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This card is only good for people who are playing with Islands against opponents who are playing with Spells.

By the way, the tech play with this is to play a spell against a blue deck. They put a counterspell on the stack targeting your spell. You remand your own spell. Resolve remand, put your spell back in your hand, draw a card. Their counter has no legal targets and goes straight to the graveyard.

And to the poster who replied to me, pointing out the obvious to the oblivious: Yes, you figured it out.
Posted By: Nate_Prawdzik (8/3/2011 4:26:09 AM)
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Reminiscent of Memory Lapse, only it maintains card advantage parity by giving you a draw intead of taking one away from your opponent. Good for many of the same reasons -- any time a blue deck can stall the opponent without giving up a card, it's worth considering using.
Posted By: Aquillion (5/29/2013 9:53:55 PM)
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This card is awesome. Why? Because card draw is always useful, setting back someone's tempo by a turn for 2 cmc can be game swinging, and because my EDH general is Isperia, the Inscrutable.

Why yes, I'd love to stop your answer to my general, know what's in your hand when I swing, and get an extra card while I'm at it. Oh, and if you could keep that all in Ravnica block, that would be great.

Better yet, I think I'll just bounce your general to your hand before I drop my Vendilion Clique. (Like they need any help to be awesome.)

5/5 from me.
Posted By: Phaeoxen (11/23/2012 11:51:26 PM)
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Fuck up your opponents tempo while maintaining your own.

Works well no matter what stage of the game you're in.

Cheap as hell, splashable.

5/5
Posted By: Xycolian (9/3/2013 1:21:34 AM)
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@Silence9: Find a new game; you're far too stupid for magic.
Posted By: Lifegainwithbite (12/9/2013 3:08:32 AM)
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It's important to note that this is extended legal... unlike the common dismissals in preference to counterspell, force of will, and the like. People seem to ignore the fact that it's the closest to a no-strings, unconditional counterspell you'll get for 2 mana in that format, disappointing that it's not standard though. Closest you'd get otherwise is Delay, and I'm sure we can all agree that Remand is better than that in almost any case.

Imagine playing against a black deck, and Remanding something they need to play a Dark Ritual for. They've got another 2-3 turns to wait before they can replay the card, and you don't lose anything out of your hand for it. On turn two, you can send a spell back to their hand until turn 3, when you have enough for a hard-counter like Farie Trickery or Counter.

It's a matter of control-... (see all)
Posted By: Zaneshift (5/22/2010 10:52:07 PM)
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When I started the game, this card didnt seem very good, it didn't actually answer their threats.

I realize now that this card is pure tempo advantage. Early drops perform worse the longer the game goes.

Also, remanding your own counterspell and recasting it can win a counter war in a very stylish manner.
Posted By: Pwnsaw (2/10/2011 2:30:48 PM)
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Two mana for a hard counter that can hit anything.
Only one blue mana required for casting it.
Draw a card as well.

Granted, it goes back to their hand and they can replay it, but used properly and it can really mess with their tempo.
Posted By: Andon_A (11/18/2010 4:43:38 PM)
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This isn't just an efficient hard counter/bounce with a cantrip. I can see this being used alongside cards like Lobotomy, Thought Hemorrhage, and Memoricide (Also Cranial Extraction.) I'm aware that Counterbore combines both the functions of Cranial Extraction and any lay counter, but Counterbore is also mana intensive and there's just a point early to midgame where you can't sit around with 5 mana open for one spell.
Posted By: DacenOctavio (2/6/2011 8:40:33 AM)
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@PastProphets

Yes that would work, but if your card is indeed a bomb, you're probably better off bouncing their counter.

Although if they're playing a multi-effect card, Cryptic Command for example, by Remanding your own spell, you will counter all effects of their card.
Posted By: HairlessThoctar (2/16/2010 6:32:35 PM)
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