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MDV Featured Article:
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MDV Featured Article - How to Beat a Counter-Mage. - by Russell Cutting - posted 1/26/05 - discuss here

In magic, you will sometimes come across a player whose single goal in life is to counter every-single spell you play in order to stall you long enough to play out the win condition in their deck. Editor's note: Or to just be annoying... If you have no idea what Russell is talking about, see Permission Sam from the UG Madness comic website...  ~Streetz~

A way to identify this is to take note of some of the key cards and combos that they will use. These include (but aren't limited to):

  • Counterspell
  • Counterspell imprinted onto an Isochron Scepter.
  • Mana leak
  • Disruptive Pitmage with a Pemmin's Aura or Freed from the Real.

Sorry.. but I have to keep going... Did you know there are 87 blue instant spells that have the word counter in them?  I won't mention ALL of them.

  • Frazzle
  • Absorb
  • Annul
  • Arcane Denial
  • Blue Elemental Blast
  • Decree of Silence and Power Conduit
  • Condescend
  • Convolute
  • Daze
  • Dissipate
  • Time Stop (The ultimate counter)
  • Exclude
  • Flaccify (um...)
  • Flash Counter
  • Forbid
  • Force of Will (The best counter in the game of magic)
  • Hinder
  • Miscalculation
  • Oppressive Will
  • Perplex
  • Power Sink
  • Prohibit
  • Psychic Trance
  • Quash
  • Rewind
  • Spelljack
  • Syncopate
  • Thwart
  • Vex

And that's just a few!!!  OK.  I'm done.  Just had to do it.  Sorry! :)  Perhaps one day I will put together a visual spoiler for counterspells! ~Streetz~

This can get extremely annoying as you are just trying to play your deck, and nothing of yours can come out.

Now there is a common misbelief that if you play a junk spell, then the person will counter it, thus allowing you to play whichever spell that you wanted to in the first place. This may or may not work on less experienced players, but not on a person that has played for a while.  He or she can usually see right through this and will more often or not leave the ‘bait’ spell in preparation for the ‘real’ spell. There are a couple of ways for you to get past this.

Anti-Counter Strategy.

The first way to do this is do the unexpected-play the good spell first with several lands untapped with a few cards in hand. This is a means to bluff the other player out. However it is also important to try the ‘bait and real’ tactic first. Otherwise the player will just counter the good spell.

The second way to do this is to unload as many spells as you can, early game. This can get rid of their counterspells so you can concentrate more on the mid-game, where it really matters.

The third way is a bit more complex. If the player has seen both the ‘bait and real’ tactic, and the ‘bluff’, chances are they will just counter what they want to. But if you really need to play a certain card, a real game winner, then you need to play not only a bait card, but then a second bait card, that looks like the card that you would need to cast, before playing the card you wanted in the first place. It should be said though, that after a couple of turns of this tactic, the other player will be able to see through that to, so save that tactic for the things you really need.

And finally, use cards that don’t care if they hit the graveyard. Cards like Shard Phoenix, Squee, Goblin Nabob, and all types of cards that can bring themselves to your hand (or better, to play) are especially good. These guys can go the extra mile, as they can keep coming back, which will eventually exhaust the counter spells the player has.

But, Wait!  You could also just use the best weapon against control decks -  spells that can't be countered.  There are a total of thirteen of them (from what I can tell) like:

  • Blurred Mongoose
  • Boseiju, Who Shelters All
  • Insist
  • Isao, Enlightened Bushi
  • Kavu Chameleon
  • Last Word
  • Obliterate
  • Petrified Wood-Kin
  • Root Sliver
  • Scragnoth
  • Urza’s Rage
  • Vexing Beetle
  • Wreak Havoc

And then, of course, there are the cards that prevent other spells from being countered, like:

  • Overmaster
  • Leyline of Lifeforce
  • Gaea’s Herald  ~Streetz~

But you don’t need to use these concepts all the time. You can always look at the number of untapped lands the opponent controls, and the number of card in their hand. If they have one land untapped, then the only spell they will most likely play is a Force Spike. If they have two or more untapped lands and several cards in hand, then you should be careful.  Don't forget about Force of Will!  ~Streetz~

Giving Permission Players a Challenge.

If you would prefer the more practical approach, then take a look at a couple of decks I have devised to combat countermagic using blue least favorite color, red of course.

 

 [back to top]

 

Cutting's Weenie Red.
60 Card anti-counter deck

Lands (20):
20 Mountain

Creatures (28):
4 Raging Goblin
4 Spark Elemental
4 Oxidda Golem
4 Mogg Flunkies
4 Goblin Striker
4 Goblin Grappler
4 Slith Firewalker
Other Spells (12):
4 Lava Spike
4 Path of Anger's Flame
4 Shock
by Russell Cutting

The goal in this deck is quite simple - play as many spells as you can as quickly as you can and beat your opponent down.

It is usually too quick for a counter mage to keep up. And if they counter a spell it doesn’t matter-there are three more copies in the deck. There are also no Rares, making it a fairly cheap and easy deck to construct. It can also double as a plain red aggression deck, for one-on-one games. It is the conventional deck that I recommend for house games.

And also try this one on for size.  It is less offensive and sometimes more effective.

 

 [back to top]

 

Leyline of the Phoenix.
60 card anti-counter/control deck

Lands (24):
24 mountain

Creatures (22):
4 Shard Phoenix
4 Raging Goblin
2 Djinn Illuminatus
4 Anarchist
2 Squee, Goblin Nabob
2 Izzet Guildmage
4 Skarrgan Firebird
Other Spells (14):
4 Leyline of Lightning
4 Lava Spike
2 Warp World
4 Volcanic Hammer
by Russell Cutting

This deck is a bit different, as you can see. It has several creatures that can reanimate themselves repeatedly, and they all are a good distraction for the opponent to counter, as they are all good cards. It also features Leyline of Lightning, a great rare as the spells that you play doesn’t have to resolve for the ability to trigger. The two Warp Worlds are great because it puts your stuff directly into play, beating counterspells. The Izzet cards included make your non-creature spells go the extra mile, as the opponent has to waste their spells on your copies, giving you great card advantage. The only problem in this deck is getting the cards that are listed. Some of them are quite expensive. On the plus side, this deck can be used as a decent control deck as well. The main win condition is either beatdown by a Skarrgan Firebird or copied burn spells like Lava Spike.

If you don’t have all the cards for those particular decks, then don’t worry too much. Just swap them for a card that you think would compliment the deck or fill in its place. And don’t think that this is the best way to make an anti-counter deck- they are just rough guides which you can choose to follow.


And finally, just remember, if they counter a spell you really needed, don’t complain or show any sign that you cared- if they know that they have countered something good, then they have an advantage over you. If they don’t- then the advantage may be yours to take!

Good Luck and Happy Gaming!

You can discuss this article in the MDV forums here.

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