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I think this counter should have been reprinted instead of cancel, the extra cost isn't too bad. And it's the mana cost a counterspell should be. 2 blue. Counterspell is still better but if they want a weaker version in standard, this is your answer.
Posted By: Takuma. (3/18/2010 9:30:18 AM)
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This card can in fact being abused and outclass counterspell fairly easily. Combo with Eternal Witness, Mnemonic Wall or Scrivener you can recycle the card over and over when you have 1GreenGreenBlueBlue or 4BlueBlueBlue open. Mana acceleration can be done with comes into play effects of many other creatures, especially green creatures which fits extremely well.
Posted By: non1337 (12/12/2010 8:28:55 AM)
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Two words: Snapcaster Mage.
Posted By: TokenMaster (4/26/2012 8:04:40 PM)
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I'm glad they got rid of Counterspell, if only so that we can get cool stuff like this.
Posted By: NeoKoda (10/29/2011 11:58:25 AM)
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Play with cards that have enter the battlefield effects.

Suddenly, you have outclassed Counterspell.
Posted By: Jannissary (2/7/2012 6:01:17 PM)
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True story:

Opponent: I cast Thrun, the Last Troll.
Me: Familiar's Ruse!!!
Opponent: Are you an idiot? He can't be countered.
Me: How silly of me. Guess I wasted a card and returned Ink-Eyes to my hand for nothing. My turn? Okay, I attack with Dimir Infiltrator.
Opponent: I'll take one dam-
Me: LEGENDARY NINJA RAT ATTACK!!! You're dead. How sad to be killed by an idiot.

...most of the time, I just bounce an Ornithopter. Still a much more interesting card than Counterspell though.
Posted By: MisterAction (8/25/2013 2:35:48 AM)
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Mystic Snake
Posted By: TreeTrunkMaster (5/20/2010 11:48:43 AM)
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In my deck, I like using this with spellstutter sprite
Posted By: Sholux (7/19/2009 10:35:07 AM)
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In my opinion, Wizards struck a good balance between flavor and game mechanics with this card. Can you imagine how tragically awful it would be if you had to return a Faerie to your hand?

In most situations, Counterspell will be superior to Familiar's Ruse, but for decks making heavy use of creatures with "comes into play" abilities, the creature-bouncing side-effect could be an asset in disguise.

Situationally, it could also work as a two-drop Unsummon that only works on creatures that you control. Just saying...
Posted By: Vinifera7 (7/1/2009 9:30:53 PM)
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What might look like a negative effect by losing tempo in returning a creature to your hand can be utilized for your benefit in the right deck. Play this card with creatures with great comes into play abilities and, you not only get to re-use their abilities, you also get to counter a spell for a cheap mana cost. I also recommend you play this with cheap 1 casting cost creatures if you'd like to play a hard counter on turn two in Standard.
Posted By: sporvan (11/15/2008 1:13:04 AM)
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