For 1U, you get a counterspell that doesn't
really counter anything, just gives you more
time to draw a real counterspell. Sounds like
Remand to me, except Remand gives you a card and
makes you deal with the spell again whenever
your opponent has mana to play it. Delay isn't a
cantrip, but it gives you a much more impressive
timetable-- three turns. I can see this going
into a deck with Pull from Eternity or
Timebender being used as a harder counterspell
than it is, but that deck seems fragile anyway.
And against a deck that just happens to be
running Fury Charm or Paradox Haze, this won't
be useful at all. But if all you need is some
extra tempo, then any deck that runs Remand
could defend its decision to run this instead.
I am a big, big fan of this card. The price is
perfect and it does exactly what it promises -
three turns is a lot of time to find a more
permanent answer. This card will be compared to
Remand and I think it will compare reasonably
well. It doesn't draw you a card, but it does
give you a longer time to find a more permanent
solution. Unlike with Remand, your opponent can
get around it with something like Fury Charm,
but I don't consider that a major threat as many
decks won't have space for tricks like that.
Delay will see play. I'm not a huge fan of
counters in limited, but it's certainly
playable. A cute trick (for both constructed and
limited) could be to Delay your own spell if you
think you're going to lose a counter war so you
can play it later without paying its mana cost;
and if you do that in limited, you're much more
likely to have your own Fury Charms.
Delay does what its name says - it delays a
spell for 3 turn.
In constructed and in a control deck, there are
enough counterspells that get
rid of the spell such that this is not needed.
In aggro, well, blue isn't
known for its aggro, although it could stop a
spell that prevented you from
winning the game, but that's mostly for casual.
In limited, I don't think the three turn makes
much of a difference. I could
see myself picking as a late pick just because
it does have some use.
Constructed: 2/5, I can't see it right now but I
think someone will make a deck
that uses this card well.
Casual: 1/5, although not a true counterspell,
it is stilled frowned upon
An interesting card for sure. It'll see some
play in constructed because it delays a spell
for 3 turns, until you can deal with it.
Sometimes, the game is over before the spell is
cast again.Bad in a control mirror, good against
an aggro deck.
Casual, why not? Assuming your group doesn't
hate you for running counters, and this one
isn't a hard counter.
Limited: Not so sure that it's worth running
here, 3 turn delay on their bomb.. in a format
where you can end up in big stalemates. Could be
used early in a tempo-based deck, allowing you
to push through for the win.
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