running 2-mana rocks rather than 3-mana rocks. Consider running Arcane Signet, Talisman of Dominance, Fellwar Stone, Mind Stone, Prismatic Lens, Sky Diamond, Charcoal Diamond or Coldsteel Heart instead of Commander's Sphere, Worn Powerstone and Seer's Lantern.

Right. That's all I got. Good luck!

oo7x7oo on Elsha of the Infinite

2 months ago

March of the Machines, The Antiquities War: It's for heavy artifact theme, you don't have that many and they aren't that good. Storm the Vault: Personally don't think it's a good card Leyline of Anticipation: Good card but it is much less useful in your deck. It is helpful if you are permanent based or you are a control deck with many non-instant answer (stax or enchantment control)

The Antiquities War,Thousand-Year Storm: They are good only if it fits the theme.

The main problem of your deck sort of fall in "balanced" mixture of artifact, enchantment, instant, and sorcery spells. So a card that supports only a particular type is suboptimal and can be replaced.

I would recommand you run more artifact ramps, cheap picks are the talismans and few decent 3 cmc rocks. It really depends what playstyle/win con you want and be more focus and support that idea. For example, I am a control player so I run Counterbalance with many counterspells and answers with a couple stax pieces that I can flash out with the commander; my win cons are top + aetherflux or isochron-dramatic combos, the rest of the deck is support to achieve that game plan with speed and consistency.

I can help you better if you can more precisely define what you want the deck to be or cards you want to play to win.

SideBae on War and Taxes

3 months ago
  1. Your rock suite could use work. I've never found 3-mana rocks (i.e. Chromatic Lantern, Mana Geode, the cluestones) to be very good at all: a two mana rock on turn two means you can land your general turn three (assuming you make a land drop), but three mana rocks rarely speed you up by a whole turn. Consider running some of the following instead: Talisman of Progress, Talisman of Dominance, Azorius Signet, Dimir Signet, Orzhov Signet, Sky Diamond, Coldsteel Heart, Mind Stone, Thought Vessel... In general, I've found categorically replacing 3-mana rocks for 2-mana rocks is a good way to improve a deck.

  2. I'm not a fan of the anthems route, since it means Skullclamp isn't a viable card-draw engine. That said, if you want to go after the anthems, I suggest Favorable Winds in addition to your other effects.

  3. Mystic Remora is good -- I think it's better than Rhystic Study, but you may want to run both.

  4. I don't know how many creatures you usually have out, but if you have 4+ pretty consistently you may want to run Slate of Ancestry. It's a highly underrated card in token-based decks. Also Distant Melody and Windfall. And Thirst for Knowledge/Thirst for Meaning.

  5. Ponder and Preordain belong in any blue deck. One-drop cantrips that provide card selection don't look like much, and a lot of people write them off as not effective enough, but there's a reason these are both banned in modern and overplayed in legacy. I do think you should run Brainstorm, but if you do you should run at least two more fetches to make sure you don't get locked under the cards you put back.

  6. Winds of Abandon is a card I have never liked at all -- ramping your opponents is often straight-up dangerous in EDH. Consider something like Swords to Plowshares or Harsh Mercy instead.

  7. One combo I think is pretty cool is Counterbalance + Sensei's Divining Top. Both these cards trigger your general, and you can flip top to recast it if you need to squeeze out extra triggers. Paired, they produce a pretty tough counter-wall for your opponents to fight through, which notably does not cost you cards.

  8. Oblivion Ring? I think it's better than Path to Exile, for the same reason I don't think Winds of Abandon is very good.

  9. Cyclonic Rift strikes me as a lot more powerful than River's Rebuke. Being an instant that hits all your opponents is a big deal.

  10. Mentor of the Meek seems like another really good source of card-advantage for you. Like Skullclamp, if you have enough pump out it won't work.

Right. That's all I got.

Good luck

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