I think that green is the color that could use this effect to its fullest since green focuses more on permanents, so it's fitting that it's a green card.
Posted By:
Crag-Hack
(8/9/2011 1:56:08 AM)
I love this because no one expects a green counter spell.
Posted By:
Plantboy81
(10/22/2009 11:35:03 AM)
This card gained functionality with the 6th Edition rules changes, making it more viable for play, however this remains a situational counterspell, one which most green decks would not use, except as a possible sideboard against heavy removal...
Posted By:
Guest57443454
(11/25/2009 1:32:15 PM)
I disagree, but I still play with the new rules, even though I still don't understand how damage prevention works in combat.
Pre sixth Power Sink: You cast a sorcery leaving three lands untapped and in response I cast a Power SInk with X=4. Unless you have any interrupt that can target either the Power Sink or your sorcery, you tap all your lands and your sorcery is countered.
Post sixth Power Sink: You cast a sorcery leaving three lands untapped and in response I play Power Sink with X=4. Now you can play whatever instants and abilities how much you like and use up all your mana before you let my Power Sink resolve. Why I bother anymore?
Power Sink is not just the only spell that was made almost unusable by the new rules.
Let's try Alabaster Potion.
Pre sixth: I'm at one life and it's my turn. I have had all my lands untapped on your turn waiting you to cast the burn, but you don't do it. I lose my nerve and cast the potion with X=6, In r... (see all)
Posted By:
tavaritz
(5/9/2011 1:57:26 PM)
"Post sixth Power Sink: You cast a sorcery leaving three lands untapped and in response I play Power Sink with X=4. Now you can play whatever instants and abilities how much you like and use up all your mana before you let my Power Sink resolve. Why I bother anymore?"
You could place additional instants and abilities of your own on the stack, so this situation isn't completely one-sided. The problem is that you probably tapped out for Power Sink, which is where the card's weakness was in the first place -- it costs too much mana in most situations. Post-sixth rules didn't kill Power Sink, Power Sink's own attributes killed it.
And Alabaster Potion: that was printed as an instant.
Posted By:
scumbling1
(6/21/2011 3:30:22 PM)
@ tavaritz
I hated the rules changes that took place around 6th Edition. The game really was better with interrupts and the old system of assigning damage, with players dying at the end of a phase instead of instantly when their life reaches zero. The 2010 changes throwing away mana burn infuriate me most of all. Also, I always disliked the "draw first or play first" rule - I hate going first and not drawing a card that turn, it makes you feel cheated if you're going first.
To the younger crowd who mock us for not enjoying a game $ where the rules $ constantly $$ change $$ and you $ have to $$ keep buying $ more and $$ more $$ card sets $$$ to keep up $$$$$ with all that change $$$$$$$$$$$...
Just you wait 'till Hasbro changes the rules yet again, simplified even further for the iPod generation, and you'll understand where we're coming from. They change the rules of Magic more often than the IRS changes the tax code. Yeah, real simple and elegant.
I say we older players start p... (see all)
Posted By:
DrJack
(8/2/2012 4:46:54 AM)
How did they ever think Interrupts were a good idea? Pre-stack was whack.
Posted By:
Lavrant
(4/3/2011 8:26:37 AM)
Protects your fatties from:
Terror
Boomerang
Pacifism
And a host of other obnoxious things that get in the way of beating face.
Posted By:
Ideatog
(7/15/2011 10:59:54 PM)
This is actually a great backup card for green. After all, green fatty decks tend to be weak to instants (killspells) and stuff like pacifism.
Posted By:
Dragasm
(8/17/2012 3:04:02 PM)
@Dr. Jack and yet you didn't understand what a timmy was when you commented on Autochthon Wurm?
Posted By:
atemu1234
(9/25/2012 7:34:32 PM)