Counter target spell that targets you or a permanent you control.
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|Shards of Alara (ALA)||Common|
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|Commander / EDH||Legal|
Hindering Light occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Hindering Light Discussion
1 month ago
I think counter magic is perfectly fine as a concept. It's a way to deal with issues, before they actually become an issue and it examplifies one of blue's main weaknesses: Difficulty in dealing with the board. I used to hate counterspells when I got into Magic again (during Lorwyn, damn Faeries), as they simply seem like a disability to play the game; "I want to play something." - "You may not". I have since accepted their place in the game and their importance.
The reason I still do dislike counter magic is because it exists to provide a strength to cover a weakness. A weakness that since then has been partially filled out by strong answers to the board over the course of Magic's history. One of the main offenders is Cyclonic Rift , especially present in Commander and other multiplayer formats that are significantly slower than Duel Magic (1 on 1). Other offenders are cards that really should be enchantments, but opted for a more nefarious although simpler route: Curse of the Swine and Reality Shift , and their predecessors; Pongify and Rapid Hybridization .
As said by Berry in the article; Blue has the ability to change something from one thing to another. We have also seen various types of such polymorphing done in enchantment form; Darksteel Mutation , Lignify , Frogify . All of this makes perfect sense in what blue is capable of doing.
However doing a change irreversibly like the Curse of the Swine or Reality Shift, is giving hard answers to a color whose weakness is hard answers - at least on the board. Yeah, you replace them with a creature, but a much weaker creature and if a token, one you can permanently remove by having it change zone.
Another issue with counter magic is the tempo shift. The opponent casts a 5 mana spell, you cast a 2-3 mana counter spell. Suddenly there's a disparity of 2-3 mana in the counterspeller's favor. It is mainly equalized because the blue player must have ready mana, resulting in that player not developing their own board state. However that can again be offset by utilizing instant speed spells or abilities that either advance board state or card draw for the blue player.
If the blue player didn't have these chances to apply disparity in mana spent and benefit, the color would struggle to have meaningful strengths, I know that. However the issue is in finding the fine line between how much mana disparity is acceptable. The cat is out of the bag on this one, as there have already been printed numerous versions of unconditional counterspells that have set a precedent for what blue counterspells are allowed to do and how cheaply.
If you compare a counterspell to a destroy spell, the main difference is obviously zone of application and also timing of application. One proactive, one reactive (well actually both are reactive, but you probably know why I have to make a distinction). Reactive spells provide a lot more flexibility in when you're required to use them. Their main problem is that sometimes reactive spells are too late to cause the same mana disparity that a counterspell does. As soon as that permanent hits the battlefield, an ability may come into effect, be it triggered, static or active. A reactive spell cannot avoid that.
Also take into account that blue can deal with any spell in existence, with the possible exception of spells with Split Second, specifically designed to be uninteractive - and still they can be interacted with . If there's a spell that is uncounterable, you can get creative with Venser, Shaper Savant , Time Stop , Mindbreak Trap , Ashiok's Erasure , there's load of ways to get around "uncounterable". Blue is also the color that will straight up see a threat on the board and simply take it for themselves, with Control Magic , Gather Specimens , Blatant Thievery , Expropriate . Effectively a removal, card draw and threat all in one.
No other color can boast the same catch all mechanic. White comes close for something in the same ballpark, but it is still just a bleak imitation - as countermagic goes. And evidently look at that price tag.
In the earlier days of Magic, blue was not the only user of countermagic. I feel like you could provide other colors with more conditional types of countermagic, to better even it out. And not just anti countermagic like Guttural Response . Blue would still be the best, but not the sole user. - White is a color that protects itself, so something like Hindering Light is the most likely avenue to take White Countermagic, anything that touches my stuff - go away. Think Equinox in terms of templating but not necessarily that specific. Giving their spells on the stack protection from a color or supertype or plain "old" Hexproof. - Green already has an affinity to provide hexproof to their stuff, Heroic Intervention and Veil of Summer , so expanding on that seems reasonable. - Red could go the Fork / Shunt route but is unlikely to get countermagic that straight up nullifies other types of spells than spells with targets. - Black is kinda difficult. The usual is just to tack an alternative payment of life, cards or permanents on an otherwise Blue card. Black already have an indirect proactive answer through selective discard, like Duress . The issue is these are all sorcery speed, so if an opponent suddenly starts drawing a lot of cards, it can be difficult for black to be proactive in time. So perhaps just providing Duress at instant speed through a condition would be acceptable. Something like "Instant Duress may be cast as an instant if an opponent has drawn two or more cards this turn." / "Instant Duress may be cast as an instant if the target opponent has 5 or more cards in hand". Any kind of variation on that.
Of course some would talk about color pie bleeding/breaking, but ain't that already happening by giving blue hard removal (by proxy) and large scale soft board removal? I know some of these issues are mainly aimed at multiplayer formats, but we cannot ignore that Magic has grown to be something else than only Duel Magic (1 on 1). Blue's counter magic is here to stay, but is it too much to ask that the other colors can get even slightly in on the action if not directly, then indirectly by interacting more with the stack?
Green has one of the best palettes available to them for a slightly slower format; mana ramp, card draw, large threats, ability to scale well, protective measures, explosive finishers and a hell lot of combo potential and pieces.
I think Green is only beaten slightly by Black in terms of Commander due to tutors in a singleton format. And because Black can cheat mana costs or pays differently, has access to card draw and good finishers, along many more combo pieces.
Blue is one of the only colors that reliably can stop combo or finishers dead in their tracks. Reversibly, they are the color best suited to keep those combos or finishers uninterrupted. They have the best access to card advantage and resource manipulation. And extra turns.
There's a reason that many cEDH decks are mainly some variation of Sultai colors (Green, black and blue) with maybe one added color or full WUBRG. I think this picture would be more diverse, if more colors became able to interact better. The ability to interact is one of the core foundations and strengths of Magic. Counter magic is a pillar of this interaction, more colors should find a way to do it or something similar.
1 month ago
Here's my take on your ask to change something based on your Maybe Board.
While these fetch lands help you fix, the fact that the lands you find will come in tapped is like you are missing the turn's land drop. Why not have 2 lands that actually give you mana instead AND help you get back artifacts from the graveyard?
I would consider changing Hindering Light or Turn Aside for Cyclonic Rift and/or Enlightened Tutor . The counter effect that you get with the first ones is very specific and you may find scenarios where you can't really use them, however CycRift works 2 different ways and the Tutor can help you find a Sorcery to board-wipe if you need to level the field.
Also, I would give a try with Sensei's Divining Top instead of Throne of the God-Pharaoh I like to give preference to cards that will give me card advantage every turn versus the ones that may or may not cause damage to opponents depending on you having creatures tapped.
Finally I would find a way to include Rhystic Study , it is too good not to. Maybe swapping with Darksteel Mutation , which is an Aura that does not really give you any benefit and any creature you target can be blinked or bounced. Unless you know a creature is the key piece of a win combo, i think this aura is not going to really help you win the game but having additional cards drawn with Rhystic Study will definitely give more options to.
2 months ago
I feel either one of Turn Aside OR Hindering Light would be fine. You have other protection that makes targeting triggered protection irrelevant. My other choice would be Heraldic Banner . It only taps for one of your three colors and a large portion of the time, a number of your creatures wont notice the buff
4 months ago
Funkydiscogod My favorite part about your comment is that I am in love with non-blue counterspells and it actually would make a ton of sense in the deck considering I need to splash specifically white mana for a few core cards like Student of Warfare anyways. I have taken great care to keep the mana base in flush with the color needs of the deck, so I'd need to test it but I'm pretty confident i'll find a way to put Rebuff the Wicked in. Hindering Light would probably be better than Mana Leak if it wasn't for the two color cost. If I was going to try something to upgrade in that slot that is 2 colors i'd have probably done Dovin's Veto before your suggestion but the card draw is something this deck desperately wants. I'll test it and post an update in a week or so.
I appreciate your suggestions!
4 months ago
5 months ago
So there are a couple different ways you could go here. Delver of Secrets Flip is a good card, but tends to go onto more proactive shells. If you want to go the Delver route, you could make it more tempo oriented with Young Pyromancer and a Stoneforge Mystic shell. Otherwise, you could go for a more control shell and drop the Delvers and the Gearhulks and slot in Snapcaster Mage and Vendilion Clique and rely on your instants and sorceries and planeswalkers for the win. If you go this route, you'll want to put in Celestial Colonnade s probably. Now for some additional suggestions:
Wall of Omens is okay in the control build, it provides a decent blocker and gives you a card.
Spell Pierce may be a good sideboard card in the case of extremely fast combo decks
Timely Reinforcements is a good stabilizing card
Field of Ruin a good way to punish greedy mana bases or get rid of other manlands
Cards that I would cut from mainboard and sideboard are:
Lava Coil at 2 mana and sorcery, this removal is too slow and doesn't hit enough of the metagame to warrant its speed. I'd consider replacing with the Paths
Serum Visions This one is a tough cut, but frankly if you're playing control you want as many of your plays to be instant speed as possible, just so you have the flexibility to deal with your opponent's threats as they come.
Cards I'd move to the sideboard:
Hindering Light now this one comes with the stipulation that you remove the Thing in the Ice Flips. Basically, play with thing in the ice and see how good it is, and if you find it isn't proactive enough (which is why I cut them from my deck) get rid of them and move the hindering lights to the sideboard.
6 months ago
First, Cantrips sind super :) Windfall wäre noch eine gute ergänzung.
Thema Counterspells: Meddle und Confound halte ich für zu situativ. Der Gedanke dahinter ist klar, allerdings erfüllen andere da mehrere Zwecke. Insgesamt muss da auch mehr Countermagie vertreten sein. Ich halte fest an einem Richtwert von +/- 10 Stück. Insbesondere sollten Klassiker herangezogen werden wie Dispel , Negate , Mana Leak , Swan Song , erweitert noch durch Dispersal Shield , Hindering Light und Rebuff the Wicked . Absolutes Must-have sollte hier Muddle the Mixture sein, da es deine wichtigsten Karten suchen kann.
Ein super Schutz für Brago selbst wäre auch Vanishing . Damit wäre der gute unantastbar, solange genug blaues Mana vorhanden ist.
Weiter würde ich mehr Instant-Anworten spielen, wie bspw. Disenchant , Swords to Plowshares . Versucht ein Gegner das Spiel in seinem Zug zu schließen, macht Brago nicht viel, außer evtl. countern. Ich denke hier kann durch die Flexibilität eine Menge Power generiert werden.
Ich gehe mal paar Karten durch, die ich rauswerfen würde. Ich beschränke mich auf Karten, die ich beim ersten blick für nicht ausreichend halte:
Trophy Mage würde ich rauswerfen für Trinket Mage . Artefakte mit cmc3 sehe ich nur die Scherbe und die 3Mana-Ramper. Die Scherbe gewinnt keine Spiele, von den Rocks hast du genug im deck, da brauchste nicht zwingend nach suchen. Dann lieber Sol Ring oder die extrem nervige Nadel finden.
Mycosynth Wellspring : Ok, es sucht Land auf die Hand. Es rampt nicht. In einem Stadium, wo man sagen könnte, es sucht sehr viel Land auf die Hand, sollte das Deck auf andere Art und Weise bereits Richtung Sieg gehen. Außerdem gibts ja noch die ETB-Carddraw-Geschichten im Deck, die ich für besser befinde.
Turn to Mist : Einfach weil Resto-Engel so viel besser ist...
Unquestioned Authority : Ok, hier bin ich hin- und hergerissen. Grundsätzlich verstehe ich, dass Brago durchkommen muss. Dennoch halte ich diesen effekt alleine für nicht ausreichend. Gut finde ich das Ding mit "ziehe karte, wenn es in spiel kommt". auf diese weise frisst du dich tiefer ins deck, was auch nötig ist. du hast mehrere solcher karten. hier würde ich insgesamt schauen, was ausreichend ist. Ich kann das nur schlecht beurteilen, da ich selbst nie pilot von brago war. aus meinen spielen gegen ihn jedoch hatte ich den eindruck, dass bis auf das ding mit karten ziehen solche karten irrelevant waren. brago war abgeschaltet und damit die möglichkeit, solche effekte wieder und wieder zu nutzen. an einem kompetitiven tisch wird dieser zustand garantiert oft gegeben sein. Preordain , Ponder und Brainstorm sind deshalb super.
fortsetzung mag folgen.... :)
6 months ago
Also trying to build a Bruna deck. Some cards that I'm going to be testing that are good to chuck into your graveyard along with your auras: Chemister's Insight , Deep Analysis and Glory . I think you should find room for Frantic Search as well as its card draw as well as a way to get auras into the yard. An aura that I'm hoping will really pull its weight is Curious Obsession .