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.

DubMC on Mutiny at Long John Silver's

3 weeks ago

Don't forget about good ol reliable Counterspell! Cavern of Souls is amazing is price isn't an issue. I love the deck! I may have to build something similar.

Balaam__ on Jalira’s Three Card Monte

1 month ago

Have at it Icbrgr, there’s loads of room for improvement as it stands. I built it years before some staples even debuted, and when existing staples currently run in Modern (like Counterspell) were still illegal. It could use your eye for detail.

James13 on Izzet Delver

1 month ago

Mishra's Bauble sees play with delirium from Dragon's Rage Channeler. Remand has been replaced by better counterspells that actually get rid of the opposing card, Counterspell being one of them.

emask on Izzet Delver

1 month ago

Miss playing 60 card and this kind of deck specifically. Haven't followed Modern in forever, but is Mishra's Bauble seeing play? Was happy to see it here. Also didn't realize Counterspell is back, but wonder if the card draw from Remand would be worthwhile if you can outpace them? +1

DragonMaster420 on The new Gatewatch 0.2

2 months ago

0.2 or 2.0?

examples of planeswalkers that can hinder creatures would be things like Gideon of the Trials , Liliana of the Veil , Liliana, the Last Hope , Mu Yanling, Sky Dancer etc. one of the first 2 abilities should be capable of removing opposing creatures, or at the very least weakening their attacks or providing a token to block with. the final ability should be something that can actually close out a game, so you can put the opponent on a clock after playing Doubling Season which doubles the loyalty a planeswalker enters with.

Culling Ritual isn't quite on par with modern removal. a 4 mana sorcery should be able to wipe all creatures, not just those limited to MV 2 or below. it'll also wipe out your own mana ramp.

you don't really need the halfling or the carth, but you do need removal. what you run will of course depend on the colors of the walkers you focus on, but at a minimum you have green and might as well add black for the sake of Abrupt Decay. blue has Counterspell and red has Lightning Bolt. a 3+ color deck with white might as well play Prismatic Ending.

alternatively, you can simply play the gideons that can become creatures, and a bunch of board wipes like Wrath of God. there are 4 such gideons with a cost of 4 or less.

DragonMaster420 on Mark Rosewater's Commentary on Repeatable …

2 months ago

at that point you're literally saying you want casual matches to last more than 50 minutes. that's not fun. we already have things to allow players to remain alive. it's called interaction and removal. play a control deck if you want. play Fatal Push and Counterspell.

DubMC on Aetherflux Solitaire

3 months ago

Balaam__ Do you think adding x4 Counterspell or Swan Song to the mainboard would be a good move? Maybe Spell Pierce?

Icbrgr on Modern Control: Temur Wilderness Reclamation

3 months ago

@DragonMaster420 That's pretty much the going rate for how control decks achieve their wins... control wins by establishing an insurmountable advantage rather than racing.

Early Game (Turns 1–3): Focus on survival, using cheap interaction (e.g., Counterspell, Fire / Ice, and Lightning Bolt) to neutralize early threats.

Mid Game (Turns 4–5): Deploy Wilderness Reclamation or Cryptic Command to stabilize the board and/or generate massive card/mana advantage.

Late Game (Turns 6+): Once the opponent is out of resources, wait to safely deploy Traumatic Critique.

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