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Community Rating: 4.536 / 5  (42 votes)
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Simple deterrence. As long as she's on the battlefield (and you have one blue mana untapped), your opponent/s will be a lot more cautious about playing non-creature spells - which should give you more time to draw more counterspells.
Posted By: A3Kitsune (6/10/2013 10:54:33 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Let's go over the perks of this card, shall we?


1. You are free to attack with this as long as nothing can block it (notice how it's ability does not require it to tap).

1(a) Seeing as it's ability does not require it to tap, it can effectively counter something the moment it comes into play (provided you have the mana of course).

2. You get 2+ counters out of it for only 1 card slot being taken up in your deck count.

3. It messes with you opponents head, and their tempo. They will need to waste at least 2 removal spells on it before they can slip their big spell through, and by then you should have other answers for it.

4. If you are running simic, power conduit, or any other counter shenanigans concurrently with this card, you pretty much win the game (as long as your opponent's deck isn't creture centric - but there's other counterspells for that)

5. It ends most counterspell wars. Since it's an ability, only a select few abilities/spells can counter it.... (see all)
Posted By: Xycolian (7/22/2013 10:03:55 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


She's a wizard, along with other Faerie wizards, so combine it with Riptide Laboratory and BAM, you've got this honey recurring all the time. Plus, making it REALLY hard to be removed.
1st removal spell -> Counter it with her ability.
2nd removal spell as response -> Use Riptide Laboratory's ability and return it to your hand.
So the opponent will think about it even more before wasting spells to remove her.
If you run her in a Vendilion Clique / Snapcaster Mage white/blue control deck like me, she adds that extra board pressure (that control decks usually have plenty) and if used correctly, the ability to lock games for a short while, until you win.

5/5
Posted By: Zefyrus (8/7/2013 3:52:12 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


...when a Cloudshift becomes a Counterspell
Posted By: Krysto (8/8/2013 7:31:08 PM)
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Posted By: sheebishere (6/6/2013 10:40:18 PM)
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I often mistake this Faerie for a Merfolk.

Since this card is very good at Countermagic, I imagine it would be decent in a Merfolk deck too, for lolz. :)
Posted By: DarthParallax (6/11/2013 3:47:28 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Master Biomancer, nuff said.

For extra laughs, mix in Death's Presence, and each time you counter with her add counters to Master Biomancer, meaning she gets more powerful each time she counters something. Next time your opponents cast something, each blue mana you have can pretty much double her power.
Posted By: SevesDariku (11/3/2013 6:02:26 PM)
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Since -1/-1 counters and +1/+1 counters annihilate one another when they're on the same creature, giving this undying with, say, Mikaeus, the Unhallowed, makes this a {B} casting cost repeatable Counterspell.
*THE MORE YOU KNOW*
Posted By: SirLibraryEater (12/31/2013 1:38:02 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


pretty ridiculous with a sage of fables out
Posted By: jenekee (1/6/2014 2:53:13 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


This card is very, very dangerous. Especially against blue/green players.
Posted By: car2n (5/1/2014 1:56:43 AM)
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0.51.01.52.02.53.03.54.04.55.0

 




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