Today's card of the day is Spell Pierce a
decent counterspell in the tradition of Force
Spike and Disrupt, but not a direct upgrade of
either. The additional one mana in the cost to
the opponent is balanced by the inability to
target creatures or draw an extra card like the
above examples. Both of those cards are
situationally a bit stronger than this, but in
the modern formats this is a good low cost
option for controlling the tempo of a game.
In Constructed, Casual, and Multiplayer this
card can find a home in quite a few Blue decks,
especially as the formats shift to newer cards.
The main issue with cards of this type is an
opponent that is aware of the effect and doesn't
tap out completely when playing a major spell.
That very tendency to leave one mana available
is what makes this card a bit more effective,
but eventually your opponents will adapt.
Overall a decent example of modern permission
that will slow down the opponent's play to
compensate and potentially drain mana to prevent
single turn combos.
For Limited this is decent early on, but the
format tends to promote longer games and a
supply of surplus untapped lands. In Sealed this
certainly should be played along with any Blue
cards that reach your deck as there is no real
drawback. For Booster this should be drafted as
Blue's removal quite early if running a flying
or control theme. In both this card is less
predictable by opponents due the style of play
and is the last thing any opponent wants to see
after they tap out for a big spell or mana
acceleration like Harrow.