Pojo's Magic The Gathering
Card of the Day
is the crux of any blue control deck. For 2
mana you know you can counter anything that is
counterable. There is little
substitute. Some spells may do other things,
but you can't beat the sheer speed of undeniable
counterability on turn 2.
limited, I don't tend to like it as much, but the
ability to stop their bomb sure is nice.
Counterspell is Blue's
most basic and defining spell. Permission is
Blue's theme, and this card is where it all
starts. Straight to the point and economical: (UU)
- Counter target spell (tm). Very few spells can
escape it's wrath, and there little that is more
exasperating than, "Cast my..."
"Counter it." Too much of it, and you
want to reach across the table and choke your
opponent out of complete and utter
tons of back up in the permission department, but
this one is the classic, and honestly, every
player should own four of them if there is even
the remotest chance that they will ever play Blue.
It can be found in a huge number of sets,
including: Alpha, Beta, Unlimited, Revised, 4th,
5th, 6th, 7th, Ice Age, Mercadian Masques, 1999
Starter, Tempest, and most recently, as a DCI
Promo foil (woo hoo!).
In draft and
sealed, it's decent, but playing blue in limited
isn't usually a great idea in general as blue
usually does best with a theme, and limited
doesn't support themes or focuses very well.
Still, quite playable if you do go Blue.
it's the most basic staple of blue and practically
required if you are playing permission as your
main theme. A "Must Have" card.
Constructed - 5
Limited - 3.75
A classic card for
blue. You have to fear any blue mage that has 2
blue mana open, as they can stop one of your
spells cold. A key for most blue decks.
In limited, I'd play
it. Keeps you out of a pinch, or counters their
bomb. I'll take it.
Well since I got to pick this week, I picked a
card from each color.
For blue, we have counterspell. And out of all the
counterspell is the simplest. Imagine that.
For UU, you can take care
of nearly any spell. Not to mention the bluff
factor involved. It's been a mainstay in nearly
every blue deck in every
format forever. Definitely a tight card.
In limited, if you can
get a hold of one of these, great! But depending
on the limited format, I still would stay clear of
blue unless you have a
big reason to play it. And one counterspell isn't
a good reason.
This is a great card.
It was blues first answer to threats. They play a
bomb card and Counterspell says "Don't go there
boyeee." The only problem is the casting cost. Two
blue mana makes it harder to splash and therefore
less viable in formats where you would most likely
see it (i.e. Type 2). In limited the potential of
this card is not so great. You would most likely
draft one, maybe 2 tops. I would rather draft a
decent creature who could hold its own weight no
matter what my opponent is playing than sit with
Counterspell in my hand waiting to counter a bomb
while getting beat with a 1/1 creature.
The broken blue
card that started it all. This is obviously a
great card. So blue has the ability to stop
anything, and poor red can't even destroy an
enchantment. And COP:Red is a common in every
revision set... Not much to say, but its a
ridicously strong power for a color to have
running in its veins. Constructed this has and
will be seen everywhere like usual.
In limited this is just as good, since stopping
anything is excellent, except against alot of
small things. Still very, very good.
In sealed, if your playing blue, your playing
this. Stopping your opponents bombs, or broken
plays for 2 blue mana is excellent.
This card has one weakness... its not splashable
since its 2 blue mana, and most decks always
splash blue for its "I can stop anything ability."
being the staple for blue, it does what it's
early or late, and is a strong card. Things
you don't mind seeing 4 of in
your opening hand are always good. In
limited, it does have versatility,
and can stop bombs, but isn't a first pick
and actually doesn't always make
the cut in every deck, especially at double