Being
gamers we tend to love a lists. It gives us the chance to make our
own lists and compare and contrast them against one another. Lists
are a good way to quantify ones opinions. Once quantified we can
then subject those opinions to more analysis. If you find your list
to be very similar to someone else's except for one card it is a clue
that one of you is overrating or undervaluing that card. A list
without any justification however is far less relevant unless you are
already familiar with the opinions of the the person presenting the
list. Without a justification then you will not be able to convince
people to alter their perspective of a card when you do have
discrepencies between your lists. It presents questions without
offering any answers or directions to find them.
A
good list also need a clear description of the criteria considered in
the forming of the list. “The best” is a very subjective term and
to be appreciated usefully the term wants to be broken down into a
meaningful outline of what constitutes better. I stipulated blue in
the title, this was merely so I didn't have to work out where Mana
Tithe fits into the mix and spend a lot of convoluted time discussing
the implications of a functional reprint in a different colour. Gold
counterspells, provided they contained blue, where considered for the
list and a couple were fairly close but didn't quite make it. The
other description used for this list is simply “top” which is
synonomous for best. I have a fairly specific meaning in mind for
this in that I do not mean the best card but instead am focusing on
the functionality of the card as a Counterspell. How easy is it to
play? How effective is it a preventing spells? How good of a position
does it leave you in? It was this nature of focusing in on the
counterspell aspect of cards that ultimately kicked Dimir and Izzet
Charms out of the top sixteen. While they are powerful and diverse
cards they are unreliable and somewhat inefficient as counterspells.
The utility of them does count in their favour as counterspells but
far less so than it would do so in a simple card review. A different
example of this would be that I rate Lightning Helix as a very
powerful card but only as a fairly average burn spell.
Counterspells
are popular, powerful and iconic cards that are relvatively easy in
Magic terms to compare and contrast due to their specific nature.
Comparing burn spells is even easier than counterspells but something
broad in scope like creatures are very tough to compare as they do
wildly different things. Without further preamble I shall start to
present the list, starting at the bottom, complete with a discussion
about the cards performance within the cube.
- Spell Snare
Spell
Snare is a very powerful and highly efficient counterspell. It is
playable from turn one and loses no real power over the course of the
game compared to cards like Force Spike and Mana Leak. Making
sweeping statements in Magic is dangerous however I can safely say
that every (viable) cube deck will have two drops in it thus making
Spell Snare highly playable. Certainly some decks will have far more
targets and some will have more important targets meaning some
variance in the performance of the card based on matchup but this can
be expected with most cards. At its best Spell Snare is one of the
more powerful cards on this list and at its worst it is still better
than the majority of the cards when they are worst case scenario.
There are several reasons why Spell Snare, despite all its qualities
has ended up at the bottom of the pile and presently doesn't have a
slot in my cube. Firstly it is a card that is vastly superior when
you are on the draw than it is when you are on the play. It can
totally save you against a powerful tempo opener on the draw while on
the play it is far less likely to give you a significant advantage.
On the play I would almost always have a counterspell that had more
potential targets even if it cost two. The result of all this was
having lots of fiddling around side boarding to optimise decks which
frankly got tedious. Not to mention a card that saw a lot less play
due to being cut when possible on the play. The second big flaw I
find in Spell Snare is that it serves very little specific purpose in
the cube, you never play it really to deal with something generic as
you might with a Disenchant or Negate effect. You don't play it as a
one drop as you might with Force Spike as it isn't a useful one drop
when on the play as discussed. You play a certain number of
counterspells in decks that want them as they are decent coverall
security and disruption however Spell Snare is too limited in its
targets to be a good coverall or security card. You cannot really
give away your counterspell slots to a card like Spell Snare and
maintain the same level of control over a game. Almost all the
reasons to play Spell Snare are contextual rather than archetypal.
You play it when you need to counter their two mana combo card, when
you are on the draw or when they are an agro deck with over 25% of
their list costing two mana. It is rare that you construct a deck
that can consistently take advantage of a cheap yet specific hard
counter, the only guarenteed advantage of is that you will have spent
half the mana your oppenent did. It would need to be a tempo deck
with card advantage and/or quality in reasonable abundance that still
had sufficient room for reactive non-specific disruption. It is a
personal choice but I like to advocate cards that reward and promote
good deck construction and design which Spell Snare rarely does.
When
you are a combo deck, or when you are any deck about to win the game
Pact of Negation is the very best card to have. It stops basically
anything a counterspell can, which is most things, and costs you no
mana to play. These were my main two criteria in assessing the
strength of a counterspell and so Pact of Negation is the best of the
best in an optimal situation. Combo features little in most cubes and
the non-combo decks will spend the majority of their game time not on
the verge of winning. This means you have to consider the upkeep cost
of Pact of Negation for the majority of decks you might consider
playing it in. Three is a lot of mana to pay to counter something in
the cube, five is incredibly painful. It is unusable normally until
you have your five mana and can still present a risk of death once
you have five should they have any way to disrupt your mana
production. Typically the kinds of deck that want coverall
counterspells also want to leave mana up to be reactive, having to
tap five mana in your upkeep will make the turns following a Pact of
Negation deeply uncomfortable until you have lots and lots of mana.
Although the best when it is good, it is close to the nut low when
not optimal. I do not have Pact of Negation in my cube presently
however its value rapidly increases as the number of suitable
archetypes for it increases and with cube design being as diverse as
it is you can easily include more of those archetypes from one of a
few different approaches. Pact of Negation is unlike most other
counterspells in that it is one that you only really play to force
other things through. It should not frequently be played as a
coverall answer or a good control card.
Mental
Misstep is similar to Spell Snare in many ways and is generally
lighter on viable and powerful targets, yet it achieves a higher
ranking than the Snare. This is because it is a purposive card, you
can put it in a deck and improve that deck with no prior knowledge of
your opponents deck or who is on the play. Misstep feels more like
Force Spike than Spell Snare when you play it and has many of the
same qualities and requirements when being built into a deck. Both
Force Spike and Misstep are likely to be hard counters for an
opponents first turn play. The value of having them or drawing them
however declines as the game progresses, although with Misstep it is
not because the counter becomes easier to avoid but because the
targets for it have been used or cease to be overly relevant
themselves. To maximise the power of Mental Misstep in a deck you are
advised to have some filer and/or card quality effects so that you
can replace it once its value is diminished. To get a mana advantage
out of the card you have to pay two life however the strength of the
card is not so much that you can be one mana better off than your
opponent over an exchange but that you can make the exchange when you
have no spare mana. Both Mental Misstep and Spell Snare are
opportunistic cards that you want to have open as often as possible
so as to maximise their somewhat limited range of targets. To do this
with Spell Snare can be uncomfortable and even obvious while with
Misstep you can happily tap out with added safety. As with Pact of
Negation you can also play Misstep off colour however the latter will
be of greater use throughout the game and far more likely as a result
to find itself in a non blue deck. Despite this it tends to be the
blue decks that play it as it is such an effective way to bolster
your early game when you lack low curve cards which is something blue
struggles with more than the other colours in Magic. Also when you
are concerned about early tempo you are also likely going to be
concerned about life and so not having the painless cast option does
detract from the appeal of the card. The main thing I have against
Mental Misstep is that there are many viable decks without any one
drops and plenty more without any concerning one drop plays. This
makes Mental Misstep a little unreliable which reduces the amount it
gets played.
Dull
but fairly effective. Only when you reach super late game top deck
mode does Mana Leak cease to be a reliable counterspell. You can play
around Force Spike fairly easily but trying to have three spare mana
after doing something useful is a tall order. In the early game Mana
Leak is better than Actual Counterspell as it is almost always a hard
counter and is less demanding on your mana. Although this is a very
strong and reliable card the few times it does not do what you want
it to really hurt. Those times when Counterspell wins the game but
Mana Leak loses it stick with you and make you resent the Leak. Mana
Leak will always be the poor mans Counterspell. When you need it you
play it but it is almost always because you failed to get something
else better that you could play instead. Mana Leak is at least the
first card so far on this last to be played in the capacity you would
expect counterspells to be played in – when you need cheap reactive
coverall security. The only thing you really need to bear in mind
when playing it is that it scales poorly compared to many
counterspell options as the game progresses. Not to the same extreme
rate that Force Spike drops in power but in a format as explosive and
powerful as the cube Mana Leak will be getting weaker faster than you
might expect. With this knowledge it is best to play the Mana Leak
earlier where possible and sensible. Playing with Mana Leak will also
increase the power of your card quality and filter effects. It might
seem with this in mind that Miscalculation is the more potent card
for this role within the cube as it does much the same thing but with
a built in card filter mechanism. After much testing it turned out
that Miscalculation was closer to Force Spike in terms of its poor
scaling into the late game than it was to Mana Leak. Having to pay
one more mana gets a surprisingly large amount more done in the mid
game. Miscalculation would either trade fairly evenly, be used on
something of low significance simply to get it used before it was
dead or get instantly cycled. It is a playable cube card but it isn't
very efficient or effective which is not sufficiently compensated for
by its cycling. Mana Leak does an awful lot more of the thing you are
playing the card to do than Miscalculation and turns out to be a fair
chunk better in the cube as a result!
I
earlier stated that three mana was a lot to pay for a counterspell in
the cube despite it being a fair price for a universal hard counter
in most other formats. This applies to Forbid which does not see huge
quantities of play as a result. Forbid has a powerful built in
recursion effect than can even be used to your advantage should you
need a discard outlet however it really requires you to have some
kind of engine built around it otherwise it is too onerous on your
resources to be an efficient answer. It is also an expensive way on
mana, not just cards, to try and control a game. Needing an engine
makes Forbid a somewhat narrow card although not to the same extent
as Pact of Negation. One thing strongly in the favour of Forbid in
the cube as opposed to any other format is that there being only one
copy of any given card there is quite a sharp tail off in the quality
of groups of spells. Very few cube worthy counterspells will hit any
kind of spell and counter it regardless of how much mana your
opponent has spare. Even fewer counterspells that are on the cheaper
side of things. This leaves Forbid at about the fourth best universal
hard counter under four mana that has no extra costs attached to it.
You could argue Dissipate was better however it has no extra utility
and is just a three mana counterspell thus rendering too weak for
cube. It is the extra buyback of utility that secures it a cube slot
however it is the fact it is just another hard counter that plugs a
hole that gets it a lot of its play time. Forbid scales in a fairly
unusual pattern as the game progresses compared to all the other
counterspells. In the super late game, the point at which land draws
are basically dead draws, Forbid suddenly starts to gain a lot more
value even when used in decks with no engines or intent to abuse the
buyback. Another perk that Forbid has going for it is that it offers
lots of choices when played which makes for better games and a
greater test of skill. There are those matchups that revolve around a
few key cards, you might chose to buyback a Forbid on turn three
pitching two useful cards because you have no other answers in hand
to the remaining key cards they have. This kind of play would almost
always be wrong against an agro deck full of redundancy or a control
deck where the card advantage is too important but there will be
matchups where it is right to do as well something no other
counterspell can offer.
This
is a beastly little proactive counterspell come disruption spell.
Part Chittering Rat and part Remand the Memory Lapse is an unusual
card that finds different uses and homes than the other
counterspells. Like all good counterspells Memory Lapse goes one for
one with a card and stops a thing happening. Like some of the best
counterspells it can stop any counterable spell it chooses for the
bargain price of two mana. Placing the card back on top of the
library is somewhat of a mixed blessing although intended as a
drawback compared to Actual Counterspell. Most of the time you want
the thing you are countering gone and so them just getting to cast it
again next turn is rather tedious. If however the spell you manage to
place back on top is one that is only useful because of the stage of
the game such as a ramp spell then you have gained a huge advantage,
greater that you would have gotten from putting that card in the
graveyard. A turn two ramp spell is powerful because of what you can
do with four mana on turn three however a ramp spell does very little
unless you are accelerating into something else. Not only will you
have disrupted their turn three power play but you will have
decreased their card quality by replacing a draw with an out of curve
card that is not of much use. The optimal targets for Memory Lapse
are low powered card that have situational high value at certain
timings within the game. This can also be applied to high powered
cards that are trying to be resolved in a high mana window, say a
card played from the mana boost gained via a Dark Ritual, a Mana
Vault or a Channel. Obviously they will not have sufficient mana in
their next turn to just recast the spell in question and so they will
have a dead draw coming their way. Memory Lapse is also pretty much
a hard counter when used to force something through and/or when you
can win the game in that turn as a result, a little like Pact of
Negation. The main thing holding Memory Lapse back within this rating
is that it is rather a win more card. When you opponent is a bit
behind, either they are struggling for lands and need to draw them or
they are a little flooded and are only able to cast low curve spells
of little consequence then Memory Lapse will really punish them and
act a little like a Time Walk. When you are behind however it is not
doing that much to bail you out of the situation. With all this taken
into account I much prefer to play Memory Lapse in the proactive
decks than can apply pressure and get on the front foot. I also like
to try and maximise the negative effects it will have on my opponents
by appropriately pairing it with disruption effects such as
Wastelands so as to increase my odds of them having mana
difficulties. If your deck is predominantly responsive then Memory
Lapse will under perform for you but is still viable just an early
tool capable or drawing out the game.
This
simple little card has greatly risen in my estimations over the past
couple of years. It is cheap and reliably does what you predominantly
want counter magic to do. Every colour has the capacity to deal with
creatures all be it with varying effectiveness. Very few colours have
the ability to prevent spells from resolving. Black can pluck them
from you hand, white can make casting spells awkward while the best
red or green can do to curtail casting is to attack the mana base.
The variance in ability between the colours to deal with creatures is
negligible when compared to the variance across the colours in their
capacity to combat spell casting. It is one of the reasons blue
stands out as the most powerful colour in Magic. It is nice that a
lot of counterspells can deal with creatures however it is not the
reason you are playing them, nor is it really efficient or even
viable to attempt to control creature strategies with countermagic
alone. A good control list will have dedicated parts of the deck
tailored to efficiently deal with creatures thus allowing you to
reserve your counterspells for things that you need them against such
as Armageddon, planeswalkers, Mind Twist and so forth. When you are
playing counter magic specifically as a solution to those kinds of
problem then Negate is about as good as it gets. In the various three
or more coloured versions of UG control decks I would always chose to
play a Negate over an Actual Counterspell, those kinds of deck have
an unrivalled ability to deal with permanents while coloured mana is
more of an issue. I will usually also play Negate over Mana Leak in
any sort of control deck as it scales better into the late game and
you don't want to be using it on creatures as discussed. You have to
be pretty sure you are safe against creatures to do this and it is
marginal at best, mostly a personal preference for reliability in
cards doing what I want them to do.
Pesky
and cheeky are the words that spring to mind when thinking about
Daze. It is a beautifully designed card that is impressively diverse
in use and leads to a lot of complex decision making for both you and
your opponent while remaining simple, elegant and remarkably fair. It
ticks a few boxes immediately in that it is a spell with different
casting options as well as a zero mana spell should you chose it to
be. Free countermagic demands close attention and unlike most other
free countermagic Daze has no associated card disadvantage. Sometimes
returning an island will be far more painful than throwing away some
cards from hand and sometimes it will be irrelevant. The scaling of
this effect is the opposite it's scaling of raw countering power,
part of the elegance of the design. As returning a land becomes less
detrimental a Force Spike becomes less effective. It is hard to know
how important it is to keep your land count up compared to the spell
you are considering countering. The fact that Daze can become
completely dead in the late game or even when your opponent has a
good read on you puts pressure on you to use it early. Whenever you
do get to Daze something you feel like you have done well out of the
exchange but this is more a reflection of the low nominal power of
its effect and not because you inherently gain value from casting it
like you do with a Cryptic Command. The real strength of Daze lies in
how difficult and damaging it is to play around, in essence it is at
its best when your opponent knows you have one but you don't have it
in hand. Compared to Force Spike it is harder to read if they have a
Daze in hand or not, they never need to leave mana open to be able to
cast it and are able to tap out with impunity. It is easy to play
around Force Spike or Daze but does really hurt your early game tempo
to do so. If they are representing the Force Spike then generally
playing around it is OK as they are not spending all their mana or
curing out optimally either. If you try to play around a Daze in the
early game in the same way you will just find yourself getting really
behind. Mostly I think it is correct to just ignore Daze and walk
into it hoping your opponent will overeagerly ruin their early tempo
in a bad use of the card! As with most of the early game non-hard
counterspells in the cube, Daze is improved when you have decent
filter and card quality effects as well. It is at is best in tempo
decks wanting to pose questions but still have some answers up their
sleve but is still very strong in control decks although it does need
much more care to be used in a beneficial way. In control the best
application for Daze is to add security to making a mid game
permanent such as a planeswalker, earlier use, unless hard cast, is
too damaging to your tempo.
Although
the difference in mana you pay and that your opponent is forced to
pay extra between Spell Pierce and Mana Leak are the same it is far
more about the relative difference and not the nominal difference.
With Mana Leak they are forced to pay 50% more mana than you paid to
cast the Leak. With Spell Pierce they have to pay 100% more mana than
you. Obviously Mana Leak hits more targets than Spell Pierce, which
has Negate restrictions on it, they are not directly comparable
cards. The point was to illustrate the strength of Spell Pierce's
effect. The real reason it is better than Mana Leak is that it is a
one mana counterspell. All the same reasons as to why Negate is very
strong despite not hitting creatures also applies to Spell Pierce.
Spell Pierce is often lumped in with cards like Force Spike more than
it would be with Mana Leak and Negate which is a mistake as it is
near impossible to sensibly play around Spell Pierce in the early and
mid game. As such it is an incredibly efficient spell with a lot of
raw countering power for the mana. It gives you a lot of options and
security to do things that little earlier. It is often a case of
being able to have Spell Pierce and another counterspell up at the
same time for very little mana yet high chances of covering
everything you need them too. Spell Pierce also scales better into
the late game than all the other one and zero mana soft counters.
Often against control in the late game there will be turns where you
need to try and resolve multiple things so as to force something
through and so often the Spell Pierce is the nail in the coffin. It
is a brutal card to face as a combo or a control player and it is
rarely a bad draw against agro decks. It hits the important things
you should be playing it for with a high chance of success at a
bargain price of one mana. It is just the right balance of having
enough targets while being hard enough for the price.
- Counterspell
It
may seem fairly shocking to have Actual Counterspell only ranking in
at number seven on this list so allow me to justify this claim.
Firstly it is more onerous on your mana base (in a two or more colour
deck) to cast Counterspell on turn two than it is to cast a Cryptic
Command on turn four. Despite scaling very very well into the late
game Counterspell is usually weaker than Mana Leak, Remand, Memory
Lapse and Arcane Denial in the early game. It is also far harder to
engineer added advantage out of Counterspell than it is for all of
that list except for Mana Leak. Counterspell simply trades one for
one with a card of theirs, it will not draw you into your important
cards nor deny them draws. It cannot be used in tricky ways to
generate you card advantage or storm. The reason Counterspell is so
highly regarded is that it is as cheap as you can get a guarenteed
counterspell for any target. In a very loose comparion you could say
Counterspell was the Vindicate equivalent while other counterspells
would represent cards like Abrupt Decay and Desert Twister. Much like
Vindicate the strength of Counterspell is due to the broad range it
has however its effectiveness is entirely based on how you use it.
Sometimes you are forced into a situation where you need to blow your
Vindicate/Counterspell on a cheaper card that you have far more
efficient alternate ways to answer thus making them seem
underwhelming. You ideally want to be a little ahead or at least have
multiple ways to deal with any given problem available to you so you
are never forced into trading your Counterspell for a weak card.
Another thing to be wary of with counterspells in general although
most notably with Actual Counterspell is that you can easily fall
behind if relying on them as an answer to things. You need to have
mana open so as to be able to play Counterspell. If you opponent is
able to use their mana for things you don't want to or can't
Counterspell and just sit on the thing you need to counter then you
will be getting further and further behind. We all know Counterspell
is good but we often overlook its inherent limitations and weaknesses
and thus fail to play around it or overplay it in our decks. You
cannot win with counter magic alone, the deck of only counterspells
beats nothing. You want the minimum number of counterspells in your
deck to ensure you are safe against all the possible things that are
dangerous to you. If you overplay them assuming they are a generic
answer you will come unstuck in various ways over your games. It is
easy to die to the one drop that resolved or the man land you
couldn't touch with a hand full of countermagic. It is also easy to
die despite having equal counter magic to the cards they play jsut
not having sufficient mana to cast all your counters when you needed
them which is a depressing way to go.
- Force Spike
This
little gem is especially powerful in cube where the fast pace and
high power level give Force Spike perfect conditions to shine. There
are three main reasons the Spike is such a top rate counterspell.
Firstly it is a one drop that has a desirable effect against all
decks in a colour lacking early plays. Secondly it has the capacity
to be as effective as Actual Counterspell for half the mana which in
itself is a strong effect but also means that any time you stop a
spell with Force Spike you feel like you have gained value which is
rarely the case when your Actual Counterspell is baited out on a
lowly one drop. God forbid you manage to hit a more costly relevant
card with a Force Spike! The last reason the Force Spike is strong is
the Daze effect where by your opponents damage themselves by playing
around the card. It is well worth a dead card in your hand from the
outset to be able to deny them a mana for any turn you can leave mana
up. This means you are getting unbelievable value when you haven't
even drawn it and they chose to play around it. The only real
drawback to Force Spike is that it relatively quickly becomes a dead
card against most decks. Often I find this trade off is well worth
the various perks Force Spike brings to the table however it is also
a very easily offset downside when you have ways of putting it to
alternate use. This can just as easily be pitching it to play a Force
of Will as it can be discarding it to a looting effect which are
effects blue has in abundance. A card such as Spell Pierce you play
when you need specific solutions however Force Spike is playable much
more generally as a way to improve your early game and tempo
capabilities.
Oddly
Remand is about as soft a counterspell as you will find on this list
with even the likes of Force Spike fairly frequently being able to
get your opponents cards in the bin. This being a list based
primarily on the countering effectiveness of cards, and Remand being
the least likely to ultimately stop something should go a long way to
showing quite how powerful the card is overall. So frequently when
cast you feel like you just got to Time Walk your opponent. It is all
about the tempo that Remand offers rather than its use as an answer
to something. Remand is cheap and easy to cast and has a broad a
range of targets as Actual Counterspell. It disrupts your opponent
yet replaces itself with another card thus advancing you towards you
ultimate game plan. Like Daze it has some counteractive scaling where
by it is easier to replay cards in the same turn as the game goes on
however you also tend to hit higher mana cost targets as the game
goes on as well thus making the gained value greater. Unlike Daze it
never becomes close to a dead card due to the inbuilt cycling so even
if you are Remanding a Lotus Petal you are not that behind as a
result. Remand is a card that stays strong throughout the game, is
never bad when it is at its worst and is one of the best things you
can play when there are optimal conditions for it. Rarely do you care
that much what you are countering with Remand, you care most about
how much of their turns resources it took to play what you countered.
There are of course occasions when you can combine Remand with some
other disruption such as discard to fully deal with something but
this is not what you should be trying to do with the card. Although
on its own the Remand does not solve any real problems it does
provide both time and information which if put to good use can enable
you to negate the card in question through play rather than needing a
specific answer. The information aspect of Remand is almost always
overlooked yet it is a significant perk and helps push the card into
the big league of blue disruption. Remand is great in both agro and
control decks as it is one of those few cards that offers tempo at no
loss of card advantage.
While
Cryptic Command is only fourth on this list it is probably the second
best card overall rather than specifically as a counterspell. Most of
the time when being a counterspell Cryptic is just an awkward costing
Dismiss, a card which isn't close to cube quality. In that sort of a
role Remand is the vastly more desirable card, you want countermagic
to deal with stuff cheaply and efficiently, you play card advantage
spells to provide the late game inevitability and so you are just
harming your own disruptive power by trying to combine the two into
one overcost card. Returning to the options Cryptic Command offers,
it is rare that you get to tap all their guys and usefully counter a
spell. If you need to tap all their creatures you are in need of
solutions to permanents. Rather than counter one of the many problem
cards such as a haste creature or an equipment that is frequently
cast pre-combat you are likely just going to be better off partially
negating the spells effect along with the other creatures by using
the tap effect and digging for a real answer for everything with the
draw option. Counterspell and Boomerang combination is handy but is
also a little clumsy to pull off usefully in terms of timings not
working out optiamlly for it. Cryptic Command would still be a
versatile and powerful card even if you always had to chose
counterspell as one of the options but if that were the case you go
from a card with 6 options to one with 3. The three options that
include draw a card as one of the choices tend to be the three most
commonly played as well meaning that Cryptic is used as a
counterspell less than you might expect, and when it is it is usually
just a Dismiss. If you can take two thirds of the best uses for a
card away along with half its overall utility and still have a
playable card then it suggests a lot about the power of that card in
the first place. Cryptic Command is never dead and always puts you
ahead of where you were after you cast it. It is an answer to most
things and can often simulate that desirable Time Walk quality. As a
counterspell it is reliable, versatile and powerful but at the cost
of being obvious and cumbersome. As we are all to aware however it is
far far more of a card than just a mere counterspell.
A
personal favourite of mine as well as a card somewhat under the
radar. Arcane Denial never made much of an impact on constructed
formats of the time as it was around at the same time as many of the
other strongest counterspells and being so old it has never been able
to feature in the more current extended formats. As with Force Spike,
the powerful and fast paced nature of the cube improves the
usefulness of Arcane Denial. You actually lose card advantage by
countering one of their spells with Arcane Denial as they get to draw
two cards while you only draw one which this can be vary from being
disasterous to being irrelevant. Fortunately the trend is far closer
to the irrelevant end of the spectrum than the disasterous end. If
the card you countered is twice the average usefulness of the average
draw for that deck then you are ahead. As you get to chose what you
counter you will tend to only counter high value targets so as to
minimise the relative drawback. Decks without redundancy are far more
vulnerable to the Arcane Denial as far fewer cards will be important
at any given time. On the other hand a deck like red deck wins where
all the cards are similar in effect and power level you are unlikely
to be getting ahead casting the Arcane Denial on their spells. The
main reason Arcane Denial is so good is that it helps your deck get
to where it wants to be while simultaneously stopping your opponents
deck doing exactly what it wants to do regardless of what that might
be. Arcane Denial is the cheapest and easiest to cast of all the hard
counters without a target restriction and it replaces itself thus
helping you continue to curve out and have the appropriate kinds of
card. Arcane Denial also tends to provide you with a tempo edge, not
only is the card cheap and therefore usually answering something of
greater cost but it also tends to let you untap and use the card
drawn from it before your opponent. Like both Remand and Memory
Lapse, Arcane Denial is a powerful tempo disruption tool however
unlike both it is also a single card answer to most things as well. I
will almost always play Arcane Denial over Actual Counterspell if I
am more than one colour or I care more about getting to the mid /
late game more than I just want to control a game. The thing that
pushes Arcane Denial over the top in terms of all round goodness is
that you can put it to effective use even against red deck wins where
the card disadvantage is too dangerous. If you counter one of your
own spells then you get both the draw triggers giving you all three
cards in the next upkeep. Although not quite two mana to draw three
cards as you have play another card costing you some mana and netting
you one less card overall it is still a potent card draw spell.
Arcane Denial is cheap, reliable, effective in several roles as a
counterspell and has added utility as card advantage on top of that.
More so than most of the other cards on this list it lets you outplay
your opponent as well which is always an indication of good card
design.
- Mana Drain
While
easily the most abusable and powerful card on the list in the role of
a counterspell it is just Counterspell. I eventually cut Mana Drain
from the cube along with the other power cards as I found it not only
too powerful but far too random and swingy. At its worst it was an
awkward Counterspell (real men still take mana burn) however at its
best you would get to flop a Wurmcoil Engine into play on turn three
or four often with counterspell backup as well. While the cube is all
about powerful things there is the fun kind of power that arises from
good play and card synergy and then there is the not fun kind of
power that occasionally gives you free wins. Mana Drain is of the
latter form of power. Mana Drain does benefit from complementary deck
design which is basically useful ways to expend an influx of
colourless mana but beyond this it is very good in any kind of deck.
Even ramp decks that normally have minimal disruption love a mana
Drain because it is also such a powerful accelerator.
When
you absolutely positively need to counter that spell, accept no
substitute. While perhaps the AK47 is not the appropriate gun analogy
for this card Force of Will is the countermagic you most want to be
armed with. A hard counter with no target restrictions and two
casting modes makes for a lovely combination. The pitch cost is fair
and easily supportable without letting you ignore it in deck design.
The normal cost is expensive but still functional as a late game
answer and stops it from restricting your potential plays. Force of
Will is the ultimate in safety, it is not the power of what it does
for you when you finally cast it that makes it incredible but all of
the things it lets you do with reduced risk because you have it in
hand up to that point. Tap out to make a threat, no problem. Cast a
main phase draw spell to carry on making lands drops, why not! You
can't even really play around it that effectively. It is always going
to be there waiting for the spell you don't want it to hit. Another
way to assess the power of Force of Will relative to other
counterspells is to consider how good it is at each turn of the game
and then average those powers (you either need to stop at turn 6 or 7
or apply less weighting to the later turns for this to be an
effective way to compare cards however I simply like data in
graphical form and this is the most appropriate way to do so for
countermagic). Force Spike starts off very strong but quickly becomes
the weakest. Actual Counterspell flat lines for the first turn then
starts to get steadily better from turn two onwards. Force of Will
however starts out strong and stays strong as the game goes on, in
our graphical form it has the greatest area under its curve! In some
matchps the turn one Aether Vial is the scariest play that is most
important to stop, in others the seven mana Karn Liberated, on all
the various scary important spells to stop Force of Will offers you
the best or near best odds on stopping it. It is a get out of jail
free card. You do have to have sufficient cards to pitch to it which
not only means blue cards but also means cards you can afford to
lose. If your only ways to win are a couple of top end blue monsters
then you can't really include all of them in your total options. The
same obviously also applies to pieces of a combo. It is cards like
Force Spike you are happiest to be pitching as they are only strong
within a certain window in the game. The more blue disposable or
redundant cards you are playing the better Force of Will is however
it can still be very powerful even with as few as 8 other blue cards
to pitch (in a 40 card deck). It is great in control where it gives
you great security, it is great in agro where it offers powerful
tempo swings and it is great in combo where it allows you to force
through spells and protect combo pieces while also going off at top
speed. It offers very little above and beyond being a counterspell
but it is the very best at being a counterspell and therefore is also
one of the best cards there is for allowing you to dictate the flow
of a game.
16.
Spell Snare
15.
Pact of Negation
14.
Mental Misstep
13.
Mana Leak
12.
Forbid
11.
Memory Lapse
10.
Negate
9.
Daze
8.
Spell Pierce
7.
Counterspell
6.
Force Spike
5.
Remand
4.
Cryptic Command
3.
Arcane Denial
2.
Mana Drain
1.
Force of Will
Honourable
mentions
Foil
Thwart
Muddle
the Mixture
Miscalculation
Mindbreak
Trap
Disrupt
Izzet
Charm
Dimir
Charm
Voidslime
Absorb
Voidslime
Absorb
I
always feel very guilty leaving out cool and powerful cards from a
list such as this and feel obliged to at least mention those that
were also considered. On this occasion we are already fairly deep so
I shall mention a few of the key aspects of the honourable mentions.
Foil
is the best of this bunch and very nearly got the last spot on this
list over Spell Snare. It shares many qualities with Force of Will
while also having a better normal cost. Sadly having an island spare
is far harder than having a blue card spare as well as much more
painful to lose. Then you need another card in addition to this
meaning you have three for oned yourself. Most control decks can't
afford this level of card disadvantage even if they can support the
island requirement. The end result is a powerful card that is rather
narrow based on so few decks being able to support it as well as
wanting it.
Thwart
is the super Daze however it is even narrower than Foil. You need to
basically be mono blue as well as having both alternate mana sources
and lots of other cheap permanents to be able to support Thwart
without it crippling you. For a free counterspell you also can't use
it before turn three which takes away a lot of its appeal. Despite
only going in a few possible archetypes it is very powerful in them
being a zero mana hard counterspell with no target restrictions, an
acceptable normal cost and no associated card disadvantage for the
pitch cost.
Muddle
the Mixture is a fair and elegant card that is the perfect card for
the occasional deck but is generally to cumbersome and narrow to be
preferable to things like Negate. Miscalculation has already been
mentioned in this article and is in a similar situation to Muddle the
Mixture in that it looks like a well rounded flexible card but in
reality is outperformed by more streamlined alternatives. Certainly
playable but rarely outstanding.
Mindbreak
Trap does a few things exceptionally, both shutting off certain kinds
of combo deck engine and dealing with uncounterable spells such as
Obliterate. Encountering these effects in cube is rare and as a four
mana Dissipate the Mindbreak Trap is far too costly making it a
sideboard card which to my mind is not a good use of cube slots.
Disrupt
is a deadly little spell that should it hit anything will put you far
ahead in the game. Despite being as soft as they come as well as
rather narrow you can fairly easily cycle Disrupt away a little like
Arcane Denial thus making it somewhat less of a dead card late game
as Daze and Force Spike are. Sadly you rarely want to play Disrupt in
your deck as it is not got great odds on doing what you want when you
want it to.
Both
Izzet and Dimir Charms are useful little counterspells that help to
bolster your anti spell capabilities. Good utility cards but playing
them mainly for their countering potential is unadvisable. There are
just more efficient or effective alternatives that don't come with
the other fluff if counterspells are what you need.
Voidslime and Absorb are better in cube than other formats due to the low number of hard counters available. While a three mana counter is pretty weak it is still playable. When you tack on added value or added utility you wind up with a quite acceptable cube card. If not for their being gold making them narrower cards they would be played enough to make this top 16 list.
Voidslime and Absorb are better in cube than other formats due to the low number of hard counters available. While a three mana counter is pretty weak it is still playable. When you tack on added value or added utility you wind up with a quite acceptable cube card. If not for their being gold making them narrower cards they would be played enough to make this top 16 list.
I would no longer have Forbid in this top 16, it is simply too slow these days. You are rarely in a position to abuse the buyback and so a nice simple perk on your three mana counter magic would be preferable as per Dissolve and its always good scry 1.
ReplyDeleteI would replace Forbid with a card I somehow don't even mention in this list - Condescend. Scry 2 is huge and the card is otherwise pretty reliable. I would probably also like to see Censor on this list somewhere in a similar place.