Counter

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Revision as of 10:26, 11 February 2018 by >Hunterofsalvation (→‎Hard)
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Counter
Keyword Action
Introduced Alpha
Last used Evergreen
Reminder Text No official reminder text
Scryfall Search
keyword:"Counter"
Not to be confused with Counter (marker).

Certain spells and abilities can "counter target spell" (or similar effects). Counter in this sense is an evergreen keyword action.[1] A spell can also be countered if it no longer has any legal targets when it tries to resolve. A spell that is countered is put into the graveyard instead of doing its effect. It is essentially negated.

Counterspells or permission spells may or may not have conditions, such as forcing a player to pay an additional amount of mana.[2][3][4]

More often than not, counterspells cards are blue. White is secondary.[5] Counterspells in other colors existed only in the early days of Magic, and in the alternative realities of the Time Spiral block.

Rules

Template:Keyword CR

Permission

The eponymous Counterspell.

"Permission" is a style of play that involves hardcore/dedicated counter-magic.[6] [7] The permission player attempts to counter every important spell the opponent plays, and simply to draw plenty of extra cards to ensure more counters are available. The term "permission" comes from the way the opponent will end up asking whether each of their spells resolves or is countered.

Blue

The original permission spell was the eponymous Counterspell from Alpha. Alpha also introduced Blue Elemental Blast, Power Sink, and Spell Blast.

Counterspells were few and far between; but, progressively, varieties of counterspells were released. The original Counterspell, with its absoluteness and affordability at a mana cost of {U}{U}, was a staple in many blue decks. It was also a staple in core sets and multiple expansion sets, up until 8th Edition and Mercadian Masques, respectively, until it was gradually replaced with other spells like Mana Leak.

Counterspell was ultimately supplanted by Cancel, a permission spell costing an additional {1} that was introduced in Time Spiral, because R&D decided that {U}{U} for a hard counterspell was too powerful (at least as a common card).[8] [9] [10]

White

In the Time Spiral block white took over blue 's role as the main counter color (Mana Tithe, Rebuff the Wicked, Dawn Charm)

In regular design, white only dips its toe into the ability with taxing and delay-style counterspells like Lapse of Certainty or by giving the opponent an advantage (Illumination).

Early of-color counterspells

Blue/Black

Black

Red

Red/Green

Green


Types of counterspells

A distinction is made between so called "hard" and "soft" permission spells.

Hard

In general, a "hard" counter is any card that stops a spell from resolving and preventing that spell from being played again(e.g., Counterspell, Hinder, Dismiss).[11] Some "hard" counters may have additional effects, such as exiling the countered spell from the game (e.g., Dissipate, Spelljack), manipulation of own or opponent's library (e.g., Psychic Strike, Discombobulate, Dissolve), life gain/loss or damage (e.g., Absorb, Undermine, Essence Backlash), mana generation (e.g., Mana Drain, Plasm Capture, Rewind), or creature creation (e.g., Mystic Snake, Draining Whelk, Mystic Genesis).

As a general rule of thumb, R&D stipulated that "hard" counters require {U}{U} in their mana costs and that counterspells are designed and costed with the original Counterspell in mind.[11] Exceptions are sometimes made when the spell has a significant downside, such as card draw for the controller of the countered spell (e.g., Arcane Denial, Vex) exist.[11] R&D later decided that two colored mana was also allowed, allowing multicolored hard counterspells with one blue mana and a mana of a second color (e.g. {W}{U}Hindering Light, {U}{B}Countersquall, {U}{R}Mindswipe).[12]

Soft

A "soft" counter, in contrast, is a card that stops a spell from resolving but gives the opponent some recourse, such as the possibility to pay additional mana to have the spell still resolve (e.g., Force Spike, Mana Leak) or the possibility to cast that spell soon (e.g., Delay, Remand, Memory Lapse).[11] Counterspells that also have a limited range of targets (e.g., Annul, Spell Snare, Negate) or that require additional resources (e.g., Abjure) are also considered "soft" counters.[11]

Counter target activated/triggered ability

The ability to Counter target activated or triggered abilities, is primary in blue and secondary in green. For a while this was a green effect, but R&D has moved it to be more in blue.[5]

Can't be countered

Some cards can't be countered. This ability is primary in red and green, and secondary in blue.[5]

Red tends to have spells that can't be countered while green tends to have creatures that can't be countered. When blue does "can't be countered," which is less often, it's usually a more control-oriented card.

References

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  12. Error on call to {{WebRef}}: Parameters url and title must be specifiedMark Rosewater (February 06, 2018). "". Tumblr.

External links

Template:Keywords and abilities