The way I see it, this is a weaker one of the "free" spells. These cards are worth it only if you are going to play spells/abilities later that turn (I know, I know, stating the obvious). All of the other cards are meant to be played during one's turn (i.e. non-instants, creature removal for attack with Snap or renewing a hand with Frantic Search) whose untapping can support almost any situation. A counterspell is awfully situational, and you may not need the mana at the same time you need the counter. Then again, countering creature removal is useful against many decks, and if you happen to have "end of opponent's turn" abilities to empty.
GainsBanding
★★★★☆ (4.1/5.0)(5 votes)
It's only free after the refund. 4 mana for a counterspell is alot.
holgir
★★★★☆ (4.0/5.0)(4 votes)
The point of this card is not necessarily to abuse the mana (as it is with most of the other "free spells", as zk3 pointed out) but to be able to play further counterspells after this one.
One slight problem: you can't counter something if they play before this card resolves.
Ava_Adore
★★★☆☆ (3.0/5.0)(1 vote)
Ive always liked it, not best counterspell, but feel its a good edition to a blue deck with lots of other counterspells, as with all counterspells that are different to the card counterspell, having a higher cost but a good ability, or similar cost but a restrictive ability, you have to come up with a way to use that ability to your advantage, like familiars ruse, bounce a creature with a come into play/leaves play ability, with this there is obvious mana advantage, and storm advantage.
personally the best combo i can think of is for use with psycic venom, someone tries to destroy psycic venom, or even a land with psycic venom attached. counter with rewind untap lands with psycic venom attached, tap em again. this would be mid to lategame of course, although all you would need is two psycic venoms, two tap spells and 4 lands, so turn 5 you could potentially deal 8 damage in a turn to your opponent and shut down his entire game. (I have done similar things before)
XTwistedsoulX
★★★★☆ (4.8/5.0)(6 votes)
zk3 "A counterspell is awfully situational..." Situational? As in, they cast a spell? That situation? Seriously, what are you saying?
Edit: Using this, Dismiss, daze and Foil i managed to trick someone into to casting 2 extra spells they thought to sneak through. Without rewind, one would have. This game is just as much mental as it is "what your packing"
This counter is ridiculous and part of the reason no one wants me to play blue anymore. My playgroup hates on me fierce.
Lyoncet
★★★★☆ (4.5/5.0)(2 votes)
This is great on its own for keeping your mana open for extra counters, or plopping down some creatures with Teferi, Mage of Zhalfir and Leyline of Anticipation. And while of course it's not as good of a land untap card as things like Palinchron, it's still damn good. It feels so great to start out with 6 lands, play a High Tide, play a Rewind, play Teferi, then play Sphinx of Jwar Isle. For extra lulz, plop a Zephyr Sprite, then Rewind that, then play a second Sphinx.
Like I said, not the best land-untap card, and not the best counterspell either. But very good at both, and that makes it a great candidate for Counterspells 4-8.
sincleanser
★★★☆☆ (3.5/5.0)(2 votes)
This is really meant to be used with those lands that tap for something other than 1 mana. Something like the Ravnica bounce lands, or a Maze or Arena, not to just to untap 4 more islands.
Comments (14)
Then again, countering creature removal is useful against many decks, and if you happen to have "end of opponent's turn" abilities to empty.
Not quite as good as Cryptic Command or the original Counterspell, but a strong counterspell nonetheless.
personally the best combo i can think of is for use with psycic venom, someone tries to destroy psycic venom, or even a land with psycic venom attached. counter with rewind untap lands with psycic venom attached, tap em again. this would be mid to lategame of course, although all you would need is two psycic venoms, two tap spells and 4 lands, so turn 5 you could potentially deal 8 damage in a turn to your opponent and shut down his entire game. (I have done similar things before)
Situational? As in, they cast a spell? That situation? Seriously, what are you saying?
Edit: Using this, Dismiss, daze and Foil i managed to trick someone into to casting 2 extra spells they thought to sneak through. Without rewind, one would have. This game is just as much mental as it is "what your packing"
This counter is ridiculous and part of the reason no one wants me to play blue anymore. My playgroup hates on me fierce.
Like I said, not the best land-untap card, and not the best counterspell either. But very good at both, and that makes it a great candidate for Counterspells 4-8.
*with mail-in rebate
YES!