Basically, it's Avoid Fate but less narrow. It
can only counter instant, sorcery, and Aura
spells because those are the only spells that
target. And they have to be targeting something
of yours. So basically, this can only trade with
a kill spell. That's okay, especially since it
can target land destruction spells and protect
your Worship or a key combo piece, but otherwise
it can't really do enough.
Constructed- 2.5
Casual- 3
Limited- 3
KC MetroGnome
3/26/2007 -
Rebuff the Wicked
This is a card that I really like. For W you can
protect any permanent. This fits in almost any
white deck. In white weenie (or BDW), it
eliminates one of their pieces of removal. When
the early game is king and every time you hit
for 2 is vital, making them waste one of their
removal spells is gold. In white control decks,
it might be even better. Protect that piece of
the UrzaTron. Protect your vital enchantment.
Protect your large, flying finisher of choice.
Great in casual and limited for the same
reasons.
Constructed - 4
Casual - 4
Limited - 4
-David N
Monday
Rebuff the Wicked
What can I say about this? It's avoid fate in
white. Avoid fate was an awesome card in green
as it was HUGE suprise factor. In white it
should have the same affect. Probably won't make
the cut in a lot of decks but some casual
players might throw it in for kicks and giggles.
Constructed: 2
Casual: 3
Limited: 2
David Fanany
Rebuff the
Wicked
It reminds me of Bathe in Light, except that it
only does one thing. Bathe in Light is a good
card because of its versatility - it is a
defensive card, an offensive card (give your
creatures protection from your opponent's color
and swing), a counterspell, and a combat trick.
Rebuff the Wicked is very narrow, and it doesn't
stop Wrath of God or Damnation or other board
sweepers. It can protect your lands from Stone
Rain or your Circle of Protection from
Disenchant, but I don't think that's enough for
it to make much of an impact in constructed. I
generally tend to be a little more lenient when
assessing cards' potential for casual play, but
I think in this case you have better options to
protect creatures. If you're holding this to
protect your creatures or your combo, you're
generally not helping yourself win with your
creatures or your combo. In limited, it can be
moderately playable. Both creatures and removal
are at a premium, and trading Rebuff the Wicked
for an opponent's Assassinate might just help
you buy time to deal another couple of points of
damage.
Constructed: 2/5
Casual: 2/5
Limited: 3/5
Necro
nomikron
Rebuff the
Wicked:
Avoid fate in white, essentially. Not too bad.
However, you're trading 1:1 to keep a permanent
alive, and it won't really help with any mass
removal, which is what you really need
protection against.
Constructed: Avoid fate doesn't see too horribly
much play, mainly because you could probably run
another creature in that spot.
Casual: Ehh, in multiplayer, this at least won't
be a dead card in your hand, usually.
Limited: Ahh, a format where this card actually
isn't that bad! Removal is king in limited, so I
guess a card that trumps removal is pretty good,
too, eh? Just remember to side it out second
game if you didn't see any removal first game.
Constructed: 2/5
Casual: 2/5
Limited: 3/5
PsychoAnime
A 1 mana
counterspell will most likely efficient, but
that assumes this has
to be used in the first place. Many spells
target a permanent you control so
this does has its uses, but...
Right now, I can't think of any good spells this
can counter. The only thing
right now I can thing of is Char or Faith's
Fetters, but that's too narrow
to main deck this. I can see this used against
land destruction though. It
can also be used if you really rely on a single
permanent to win as this can
keep it safe.
Constructed: 3/5
Casual: 3/5, keep your fatties alive
Limited: 3/5, stop your opponent's removal