I have always thought that Stifle was WAY TOO
situational, at best kind of a HALF counterspell.
However, in a world with fewer and fewer good
blue control spells with decent casting costs,
Stifle makes the cut from time to time. Stife is
at its best when it is countering the effect of
a card that involves its own sacrifice. Stifling
a fetch land early in a game can simply get you
a win sometimes. Players tend to feel that once
they have some permanent in play with a powerful
activated ability they are BULLETPROOF.
Stifle is an important card that can prove these
people wrong in some cases.
Not so good in limited, where the ability to
counter an activated ability ONCE is just never
worth a precious card slot in your deck.
I'm a bit in the middle on this card. There are
times when I find it to be extremely good, such
as when an opponent is detonating Pernicious
Deed or an Oblivion Stone. Other times, however,
I look at a Stifle in my hand and wish it was a
counterspell, since it can be rather worthless
when staring at yet another creature my opponent
is playing. I'm not going to rate this card
terribly high, but I won't say its awful either.
Stifle is one of those cards that, when it was
first seen, only garnered a few glances. But
after a bit of time, control players discovered
its usefulness. Stifle's ability is unique in
that it can stop the ability of a permanent that
has already hit the board and is beyond the
counterspell stage. A sort of second line of
Not really the stuff that casual is made
of...probably a bit too sophisticated. Not that
it isn't worthy. It's just that casual players
aren't usually into this much finesse.
In limited, only a possible sideboard card.
Constructed - 4
Casual - 1.5
Limited - 2
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