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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., <c>Force Spike</c>, <c>Mana Leak</c>) or the possibility to cast that spell soon (e.g., <c>Delay</c>, <c>Remand</c>).<ref name="Rosewater"/> Counterspells that also have a limited range of targets (e.g., <c>Annul</c>, <c>Spell Snare</c>, <c>Negate</c>) or that require additional [[resource]]s are also considered "soft" counters (e.g., <c>Abjure</c>).<ref name="Rosewater"/>
 
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., <c>Force Spike</c>, <c>Mana Leak</c>) or the possibility to cast that spell soon (e.g., <c>Delay</c>, <c>Remand</c>).<ref name="Rosewater"/> Counterspells that also have a limited range of targets (e.g., <c>Annul</c>, <c>Spell Snare</c>, <c>Negate</c>) or that require additional [[resource]]s are also considered "soft" counters (e.g., <c>Abjure</c>).<ref name="Rosewater"/>
   
As a general rule of thumb, [[R&D]] stipulates that "hard" counters require {{u}}{{u}} in their mana costs and that counterspells are designed and costed with the original <c>Counterspell</c> in mind.<ref name="Rosewater"/> Some exceptions, albeit with additional conditions such as card draw for the controller of the countered spell (e.g., <c>Arcane Denial</c>, <c>Vex</c>) exist, however.<ref name="Rosewater"/>
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As a general rule of thumb, [[R&D]] stipulates that "hard" counters require {{u}}{{u}} in their mana costs and that counterspells are designed and costed with the original <c>Counterspell</c> in mind.<ref name="Rosewater"/> Exceptions are sometimes made when the spell has a significant downside, such as card draw for the controller of the countered spell (e.g., <c>Arcane Denial</c>, <c>Vex</c>) exist.<ref name="Rosewater"/>
   
 
==Permission==
 
==Permission==

Revision as of 03:45, 28 April 2015

Legend Membership Counterspell

The eponymous Counterspell.

"Counterspell" refers to a genre of spells with the ability to counter spells, either without reservation and qualification or unless its a player does something, such as pay an additional amount of mana, or interfere with a spell's resolution in some manner. More often than not, such cards are blue, but some non-blue counterspells exist (e.g., Artifact Blast, Avoid Fate, Burnout, Dash Hopes, Dawn Charm, Guttural Response, Illumination, Lapse of Certainty, Molten Influence, Pyroblast, Rebuff the Wicked, Red Elemental Blast, Withering Boon) as well.

The term may also refer to the eponymous Counterspell, a blue card introduced in Alpha, and reprinted on multiple occasions, with the ability to counter a targeted spell.

History

Introduced in the form of Alpha's Counterspell as well as Blue Elemental Blast, red's Red Elemental Blast, Power Sink, and Spellblast, counterspells were few and far between; but, progressively, varieties of counterspells such as were released.

Counterspell itself, with its absoluteness and affordability, at a mana cost of {U}{U}, was a staple in many blue decks. Counterspell 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 counterspells in future sets, such as Mana Leak and Cancel.

Counterspell was ultimately supplanted by Cancel, a Counterspell costing an additional {1} that was introduced in Time Spiral, as the counterspell staple of sets and Magic in 10th Edition, after Wizards of the Coast Magic: The Gathering Development decided that the initial Counterspell was too powerful, at least as a common card. [1] [2] [3]

"Hard" and "soft" counterspells

A distinction is made between so called "hard" and "soft" counterspells. In general, a "hard" counter is any card that stops a spell from resolving and, further, preventing that spell from being played again, at least soon (e.g., Counterspell, Hinder, Dismiss).[4] Some "hard" counters may have additional effects, such as exiling the countered spell from the game (e.g., Dissipate, Spelljack), putting cards from that spell's controller's library into his or her graveyard (e.g., Psychic Strike), life gain/loss or damage (e.g., Absorb, Undermine, Essence Backlash), mana generation (e.g., Mana Drain, Plasm Capture), creature generation (e.g., Mystic Snake, Draining Whelk, Mystic Genesis, .

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).[4] Counterspells that also have a limited range of targets (e.g., Annul, Spell Snare, Negate) or that require additional resources are also considered "soft" counters (e.g., Abjure).[4]

As a general rule of thumb, R&D stipulates that "hard" counters require {U}{U} in their mana costs and that counterspells are designed and costed with the original Counterspell in mind.[4] 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.[4]

Permission

"Permission" is a style of play that involves hardcore/dedicated counter-magic. [5] [6] 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.

References

  1. Error on call to {{WebRef}}: Parameters url and title must be specifiedMark Rosewater (December 19, 2012). "". Tumblr.
  2. Error on call to {{WebRef}}: Parameters url and title must be specifiedMark Rosewater (December 14, 2011). "". Tumblr.
  3. Monty Ashley (November 01, 2012). "Cancellation". magicthegathering.com. Wizards of the Coast.
  4. a b c d e Mark Rosewater (March 28, 2005). "Counter Intelligence". magicthegathering.com. Wizards of the Coast.
  5. Randy Buehler (April 12, 2002). "Asking Permission". magicthegathering.com. Wizards of the Coast.
  6. Randy Buehler (August 22, 2003). "Counter-Point". magicthegathering.com. Wizards of the Coast.

External links