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Community Rating: 3.583 / 5  (24 votes)
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i like it, it gives you a keen insight into your opponents strat, as if they cast a counterable spell that matters, youll know there up to something
Posted By: MasturbatorDebater (7/23/2010 12:42:39 PM)
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The recurring blue counter enchantment from Morningtide seems like it'd be more fun. Though this has the whole "shit, at some point he'll have enough to counter my endgame spell. I'll have to waste removal on this one, so that I can stay in the game." Then, that's one less spell aimed at your artifacts/other enchantments.

Though I agree with Forgeling...not quite the spell I'd use, given the setup and vulnerability of this one.
Posted By: Lateralis0ne (5/16/2010 11:19:01 AM)
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I like the idea of enchantments that sac to counter spells. not sue if this is what I'm looking for though.
Posted By: Forgeling (8/28/2009 3:47:14 PM)
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Art features a nude Mermaid.
Posted By: A3Kitsune (7/10/2010 11:17:43 PM)
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Run with things that allow recursion such as Sun Titan, or things that add counters such as Inexorable Tide.
Posted By: tcollins (7/21/2011 1:01:26 AM)
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If you are playing with controll this is quite a nice enchantment. Of course you never play it until you still have countermagic mana left after playing it, but still it'll either get one of theirs enchantment removals or it'll get lots of counters and become unconditional counter and you'll use it.
Posted By: tavaritz (8/15/2011 9:43:57 AM)
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This is a really interesting card to play. Like the Seal cycle from Nemesis, it is something of a purloined letter - the threat of its use changes the way an opponent plays. It's a lightning rod for removal, though humorously you can sacrifice it to counter the spell attempting to destroy it in a pointless act of defiance. It is something like Power Sink or Mana Leak that grows every turn, but notably allows you to play without leaving mana open every turn. In the right deck, this can be a powerful deterrent that slows, if not flat out controls, the game state.
Posted By: Equinox523 (2/14/2013 12:42:51 PM)
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Being able to counter a spell while tapped out is ALWAYS useful for a control deck. This won't be your bread and butter, as it does nothing the turn you draw it, but in the middle of the game it can save your butt.

Use Rune Snag or whatever while you're gaining board position, and throw these down when you can. Then, you won't have any problems later on when tapping out for your Jin-Gitaxias, Core Augur or levleling your Lighthouse Chronologist.

The cool picture and flavor of the card make it at least a 4/5 to me.
Posted By: Bobth (3/29/2013 12:50:33 PM)
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A handy casual card that can make multiplayer opponents play funny if you let it sit for long enough.
On another note, the three cards Berry drew that feature women are all very nice pieces without being offensive, I wish that we had more art from that one.
Posted By: Kryptnyt (10/13/2013 3:22:33 AM)
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@forgeling: Standstill doesn't exactly counter the spell but is kinda similar.

This card immediately reminded me of standstill (an enchantment that costs {1}{U} and deters your opponent from casting spells)
One of these enchantments is good.

On the bright side, it will probably eventually get something. However, a lot of the time, you want to prevent your opponent from doing something now. Traditional counterspells are good because they provide you with mana advantage most of the time (trading a 2-mana counter for some higher-cost spell.) but they also provide you with tempo advantage. When you counter something, it gives you more time to develop your game plan, and ruins your opponents plans for a turn. This, while eventually it accrues enough counters to get something, your opponent can play around it to some degree. They cast cheaper spells that can't be gotten by this, then when they don't care about spending a turn, they run into it.

It would be cool... (see all)
Posted By: Aremath (3/27/2014 3:39:03 AM)
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