This feels like there are some gimmicky ways to
use it, but honestly, I'd stay away from it. The
cost isn't that appealing to begin with. And
it's not even a sure fire spell counter. There's
a chance that you could be dealing with a spell
that is worse than or identical to what you are
trying to stop. There are so many better spell
counter available, that this one shouldn't merit
much consideration.
It's like a Polymorph but for instants and
sorceries. The main problem with effects like
this is that even though you are stopping
something, your opponent still has something
(albeit a random something). If you play this to
counter an opponent's spell, you're basically
saying "I think a randomly selected card in your
deck will be less threatening than the one you
just played, even taking into consideration that
you might randomly select another copy of that
very spell." In constructed, there's better
counter spells available-- ones that actually
stop a spell. In limited, countermagic isn't
great to begin with, but you do then have the
advantage that it's unlikely for an opponent to
have two copies of a threatening instant or
sorcery. It's in limited where this really
shines-- you can build your deck around
countering your own little cantrip and 'shifting
it into a Storm Herd or a Plague Wind.
Constructed- 1
Casual- 4
Limited- 1.5
Aethereal
Monday -
Spellshift
An interesting card that basically lets you turn
a spell into a different spell. This could have
(very) limited uses against decks that run few
to no sorceries or instants, because then you
can counter something important and replace it
with a less important card. However, I think if
this gets used at all, it'll get used on your
own spells, and it's not worth it at 4 mana,
unless *maybe* you're countering your own
uncounterable spell (you get both the
uncounterable spell and whatever you reveal from
your library). A card that definitely needs a
deck built around it.
And in casual is where that deck might pop up,
so try it out. This is a 50-cent rare, after
all.
In limited, why would you want to help them find
their bomb?
Constructed - 1
Casual - 3
Limited - 1
-David N
Monday:
Spellshift
Ok this card is a counter that really isn't a
counter. It counters the spell at hand but
allows the controller to get another spell for
free?!?! This might be a good thing if the
player doesn't play many instants/sorcs but who
doesn't? You might be countering a spot removal
to be faced with a wrath or damnation and lose
all of your creatures instead. Now on the other
hand if you counter your own spell and know what
kind of other instants/sorcs you are running it
could be a personal tutor.
Constructed: 3
Casual: 2
Limited: 2
David Fanany
Spellshift
Not only is Spellshift narrow in what it
counters, it gives your opponent a consolation
prize which may end up being worse for you than
whatever he was trying to cast. (Imagine
Spellshifting something like Mortify into Wrath
of God.) The best use for this card is probably
in some kind of casual deck that tries to
transform its small spells into something like
Storm Herd. It seems a little risky for limited
play as well, even though limited decks often
have proportionally more creatures and fewer
instants and sorceries.
Constructed: 1/5
Casual: 2/5
Limited: 1/5
PsychoAnime
With this card,
you can "shift" a "spell", hence the name
Spellshfit. I really
see no potential in shifting your opponent's
spells as it would be completely
random, so let's see what you can do by shifting
your own spell.
To make sure the spell you get is good, you have
to (a) make sure every instant
or sorcery in your deck is good or (b) play 1 or
2 instants or sorceries so
you will always get what you want. Now the
problem with (b) is if you play a
single type of instant or sorcery, the card you
flip up will be the same card
as the one you played. That's no good. The
problem with (a) is that not every
good instant or sorcery can be played at any
time, eg. playing Wrath of God
when you have creature board control.
As we can see, countering your own spells isn't
good either, and obviously
countering your opponent's spells isn't good
either, as you might as well just
Rune Snag it or something which costs less and
won't give your opponent a spell.
Constructed: 1/5
Casual: 1/5, looks combo-able but I can't see it
Limited: 1/5, still doesn't do anything here.
Arcane
Spellshift
Constructed: In terms of straight counterspells,
there are a lot more, better options right now
(Remand, Rune Snag, Rewind). The only way you
get any card advantage using it against your
opponent’s spells is to get them to reveal a
card that can’t be played due to lack of a
target. The best use for this will probably be
in some combo deck using it to play an expensive
splashy spell, but even considering I don’t
think there’s any spell like that in standard
right now (maybe see some use with the Epic
spells from Kamigawa) there isn’t a guarantee to
hit without more deck manipulation. Luck and
chance cards aren’t the blue mages style.
Casual/Multi: Now the randomness of this spell I
can appreciate a bit more in a multiplayer
format, or in a format where you can play
outside the normal deck construction boundaries
like standard or Extended. I can picture this
working well as 4 of in a blue decks that runs
lots of splashing game breaking spells (in a
variety of colors, since Spellshift doesn’t care
if you have the right mana). Imagine running a
deck with cards like Decree of Pain, Beacon of
Tomorrows, Warp World, Reverse the Sands, etc.
and brainstorms to put the ones you draw on top
of your library ripe for the Spellshifting. This
is just one deck idea obviously, but I’m sure
Spellshift can be used to mix up your play
group; just be prepared to become the target of
the new spell if your opponent isn’t too happy
with you for countering his first spell. And on
a side note I’d love using this against an
Urza’s Rage or any other “can’t be countered”
spell.
Limited: On the surface it doesn’t have many
applications in a limited environment, but I’ve
been changing my mind recently. Removal spells
or combat tricks aren’t always in steady supply
in a limited format, and Spellshift can actually
manage to save your cards from a spell like
Strangling Soot or Return to Dust. This isn’t
always the best option as it relies entirely on
your opponent having worst cards in their decks,
or having cards that won’t help them, and you
take the risk of letting them play a much more
expensive spell, but it could be useful in a
blue deck where you don’t have too many tricks
or ways to protect your permanents.
Constructed: 1.5
Casual: 3.5
Limited: 2.5
The Missing
Linc
Spellshift
Four mana to possibly counter a spell. Even
if you counter it, you may end up getting
something worse than you wanted. I can't
see this spell's use. Enlighten me.
Constructed: 1
Casual: 1
Limited: 1
Necro
nomikron
Spellshift:
Constructed? Nah, too expensive for what it
does, and too unreliable. What are you going to
get with it that is worth two cards and 5+ mana?
Casual: Maybe some wierd eye of the storm +
spellshift combo...
Limited: Nah, you can't control it, and they
still end up with a spell cast of some sort.
Constructed: 1.5/5
Casual: 3/5 (for you johnies out there)
Limited: 1/5 (not lower simply because I can't
take it any lower)