Countervailing Winds


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Common

Combos Browse all

Countervailing Winds


Counter target spell unless it's controller pays 1 for each card in your graveyard.

Cycling 2 (2, Discard this card: Draw a card).

Price & Acquistion Set Price Alerts



Have (2) Atroxreaper , _raeofsunlight
Want (0)

Recent Decks

Load more

Countervailing Winds Discussion

dthoreson813 on That Thing, Cryptic Serpent?

2 days ago

Countervailing Winds!!

Derp! Can't believe I forgot to mention that one. It's a decent hard counter later on. Cycling helps get it into your graveyard for the snake.

Hieroglyphic Illumination?

FalconForce on Feed the Fleet Swallower

2 weeks ago

I like the deck. I want to build a deck using Lantern of Insight and Mindshrieker in order to eliminate threats or self mill Fleet Swallower. Then I can use black cards to raise it instead of paying the mana cost. Meanwhile, if I get the opportunity to raise something better from an opponent's graveyard that's good too.

I didn't know Fraying Sanity existed, and that now makes the swallower itself a win condition. Thanks for that.

Have you considered adding Countervailing Winds?

Geo67 on I will Jace you down

1 month ago

Countervailing Winds, that card works pretty well in this deck, nice!

Verac on I will Jace you down

1 month ago

Hi, thanks a lot for your comment, I Appreciate your thoughts.

I used to play Hour of Eternity in main, the thing with it is: it's way too expensive for what it yields.for 5 mana I get one to two creatures, depending on Anointed Procession. River's Rebuke in contrast gives a complete board wipe for one turn. This pretty much seals the game if I have at least 3 tokens out. (same amount of mana with Hour of eternity gives at most 2 4/4 creatures) I could pack more embalm effects into the deck, but then I would lose many Draw/Discard synergies to generate Tokens. I will test Hour of Eternity some more, but I still think River's Rebuke is stronger.

I thought about Fumigate but it's double W mana cost is actually pretty expensive. I used to play Settle the Wreckage and I often just simply couldn't afford to play two white mana. Then I just cut it. It didn't seem too much of a drawback. And again River's Rebuke does the board sweep job pretty well. But Fumigate could indeed prove more useful in aggro matches where the creatures mana cost max at 4. I will consider it.

About Lookout's Dispersal the thing is, I would lose a lot of synergy, because Censor has a cycling possibility. Maybe Countervailing Winds?

Thanks a lot for your thoughts! :)

Hobbez9186 on Gluttonous Gift

1 month ago

All good points.

My sideboards for new decks with new set releases are usually a hot mess until I get more familiar with what people are doing (especially with a rotation) so I agree. A big issue would be hitting what you need, dropping a Fleet Swallower and then having it hit by Cast Out or Vraska's Contempt before you can swing with it. Ixalan's Binding would be even worse to have hit your God-Pharaoh's Gift because you wouldn't be allowed to play another one.

That's where playing against white (probably less concerned about black) I'd probably wait until I have plenty of mana to protect myself from those situations with a counter spell. A turn 5 attempt is probably safe to fire off with a Spell Pierce in hand, but waiting to use Countervailing Winds a few turns later might be better. Or I should probably just be running a good old fashioned Negate. Doesn't hit creatures but the majority of my concerns are non-creature anyway.

Perilous Voyage is a solid choice and probably the best way to get those enchantments off the field and take your stuff back, even Unsummon works against Angel of Condemnation or Angel of Sanctions. I like the idea of having access to those. Opt is a basically a way to run 56 cards in a deck and Evolving Wilds effectively makes it 52 so I thought it would help thin it out, but Voyage would be much better. Probably don't need that many Sweltering Suns either. Those would be completely dead cards against Dinosaurs which look to be the top pick (though probably still pretty good against the other 3 tribes).

I'll reconfigure with those changes and see how that goes. Again, thanks for the support and really happy that you are enjoying the deck :)

Psychic on U/R "Tempo"

1 month ago

1: The Lightning Strike is better. Being able to hit a player is better than hitting artifacts. Countervailing Winds is better because it cycles, and can turn into a very high payoff, as far as the opponents mana is concerned.

2: The Hieroglyphic Illumination is probably better here, because you can get buff Enigma Drake without actually casting the card, just cycling.

Wahrghoul84 on Heartless Myr

1 month ago

@superhuman21: thanks for the upvote! Input is always appreciated. To your first comment: myr superion can be cast as long as Heartless Summoning is on the battlefield. The reduction it grants makes the spell free. To your second comment: that counterspell looks awesome! I wouldn't replace my other counters with it though. The combo is dependent on the graveyard. After game 1 the hate comes in. For that reason it makes Countervailing Winds less desirable. In a deck without a graveyard based combo where hate is less likely it would be a very good choice.

superhuman21 on Heartless Myr

2 months ago

You technically couldn't hard cast Myr Superion, so you would want to discard him then reanimate him. Palladium Myr may be helpful here. Also while not the best counterspell, Countervailing Winds can be dangerous if you have a bunch of cards in your graveyard.

Load more