Halt -
Counterspell, in any other language,
remains the same. Halt is a staple in just about any deck that can
acquire them. For one spirit and a discard, you break up a combo
chain your opponent is starting, wax a vital draw card, or somehow
disrupt a key event they are playing, or, Halt their Halt, as is
rather common. Yes, it is overall card disadvantage (using two
cards to stop their one), but Halt is just too important to ignore.
In Limited, likely less useful, as,
unless the card gods really like you, you should never pull more
than one, and the odds of having it right when your opponent makes a
big push is somewhat small, but it still can be a game-breaker if
played at the right time.
CONSTRUCTED - 5/5 (find it, play
three)
LIMITED - 4/5 (less good, if only
because of less chance of having three)