General Fight Club

Help me find the best Counterspell options. These are already 100% in:
Counterspell
Mana Leak
Circular Logic
Hypnotic Sprite
Archmage's Charm
The first two are just essential, the other three support themes. But I need at least four more.

Which of these would you choose by power level?:



Choose your top four.

Syncopate is really neat, being able to exile problematic cards is always useful. Remand is a stone-cold staple of mine and I can't imagine ever cutting it just due to how well it plays tempo. Miscalculation has the cycling flexibility which I always like. Finally I'm going to recommend Remove Soul just based off the sheer number of hits we have in cube. Creatures are king and being able to snipe them on the stack is so powerful and underrated.

I like having a variety of different counterspells and removal so this mix is most appealing from the options you've listed. A little bit of everything across the board.
 
Thanks all for your recommedations. In the end I decided to go with Syncopate AND Condescend. I really like how these X counterspells work in every stage of the game and didn't want to choose between graveyard hate and scry value. I also went with Memory Lapse but decided to exclude Remand – it's great in tempo, but tempo is already doing much better than control. And for the same reason I added Remove Soul in the last slot – being able to answer a two drop on turn two is key for Ux control to stand a chance against all the proactive creature decks in my format. And that one still works later where Miscalc becomes a bad cantrip – that's the decision I am least certain about.


Man. I love counterspells.
 


vs



Anyone played with both of these? How do they compare? I really like hangarback but the new one has cool art and less text and gums up the board less. Which is stronger? Which is more fun?
 


vs



Anyone played with both of these? How do they compare? I really like hangarback but the new one has cool art and less text and gums up the board less. Which is stronger? Which is more fun?

I run both of them currently and happy with both options. They play very differently where Hangarback is better to actually build up board presence and make a bunch of bodies for the artifact deck while Marketback is just more generically playable across the board for other decks. They both serve as fun mana sinks but they have very different roles for different decks. I've enjoyed cashing in both in Wildfire decks, but Marketback seems to have much more potential depending on how many +1/+1 granting cards you have ala Luminarch Aspirant or Bristly Bill, Spine Sower. The easier it is to proliferate the counters, the more powerful Marketback becomes as any non-exile removal becomes a touch choice for you opponents. I've also done the big brain play of blowing up my own with something like a Prismari Command on artifact mode just to cash it in for cards.

I'd run both, but if I had to choose one I think Marketback Walker might just be better overall. Very shocked by how well it has played, wasn't even really on my radar during spoiler season except as a maybe, but it really won me over in my last draft in a U/R Wildfire deck. It was pretty gross being able to bank away excess Vivi Ornitier mana for potential cards down the line.
 
What are your favorite ways to make these better in your cube?
5272436e-74f0-44c4-a291-ea8ebc3f1525.jpg
c2152030-6007-493f-a616-545723a00249.jpg
c6c7f310-df4d-45ba-bee9-c508c4e734b9.jpg
985e16ac-8e0f-4e2e-9b74-d6a77dddf274.jpg

 
What are your favorite ways to make these better in your cube?

I dedicate a lot of space to combo in my list. On your list of XX-robo-fellas (and ghostfire-pal), Walking Ballista has a few 2-card combos that give it some extra juice, but as for the XX 'category' I like that they fill 2 combo roles (while also being so generally good):

- Excellent finishers for methods of infinite mana-pruduction: Walking Ballista kills outright, while the other 3 can enable alternative finishes if coupled with a sacrifice effect (which I support aplenty). If coupled with a Fires of Yavimaya build sometimes they can just stomp face quickly.
- Excellent Enduring Renewal support pieces. Enables infinite storm count and can outright kill when coupled with a Blood Artist effect
 
Walking Ballista was, for what it's worth, an eminently playable card while in Standard without requiring much in the way of support, so you probably don't need to depower your list all that much.

Joking aside, that's kind of what I wanted to imply. These cards look very solid, I don't think you need to do that michvat all to make them playable, unless your list it seriously broken power level.
 
Yeah, I'm significantly higher power level than ravnic* and the last draft I did the response to those cards - though I don't have Omarthis - was "aw man I could have had all three" from the monogreen drafter who passed, but didn't wheel, the third one. They're really good! You shouldn't be worried about them needing a boost, honestly, because even without any way to give more counters or pump the Thopters Hangarback Walker is likely good enough, and so on.

*in terms of our respective cubes, not as a human being
 
Aw man, I was going to challenge you for an arm wrestling match. (And probably lose.)
Your odds are better than you'd think! I was always one of the... well, you know how Terry Pratchett once described a pair of wizards side-by-side as "looking exactly like the number 10"?

edit: bringing a whole new meaning to "fight club" here, aren't we
 
Last edited:
Top