Some are niche, sure, but many are at least sideboard-worthy what does the mono-blue player with all their Haughty Djinns and Tolarian Terrors do about a ]? (Probably they also sideboard in spot protection like Slip Out The Back, but then we're again in the realm of Magic mechanics you approve of.) There are also cards in Standard that simply cannot be countered. It should tell you something about balance that these cards are still meta in the face of all the counterspells blue has to offer.Īnd in a game without counterspells, you could make the same argument about strong ETB cards: that there's no way to prevent them from getting value, so no one has counterplay at all. In Standard right now, having removal for a resolved Etali, Atraxa, Invasion of Elara, etc doesn't really matter the opponent has already probably gained game-winning advantage. Without counterspells, ETB effect cards would be even stronger than they are now, and they're already pretty damn strong. But if you areon the draw vs mono red and they have the nuts, then the game is over by turn 4 regardless of what you do in a lot of cases. Then you are just never going to get to play anything. Just like with anything else, counterspell decks are super oppresive if they draw the nuts and are on the play. Hard counters tend to be among the more expensive and are quite bad vs fast agressive decks that dump lots ot small threats on the board before you can get to enough mana to cast them, tempo counters are horrible in the late game and the conditional counters are only good if your opponent plays a deck style that they hit hard. If you have too many of one type or simply draw the wrong ones, then they are also completely useless. There are the blanket counters aka hard counters like ] that hit anything, there are conditional counters like ] and ] that only hit specfific types of things, and there are what we might call tempo counters like ], that only work if your opponent doesn't have enough mana to pay the extra cost. Only a removal spell will be of any use in this situation.Ĭounterspells, much like removal, also come in different forms. If you want to counter something after it has hit the board, you will have to bounce it back to your opponent's hand first, which means you will be 2-for-1ing yourself in order to deal with the threat.Ĭounterspells are also useless when you opponent doesn't need to cast anything because they have value engines on the board that do things like spitting out creatures. Counterspells require you to make a choice with less information available and you might get punished hard for snapping off a counterspell too early beucause you made the wrong call. If you don't do it then and there, whatever was cast will resolve and your counterspell no longer has any use against that threat. You get one chance to counter a spell - when it is on the stack. With a counterspell this is most certainly not the case. You can hold it in hand and wait to see if they play something else that is more important to kill. With a removal spell you get to choose when you want to use it. Yes, counterspells give you less options to interact with them than removal, but there are also downsides to counterpsells. I feel like people always seem to think counterspells are all upside and have zero weakness when complaining about them.
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