I love this because no one expects a green counter spell.
Guest57443454
★★★★☆ (4.2/5.0)(2 votes)
This card gained functionality with the 6th Edition rules changes, making it more viable for play, however this remains a situational counterspell, one which most green decks would not use, except as a possible sideboard against heavy removal...
Lavrant
☆☆☆☆☆ (0.5/5.0)(2 votes)
How did they ever think Interrupts were a good idea? Pre-stack was whack.
tavaritz
★★★☆☆ (3.7/5.0)(3 votes)
I disagree, but I still play with the new rules, even though I still don't understand how damage prevention works in combat.
Pre sixth Power Sink: You cast a sorcery leaving three lands untapped and in response I cast a Power SInk with X=4. Unless you have any interrupt that can target either the Power Sink or your sorcery, you tap all your lands and your sorcery is countered.
Post sixth Power Sink: You cast a sorcery leaving three lands untapped and in response I play Power Sink with X=4. Now you can play whatever instants and abilities how much you like and use up all your mana before you let my Power Sink resolve. Why I bother anymore?
Power Sink is not just the only spell that was made almost unusable by the new rules.
Pre sixth: I'm at one life and it's my turn. I have had all my lands untapped on your turn waiting you to cast the burn, but you don't do it. I lose my nerve and cast the potion with X=6, In response you cast two Lighning Bolts. The whole batch resolves and I'm still at one life.
POst sixth: I don't play the potion and you decide to cast a Lightning bolt. In response I play my potion with X=6 and tap all my mana, then you respond with the second bolt. When the second bolt resolves I'm toast even though my potion is still on the stack waiting to resolve.
The game changed more than you can imagine and we, the older players, have to learn totally new reflexes. I gave up when the change happened because I couldn't, but now I'm trying to get back.
scumbling1
★★☆☆☆ (2.8/5.0)(4 votes)
"Post sixth Power Sink: You cast a sorcery leaving three lands untapped and in response I play Power Sink with X=4. Now you can play whatever instants and abilities how much you like and use up all your mana before you let my Power Sink resolve. Why I bother anymore?"
You could place additional instants and abilities of your own on the stack, so this situation isn't completely one-sided. The problem is that you probably tapped out for Power Sink, which is where the card's weakness was in the first place -- it costs too much mana in most situations. Post-sixth rules didn't kill Power Sink, Power Sink's own attributes killed it.
Protects your fatties from: Terror Boomerang Pacifism And a host of other obnoxious things that get in the way of beating face.
Crag-Hack
★★★★★ (5.0/5.0)(1 vote)
I think that green is the color that could use this effect to its fullest since green focuses more on permanents, so it's fitting that it's a green card.
DrJack
★☆☆☆☆ (1.5/5.0)(1 vote)
@ tavaritz
I hated the rules changes that took place around 6th Edition. The game really was better with interrupts and the old system of assigning damage, with players dying at the end of a phase instead of instantly when their life reaches zero. The 2010 changes throwing away mana burn infuriate me most of all. Also, I always disliked the "draw first or play first" rule - I hate going first and not drawing a card that turn, it makes you feel cheated if you're going first.
To the younger crowd who mock us for not enjoying a game $ where the rules $ constantly $$ change $$ and you $ have to $$ keep buying $ more and $$ more $$ card sets $$$ to keep up $$$$$ with all that change $$$$$$$$$$$...
Just you wait 'till Hasbro changes the rules yet again, simplified even further for the iPod generation, and you'll understand where we're coming from. They change the rules of Magic more often than the IRS changes the tax code. Yeah, real simple and elegant.
I say we older players start playing by the old rules again amongst ourselves. As for Avoid Fate, we can errata that to "counter target INTERRUPT, INSTANT, or enchantment..." so it's worthwhile using.
Dragasm
☆☆☆☆☆ (0.0/5.0)
This is actually a great backup card for green. After all, green fatty decks tend to be weak to instants (killspells) and stuff like pacifism.
atemu1234
☆☆☆☆☆ (0.0/5.0)
@Dr. Jack and yet you didn't understand what a timmy was when you commented on Autochthon Wurm?
Anzu-chan
☆☆☆☆☆ (0.0/5.0)
Wow, I've got a WTF moment when I saw this card.
Goatllama
☆☆☆☆☆ (0.0/5.0)
Never fails to make me think of the deaf guy covered in grease from Family Guy.
Comments (12)
Pre sixth Power Sink: You cast a sorcery leaving three lands untapped and in response I cast a Power SInk with X=4. Unless you have any interrupt that can target either the Power Sink or your sorcery, you tap all your lands and your sorcery is countered.
Post sixth Power Sink: You cast a sorcery leaving three lands untapped and in response I play Power Sink with X=4. Now you can play whatever instants and abilities how much you like and use up all your mana before you let my Power Sink resolve. Why I bother anymore?
Power Sink is not just the only spell that was made almost unusable by the new rules.
Let's try Alabaster Potion.
Pre sixth: I'm at one life and it's my turn. I have had all my lands untapped on your turn waiting you to cast the burn, but you don't do it. I lose my nerve and cast the potion with X=6, In response you cast two Lighning Bolts. The whole batch resolves and I'm still at one life.
POst sixth: I don't play the potion and you decide to cast a Lightning bolt. In response I play my potion with X=6 and tap all my mana, then you respond with the second bolt. When the second bolt resolves I'm toast even though my potion is still on the stack waiting to resolve.
The game changed more than you can imagine and we, the older players, have to learn totally new reflexes. I gave up when the change happened because I couldn't, but now I'm trying to get back.
You could place additional instants and abilities of your own on the stack, so this situation isn't completely one-sided. The problem is that you probably tapped out for Power Sink, which is where the card's weakness was in the first place -- it costs too much mana in most situations. Post-sixth rules didn't kill Power Sink, Power Sink's own attributes killed it.
And Alabaster Potion: that was printed as an instant.
Terror
Boomerang
Pacifism
And a host of other obnoxious things that get in the way of beating face.
I hated the rules changes that took place around 6th Edition. The game really was better with interrupts and the old system of assigning damage, with players dying at the end of a phase instead of instantly when their life reaches zero. The 2010 changes throwing away mana burn infuriate me most of all. Also, I always disliked the "draw first or play first" rule - I hate going first and not drawing a card that turn, it makes you feel cheated if you're going first.
To the younger crowd who mock us for not enjoying a game $ where the rules $ constantly $$ change $$ and you $ have to $$ keep buying $ more and $$ more $$ card sets $$$ to keep up $$$$$ with all that change $$$$$$$$$$$...
Just you wait 'till Hasbro changes the rules yet again, simplified even further for the iPod generation, and you'll understand where we're coming from. They change the rules of Magic more often than the IRS changes the tax code. Yeah, real simple and elegant.
I say we older players start playing by the old rules again amongst ourselves. As for Avoid Fate, we can errata that to "counter target INTERRUPT, INSTANT, or enchantment..." so it's worthwhile using.