there is another spell with which you can counter stuff in non blue : 1 colorless and 1 green for the card named "bind" :" counter target activated ability, draw a card" this is a green counterspell that counters an ability and draws you a card i think that is pretty good.
Correction on mages contest: you can bid more life than you have, since it's not paying life, instead losing life equal to the winning bid. It just will usually kill you, but cards like platinum emperion pair well with mages contest
Dash Hopes works pretty well in Rakdos, Lord of Riots. Either you get the counterspell or you get a 5-mana reduction on your creature casting costs that turn
I remember when the Professor gave Illumination a mention in overlooked commander cards last year, I also remember it spiking as a result so I'm glad it's back down to a normal price.
Tibalt's Trickery should never be used to counter something 'good'. To play it correctly you must always counter the thing that will win your opponents the game, or to protect your win. Played under these circumstances it is invaluable in non-blue red decks
I disagree on a pedantic note firstly. EDH isn't about playing everything "correctly" it's about having a good time. cEDH is about "correct" plays but that ain't for most of us.
@@dwpetrak if that’s your approach why care about the ‘goodness’ of cards at all? Playing cEDH and playing correctly are not equivalent. I was responding to his claim that Tibalts Trickery wasn’t good on the grounds that the circumstances in which he described it’s use weren’t the circumstances in which it ought to be played. His evaluation of ‘goodness’ was contingent upon a flawed best use case.
@Lucio I'm learning about logical fallacies and that sounds like a Straw Man. I agree when you say: "Played under these circumstances it is invaluable in non-blue red decks" I'm just trying to say that you shouldn't tell people how they HAVE to play a card in EDH. Modern/Legacy or another competitive format sure, but this is neither. In general and specifically in this format it's less advisable to say "you must only do it this way." Maybe try something like, "this card is at its best when..." definitely If you want my armpit -er my opinion: I contend that the spell is good, further using it to counter something "good"' is not wrong. For this card to be effective all you need to so is downgrade the spell it countered. Unless I'm crazy, effectively downgrading an opponent's play (for 2 mana) is "good" in any contest. Statistically every deck runs more support cardboard (lands, rocks, low impact permanents) than win cons/engine pieces so the odds are good. Everyone I have met likes to play good cards and feel effective, let's not be silly.
@@dwpetrak 13:45 'i don't like it myself personally... it's about 50/50 where the scenario becomes worse... it can be very tempting for you when you have a counterspell in your hand and your opponent is casting a good card, you tend to wanna counter it and then they end up exiling and casting something better'. How am I straw-manning? He is saying he doesn't like the card because it regularly makes the situation worse. My point is that if you only counter that which directly will win your opponent the game, (craterhoof, big black 'X' spell, combo piece, expropriate etc) or prevent you from winning the game, then the likelihood of the 'scenario becoming worse' is nonexistent. I'm not telling people how they 'HAVE' to play the card, I'm saying that when played in the manner mentioned (countering something 'good') it is far worse than when played correctly and the card's quality should not be evaluated based upon a poor use case.
The best part about Lapse of Certainty in commander is that you are also putting a massive target on an opponent. The rest of the table will also know what that opponent is drawing, so now they lose the “gotcha” moment and potentially have 2 other players worth of interaction to plow through, if they survive.
Lapse of certainty has saved me more times that I can remember from mass boardwipes lice Cyclonic Rift. Yea, it goes on top, but you need just one turno to do what your thing and win.
My friend runs Tibalt trickery in his cascade deck, so if he cascades into it he counters on of his smaller spells and brings out something bigger. It works really well.
Planar chaos lasted 6 turns for me (by pure chance, not flip manipulations) and countered 12 of my opponents 16 spells cast. Was in a mishra deck a week or 2 ago and just had 4 lands in hand on turn 4 so wanted to slow the game down a bit
Uh was the text on unyaro griffin changed cause that doesn't say red instant or sorcery it says red spell that deals damage to you or a creature you control which makes it way worse EDIT: Ignore me the 6th edition printing made the errata
Chalice of the void on 0 doesn't stop FoW, FoN, Daze, Fierce Guardianship ect. The free modes on those cards don't change the CMC/mana value of the counterspell.
@@vilesbr1424Thanks for reminding me. I really don't like it when something is cast for free. The pact cycle is still cut off and that is enough for me.
Can you non-blue people please start using counterspells? It's getting tiring to start a match with 1 counterspell in my deck and to hear "that guy is playing blue! Gank them!"
I know it's not technically a counter spell but for black, Imps Mischief is effectively used as one. Perhaps a redirect spell video? Also love the videos Demo. Huge fan from episode 1. I love bringing these weird niche cards to the table making my friends scratch their heads. Keep up the good work.
The difference between Pyroblast and REB is very useful in my pauper edh deck. I run Tenth district Legionnaire, so if there's no blue, I can target my commander for a buff.
Noting that two of the white spells, Mana Tithe and Lapse of Certainty, are color-shifted cards from Time Spiral block. They are based on Miscalculation and Memory Lapse respectively. I really wish WOTC did more color-shifting to re-balance some of the color-pie. Time Spiral is one of those go-to sets for commander staples and janky-use cards.
Frontline medic is a fantastic counter card in combat heavy boros. It saved me a few times, tis niche but still fun and thematic with bonus indestructible effect of battalion
I do want to say, that with the opinion that was stated on White probably being the second best color in terms of ramp, I mentally yelled “You’re right!” White has gotten so many improvements in ramp, and people try to downplay by going “Weeeeelllll, you need to be behind in lands and-“, but how often are you going to be ahead of someone playing Green? Like seriously. It’s honestly frustrating when people nowadays still say “Man, White sucks”, cause it’s not true anymore. Is it towards the bottom? Possibly, but it’s not NEARLY as bad as it was a couple years ago.
I have an average of 89 Mana and 30-73 cards drawn per game in my mono white ramp deck. I highly concur don't let anyone tell you white is a weak colour.
White is also just extremely good at never missing a land drop. People underestimate that a lot, but it comes up surprisingly often that a game's on turn 10, my mono-white deck has 10 lands out (plus two more in hand) while the other players are sitting at 6-7. Ramp-wise, I'll admit that white's catch-up ramp cards are often underwhelming at my LGS tables. However, what it does have that no other color gets is a ton of ways to return permanent cards from the 'yard. Brought Back, Sevinne's Reclaimation, Serra Paragon, Sun Titan... all these cards ramp you if you're using sacrifice lands to fetch or as utility. Even better, they become great recursion/protection options in the later game once mana isn't a factor. White ramp cards often get *better* as the game progresses, unlike green ramp which tends to become less impactful the longer the game goes. There's zero question in my mind that white is the second best ramp color. It's not even remotely close - black can *cheat* mana in a couple ways, and red has their two or three overpowered treasure generators, but white blows them out with it's consistency and flexibility in ramp.
Next we need a list of ways to counter spells without a "counter" spell/ability. Things like Split Second, Deflecting Swat, and Duelcaster Mage as examples.
I was thinking that Dash Hopes and Molten Influence would be extremely good in a deck where you use the "players can't pay life for spells or abilities" mechanic, but it seems to be restricted to white and green sadly... Although this gives me some ideas for a sick Yasharn deck.
yeah theres alot of non blue counterspells alot of them are great too ive been using them more often in decks its always fun seeing the opponents reaction when you counter without blue
I love Dash Hopes! If nothing else an opponent is losing, in early game, around 15% of their life! Later game upwards of 25% Works great in an Orzhov life gain/drain
So talking about Rebuff the Wicked: giving something hexproof or protection from [color] is, functionally, the same thing as countering a targeting spell 90% of the time. Rebuff has niche uses, but as a general rule I'd rather have something like Loran's Escape (which can be a defensive combat trick) or Brave the Elements (which can help blow through a board of blockers). The It's a pretty big deal that that Rebuff doesn't stop effects that target on ETB, or targeted abilities from permanents. Lapse of Uncertainty on the other hand is pure gas. Putting the offending card back on the library is, often, a good thing - sure you know they're getting it back, but a) you KNOW they're getting it back and can respond, b) you're killing their next draw, and c) you're in white and have cards that force opponents to shuffle (DON'T CUT PATH TO EXILE). There are a ton of powerful decks out there that prefer for their good things to be in the 'yard instead of the library.
Missed 1! Or maybe you skipped it :P "Frontline Medic" Battalion - Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn. Sacrifice Frontline Medic: Counter target spell with {X} in its mana cost unless its controller pays {3}. Its a 2W 3/3 Human Cleric so probably auto include in both of those tribes.
Dash Hopes should have been just straight up "Counter Target Spell" for two black. If they had to put a downside on it, why not "You lose 5 life"? I'd pay 5 life to counter a spell.
How can you bring up Presence of the Master and _not_ use the Einstein art? Nobody ever uses or cares about the Serra art, only the Einstein one. Another very important but near always overlooked aspect of Lapse of Certainty is that it also causes that person's next draw to be a dead draw. They're drawing a card they already had in their hand before, so you're setting them back more than just a spell. Also, if you want to go the super cute combo route, you can Lapse your own Approach of the Second Sun, since it only cares about casting one before, and not resolving one before.
Actually, it is legal to pay your last life away for a "mages contest". The rules state only that you can't pay life you dont have. If you have 1 life though... you have it. So you can pay it. You instantly lose the game then, but, if you have a plat angel, you can pay down to zero and not lose. I know this because paying all your life away with "moltensteel dragon" is also legal. I do it as a setup for a "soul conduit" win.
Unless withering boon got erratad, the summon keyword means it should counter any permanent, except lands because lands aren't spells and aren't cast. Technically all the old artifact creature and enchantment spells were "summon" spells. Was there errata or no?
Blue shouldn't have a monopoly on extra turns, unconditional card draw, and have the entire mechanic, the most powerful one in the game, to itself. Not when every other color has had its unique aspects given to multiple other colors.
Warping wail works great in my black green Hapatra deck, since black green tokens don't have as many ways to save your board as white does, and the majority of boardwipes are sorcery
Isn’t Kozilek, the Great Distortion a card that counters spells? Or isn’t it on the list because you have to have specific cards in hand in order to actually counter stuff? 🤔
One of my main decks atm is a rakdos lord of riots deck that has alot of damage multipliers like dictate of the twin gods so molten influence become much scarier in that deck
You forgot one more white counterspell. Its called I win the game? Just kidding but its called Chancellor of the Annex: 4WWW: you may reval this card in your opening hand. If you do, when each opponent casts his or her first spell of the game counter that spell unless that player pays 1. Flying Whenever an opponent cast a spell, counter it unless they lay 1.
Also you can of course use Lapse of Certainty to save your own spell from a counter spell, by targeting your spell, or if you prefer, by countering the counter spell.
chalice of the coid for x equals zero seems actually really powerful. my favourite one tbh is death grip which i run in my krrik deck and it's a good feeling to deny any green ramp spells :D