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and they have to be cheap too the chimil thing is 6 mana
we need answers that are 2 or less mana
Haha yeah I agree. My counter/death deck only has a few creatures in it and rather annoying and beefy ones. Its funny watching them wondering how I managed to get out a 5/5 for 1 mana or a black creature that's power and toughness is equal to the number of creatures in both graveyards. Oh and it can also be used to mill them :P
I generally play it late game where they are top drawing and I have counters in my hand, also have counters that make them mill.
massacre wurm ends all scute swarm players
don't counter my spell with a spell that copies my spell and picks new targets, when the only targets available are the one's i was countering/destroying in the first place..
congrats, i got my counterspell back in hand, your spell was countered, your creature ws destroyed. just hit the concede game button. much easier.
just getting that out there because woah nelly what a night on arena. All the big boiz are out.
Just goes to emphasize how much learning to play the game properly is important here..
shrugging my shoulders at why these players are in diamond tier 2.
Defabricate stops creature lands, since most creature lands take up 5 lands total to activate, using them then getting defab'd basically wastes your turn. Defabricate has to be the most annoying 2 cost counter ever. In the same turn you activate your creature land and ult your planeswalker, i can dfab both these affects by paying 4 mana. I think there's a merfolk also that has built in defab for less.
The issue with cavern of souls is that once your creature is in play ..that's it. It doesn't protect i, it doesn't even let you use the mana to activate it's abilities like Secluded Courtyard Does. It simply just stops your creature from being countered. THe problem with this effect is that players are used to this "can't be countered" as some of th emost powerful counters and removal spells "can't be countered" and will usually mainboard or sideboard a spell that returns spells to hand, and there are far too many of those to choose from.
So for a creature support land, this doesn't seem like a great affect to me. Secluded Courtyard seems much better , or plaza of heroes to protect legendary creatures.
Pit of offerigns, Echoing Depths are much better lands. Even Volatile Fault is arguably better due to it's 1 mana Tap cost to destroy a basic Land. Sure you get a treasure token, but you don't have to search your library shuffling your deck, you trigger an abilities of "when an artifact enters play" , you trigger affinity, etc etc. Even Forgotten Monument turns all your caves into a mana confluence.
OF course, all of this only matters in historic where there are a million and one ways to get around "can't be countered" I'm sure that Cavern of Souls is pretty OP atm in standard.
There are about 50 blue counterspells on arena
1 red counterspell
1 white counterspell, 1 pseudo white counterspell
Less than 4 copy/redirects in red
This is the issue non-blue colors are having against blue there is very little interaction support to counterspell unless you play blue
it's the only color in the ♥♥♥♥♥♥♥ game where only 1 color can effectively stop counterspells and it is itself
Every color has ways to protect their creature from removal
every color (yes even white) has some form of card draw
Every non-green color has some form of ramp, red planeswalkers, treasures, loyal warhound, etc
But counterspells only blue can effectively and efficiently interact with them. That's not fair at all. There are some non-blue outliers that can handle a counterspell but as I said before there are 50+ blue counterspells and less than 5 answers for non-blue.
Next you'll tell me what about "can't be countered" so not only blue can just counter Rythm of the wild. Say it resolved, blue can just bounce rythm and then counter your creature.
Also blue now has effects like "exile target spell" which gets around "can't be countered" that's right, they gave blue answers to can't be countered.
Blue has another BS spell that ends your turn which not only counters your "can't be countered" spell mid-cast but is basically a timewarp for blue,