Back in the day it felt like you could almost entirely rely on a heavy base of counterspells to solve the problems your deck might face. Threats were weaker, cost more, less tenacious and decks were more synergy driven than raw power based. This meant more irrelevant cards like Zuran Orb that you didn't need to do anything about while now most cards are relevant in most games most of the time. A control deck could be mostly countermagic with a couple of threats, a bit of card draw and a few bits of removal that just wound up being more efficient than using more countermagic on the things you would use them on. This would get the job done six or so years ago. Now it doesn't, you need really powerful, diverse and effective removal so as to deal with the myriad of things you can face off against that will just kill you, from Gods to manlands to planeswalkers to persistent creatures, hexproof ones, indestructible ones, all of which are coming down at much cheaper costs relative to countermagic than ever before. You also need more threats of your own at all points of the curve so as to have some hope at keeping pace with the tempo of the game. Things like Blade Splicer are much more commonly seen in control lists because it is a much more effective way of dealing with a lot of threats than countering them or killing them. By playing more removal and more threats you have less room for countermagic which is all well and good if you appreciate it. Flipped around, if you play too much countermagic you will not have sufficient removal or threats and will roll over to most midrange and aggro decks.
While using cards like Bladesplicer is a great solution to things like Goblin Guide, Kitchen Finks and Treetop Village it not only takes the slot of a counterspell but also makes other counterspells weaker in your deck. The same is true of any sorcery speed solution, the player relying too hard on contermagic for protection is left pants down whenever they spend too much mana in their turn. This effect is self perpetuating, once you are playing some things you will need to tap out for you find some of your instant speed cards become less appealing compared to more sorcery speed stuff. Tap out style control decks are some of the most successful at the moment, they still play blue, still have card draw and control mechanics but they are robust enough to cope with most things well enough that they don't need the universal denial of countermagic. The next most successful form of blue control decks play no more than four counterspells of which some are multipurpose or soft. It is not at all uncommon for a deck to just play one Negate or Arcane Denial plus something like a Remand supplemented with either a Cryptic Command or Mystic Confluence as a late game option on more counter magic. That sort of balance keeps your opponents honest but doesn't cost you in tempo or options. Countermgic is at its most powerful when you are able to have most of your stuff instant speed and spent very little mana on your turns. That is harder and harder to do well and so decks are simply not as well suited to ramming them full of counterspells.
The decline in countermagic has gone hand in hand with the decline of Wrath effects but they have manifest this decline differently. For countermagic it is a decline in the ratios you want to play, they have declined in numbers. Wraths are still played about as much, they just do less than they used to! It is the tenacity and increased power of threats that has caused both counters and Wraths to decline. It is not just that threats are better but also there are more of them. Before your threats were threats, your answers were answers, your land were land and your card advantage was just card advantage. Now, especially due to planeswalkers, you can find that all of these groups of cards will contain threats in them. Conscrated Sphinx and Jaces have broadly replaced cards like Fact or Fiction. Cards like Karn Liberated, Domri Rade, Polukranos and so sit in part in the removal slots for your decks. There are substantially more manlands than before, good and powerful ones as well as utility lands like Wolf Run that can end games too.
All this analysis can be summarised into two bits of advice. The first I have already given and that is to treat countermagic more like black discard effects than anything else. The second is simply to build decks that can win without counterspells and only once you have done that start filling it out with some counters. If your control deck can't beat certain cards without countering them then that is going to make life quite difficult.
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