I don't know why target-changing spells don't
catch on more. I think this is going to be as
close as we ever get to having Counterspell back
(okay okay, Stoic Rebuttal). Sure, this only
works if the spell you need to stop has a
target, but when it does you frequently do
better than just countering it-- you get the
effect of the spell! Turn Doom Blades, burn
spells, and even Arrest back on their casters'
own creatures, scoring a 2-for-1! Use their
combat trick to trick them right back! Make
their discard spells (that target the player)
make them discard! For a mere two mana, this has
potential to be a backbreaking play... or maybe
it'll just sit in your hand while your opponent
plays creatures and doesn't target anything.
I'll admit, it's high-risk/high-reward, but it
can be so juicy when it works that I just don't
care.
I played with Deflection and against Deflection,
and even that card was pretty strong despite
being limited to single-target spells. Nowadays
Redirect is around, and things are more
interesting than they've ever been. The cost is
even cheaper, and being able to use it on cards
like Steady Progress, Comet Storm, and Hex means
that you always have to wonder what something is
actually going to end up targeting. Who says
blue mages don't have a sense of humor?
Today's card of the day is Redirect which
allows you to choose new targets for a target
spell. From Fireball, to Giant Growth, to
Arrest this can really ruin an opponent's plans
beyond what a simple countermagic would normally
do. Instead of negating the threat
entirely this can instead turn the card to your
own advantage. The drawback is not all
cards can be legally manipulated by this and not
all situations benefit from the effect, but even
then this is a powerful spell at a cheap price.
At worst a sidedeck card to be used against
opponents with a good number of targeted effects
and at best an incredibly fun card for any Blue
mage to do what they do best.
In Limited there is going to be somewhat less
targeted spells available, but it is still a
viable card and worth playing in a primarily
Blue deck in Sealed. For Booster this is a
very difficult first pick as it is double Blue,
not directly aggressive, and somewhat
situational.
However, if supported with aggressive Flying and
good secondary picks this is a decent card and
good enough to pick up.
For Multiplayer the additional players open up a
realm of extra opportunities for using this card
to steal effects from one player to benefit
yourself or weaken a target of your own
choosing. There should rarely be a time
where this isn't a useful card to have available
to you