Countervailing Winds

Countervailing Winds

Instant

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

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

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Set Rarity
Hour of Devastation (HOU) Common

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Countervailing Winds occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Countervailing Winds Discussion

ShieldOfHolyShadows on UW Cycling

1 month ago

Kjartan, I firmly believe that the shell of Astral Drift , Drake Haven , and Abandoned Sarcophagus outweigh any benefit added by diluting the pool with non-cycling ETB triggers. Having this many cyclers guarantees being able to cycle every turn, digging through the deck, getting cycling triggers for the engine, and padding the graveyard for Countervailing Winds . Being able to focus all Drift triggers on your opponent's creatures can often lock creature based decks out of the game (even most ETB decks can't exert pressure to damage life when they have to fight through multiple Drift triggers and a surprisingly high number of 2/2 flying drake tokens on any given turn) and makes it easier to sneak in your own chip damage. This is also ignoring the fact that reducing the number of cycling cards would actually make Drift even less consistent and make it harder to actually bounce the targets you needed it to.

Additionally, by playing a deck that is very light on actual non-token creatures, you actually reduce the value of your opponent's removal spells. Would you personally Path to Exile or Dismember an opponent's 2/2 token if you knew they were just going to make another two or three for one mana every turn? Anything short of a full boardwipe becomes a dead draw, which is not the case if you were to include value ETB creatures. Admittedly, Drift does a good job of protecting from those cards in the first place, but there's a big difference between needing to burn resources (which you may not have at a certain time, like running out of cyclers or being tapped out) to protect your creatures, and being allowed to use those resources exclusively against your opponent.

theshadow2250 on gods

7 months ago

Sorceries: If you need some good board wipes for a reasonable cost (money wise, sadly not mana wise), I would look at something like Heaven//Earth (It couldnt find this card for some reason), You can take out flyers one turn and then save mana and let everyone forget that you have a nice boardwipe to cast right from your graveyard! In that vain of mana sinks Cut//Ribbons (It couldnt find this card for some reason) can also just end games if you can get enough mana for the second half of the spell, and as long as your graveyard isnt exiled you can get everyone at anytime. If you plan on having a good chunk of creatures tapped Harvest Season can be excellent ramp, as long as you are running a decent amount of basics. Never/Return is a good spot removal spell in your set as well, as you can take out any creature or planeswalker if needed. Beneath the Sands is a good ramp spell, that has cycling in case you don't need it. Hour of Revelation is also a great board wipe if needed.

Instants: If you want some counter spells, Cancel and Countervailing Winds are some of the better options available to you. Sadly there isn't a lot in the set to specifically target down artifacts and enchantments, but I do like Forsake the Worldly , Dissenter's Deliverance and Commit//Memory (It couldnt find this card for some reason). Hour of Glory seems like a good option for some creature removal as well, but there seems to be a lot of that from this block in particular

Artifacts/Enchantments: Seems good in these category might want to consider a mana rock like Pyramid of the Pantheon , it starts out slow, but can become a great mana source afterwards, as well as something like Sunset Pyramid for a bit of card advantage then some selection. Same goes for Riddleform , but instead of advantage it gives you a creature for a turn. and Cast Out can help take a permanent out for a bit if needed.

Planeswalkers: This one is a weird category for me to make remarks on. I know that not everyone likes Planeswalkers, but I love them. That being said though, this set has a few interesting ones, that might not be able to help you particularly much on one hand, Nicol Bolas, God-Pharaoh is an insane game closer, but is a bit expensive(both mana and money wise). Samut, the Tested can provide huge versatility, isn't too bad price wise, and is probably one of the better options for you. Gideon of the Trials is a pretty good flavor win, and has some good versatility but you have to pick between him being an attacker or protecting you from something big on board. and the only other one I'd even consider would probably be Nissa, Steward of Elements , not because shes that great, but because she can give you some card selection and even some good value with her [0] ability if used with her [+2]. I would only pick one or two of these though depending on the slots you have left from other stuff, as they give you some good value, but don't always progress your game plan with the deck by themselves.

Creatures: For the most part your creatures are fine. I'll just be putting in some suggestions for other options/utility. That being said Angel of Condemnation can be slow but ultimately help create mana ramp by flickering golos, then taking out some important creatures your opponents might lay down. Dreamstealer can offer some pretty good disruption against your opponents and make them have to keep a couple of creatures back as blockers. Majestic Myriarch might be a good finisher, but you might be good on those. Temmet, Vizier of Naktamun is also great for token decks.

Last but not least: Lands: These seem to be good, but watch out as too many utility lands can hurt your deck, and just make sure you add enough basics in for searches to actually grab the color you need. There are the cycling lands for this set, but they can be pricey :(

poutrel on [WU Cycling] Circle of Life

11 months ago

Thanks a lot mfogle! Indeed Countervailing Winds seems really good, not sure how I missed it.

And indeed, I should add some basic landcycling, to speed it up a bit.

Let me know if you try it ^^

mfogle on [WU Cycling] Circle of Life

11 months ago

This is a really neat deck idea. I'm loving it. The deck seems pretty unique and I don't have much insight on it though. lol That being said, I could see Countervailing Winds being another good counter option in theme. Also, not sure if it's too slow or not, but i was surprised to not see any cycle lands or cards with basic land cycling. They could cycle earlier in game to dig for....... nevermind. Abandoned Sarcophagus specifies nonlands XD total non-bo.

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