Counterspell

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Counterspell

Instant

Counter target spell.

theNeroTurtle on test

3 days ago

hello

Asder on UB faerie tribal

1 week ago

If you're doing a sideboard Bitterblossom is good in general, but especially against control. If you want to lower your curve to get under midrange decks Faerie Mastermind is a good option, if you can find space for a playset they like hanging out with each other and triggering together.

Heres some quickfire staples worth considering I haven't seen anyone mention yet: Fatal Push, Counterspell, Infernal Grasp, Harbinger of the Seas, Stern Scolding, Thoughtseize, Sheoldred's Edict

Balaam__ on Yer a Wizard, Henry!

1 month ago

@Bookrook Naban, Dean of Iteration won’t trigger Dour Port-Mage. He’s here to double the effectiveness of Venser and Aether Channeler. As for Wizard's Retort, I get tired of seeing the same spells over and over again. Retort will always be a Counterspell in this deck since everything’s a Wizard. It’s just for variety.

Bookrook on Yer a Wizard, Henry!

1 month ago

I’m pretty sure Naban, Dean of Iteration won’t trigger dour port mage an additional time. Also, why are you playing Wizard's Retort over Counterspell, since when retort is active, it’s just normal counterspell.

ArmchairRuler on Does The Haunt of Hightower …

4 months ago

If I were to have The Haunt of Hightower on the battlefield and an opponent cast Counterspell on another opponents Lightning Bolt, would my creature gain +1/+1 counters? I know no cards were milled or creatures entered the graveyard, but don't the spells still enter the graveyard after they are cast?

FormOverFunction on Should the Number of Mana …

4 months ago

I feel like this is sort of a “a little bit of column A, a little bit of column B” situation. I think of card strength as being on a sliding scale, with colorless things being VERY basic and utilitarian, one-pip cards being sort of a generic colored mana spell, and then multiple-mono-colored pip cards as being stronger (like what you’re saying, DemonDragonJ). They’re stronger, though, because they’re cast at the exclusion of other colored spells, because the land requirements are tighter. A multi-colored pips spell, though, is (theoretically) better because you’re getting two distinctly color-separate effects. Lightning Helix was probably the first multicolored card I saw like that, that really struck home the idea of “oh, of course. Red for damage, white for life gain. Neat.” The upside is you get both a Lightning Bolt and a Healing Salve (sort of) in just one card… and the downside is that one Counterspell stops everything. Now that I’m typing it out, I think I’m in the camp of “more colored pips generally should mean it’s stronger” but mono colored spells seem more complicated, as if you make it TOO strong then people will revert back to all-monocolored decks, like (I can’t get back to the screen to see who I’m responding after… I’m sorry) was saying. Drain Life is the best example I can think of, where you are severely limited by color. It’s a GREAT card, and I love the theme, but I can’t remember the last time I saw someone use it. WotC has worked really hard to make everything a two or three color minimum, commander and otherwise, so I don’t expect we’ll see much of a resurgence in mono color power. Except for green. Green has always been VERY proud of itself ;p This is why we need more forest walk.

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