Quote from calculon »Quote from Karric »The lack of a may clause is necessary, it would be too oppressive otherwise. Without 'may', your opponent can destroy it be sacrificing a cheap spell. With 'may', you would simple let the small stuff through, and wait till he/she casts a big spell and counter that. That would be very unfun.
you just described counterspells.. it's really sad, that so many people (including RnD) think that's unfun. I like the mindgames, for both players, when playing a control game.
I quoted you, instead of the other posts regarding the publics vision on counterspell, because it was the least agressive.
The problem with counterspells is that the scenario you are describing rarely happens.
Ofcourse there would be games where player A baits out a counterspell with a lesser threat, only to resolve the threat the same or next turn after the control player wasted his counterspell.
In practice, this is rarely the case. As a non control player, the last thing you want to do is give your opponent time. Therefor you are forced to just play out your threats on curve, and pray your opponent does not have the answer. The problem arises when counterspells are equivalent cost or cheaper than the threats your opponent wants to play.
Now playing out multiple threats in one turn will be void, since the control player can spend the same amount of resources to deal with that threat.
In older formats this is less of an issue, since resolved cards are of such a threatlevel, that you will often win the game on the spot.
Now regarding the players feelings. As a non control player it will feel like playing a game of dice, instead of a game of skill.
You play your card, you roll a dice to see if your opponent has an answer, and that is all there is to it.
Restrictive or higher cost counterspells are the answer for this, it allows players to play around negate/spell snare/daze/mana leak.
However the latter 2 will not be printed again in standard, because they offer too much of a tempo advantage.
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I wonder why the pickpocket’s bounce is tied to the connive instead of being an independent ability
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Hey, six 1/1s can often be better than one 6/6!
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…yes? obviously?
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