Which would you say is your favorite go-to counter spell for Bant?
This can include all variants; Troll Worship, Geist/Kotr, Gifts, Blink, and all hybrids
I've noticed the question coming up more and more, mostly among newcomers to the archetype, so I figured a dedicated poll could be a useful reference tool
Please feel free to give any insight as to why you choose the countermagic that you do
1- is not color intensive
2- can target any spell
3- can pseudo hard-counter
4- replaces itself in your hand (relevant because Bant lacks card advantage)
5- acts as a Time Walk in earlier turns of the game
Remand is always the best choice in Tempo decks. The simple fact that it, as you said, Time Walks in the early turns and replaces itself.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Can we please stop comparing time walk to remand? Time walk cantrips, gives me an extra attack step and gives me an extra land. Remand is a great tempo card, but it's not universally good the way time walk is.
Can we please stop comparing time walk to remand? Time walk cantrips, gives me an extra attack step and gives me an extra land. Remand is a great tempo card, but it's not universally good the way time walk is.
I don't think you understand why it is compared to time walk.
If you Remand your opponent's Liliana of the Veil on their turn 3, there is a pretty good chance they will just recast the Liliana on their turn 4, essentially giving you an entire turn for free (well, at the cost of 1U, which happens to be the same cost as Time Walk), as well as that extra cantrip.
Remand's like a bad counterspell that skips turns from your opponent. Sometimes, instead of being a real Time Walk that makes opponents miss land drops, your Jund opponent may try for Bob on Turn 2, get him Remanded, and then give up and try for Liliana OTV on Turn 3 instead. It's like Turn 2 never happened. Note that, with Time Walk, Turn 2 gets shoved to Turn 3 and Turn 3 gets shoved to Turn 4, while Remand has a chance of skipping Turn 2 entirely and letting Turn 3 happen on Turn 3.
Don't forget that Remand is a counterspell that turns Past in Flames into mush (your opponent isn't going to make 10 mana pre-PiF).
"Target opponent draws a card, and may put a land from his or her hand into play.
You take an extra turn after this one.
Draw a card."
Now think about how many times Remand actually functions differently than described above. As an avid Remand user, I can tell you that it functions this way more than 50% of the time.
I just have to add: Voidslime is the hardest of hard counters (unless the world ends and a split second counterspell is printed), and we run 8 mana dorks. I don't know about you guys, but I have trouble finding more than 1 or 2 slots for countermagic on top of spell pierce, and I want that card to do its job every time. Just saying. The card's no joke.
Mana Leaks and Spell Pierces thats it in Bant. Just cheap enough to stop things I dont want to see like sweepers or combo piece. Simple and efficient for the plan.
Bant Charm is really its own beast. If we were discussing it purely as countermagic, it would fall horribly short of any of the cards on this list because it is 3cmc and extremely narrow. Can't consider its other functions when we're talking just about counters, otherwise we'd probably bring in something like Cryptic Command, as well, which is probably a better comparison to charm.
Nah, not really. I like dispel and negate a lot. Cards that counter cards that people frequently use to counter cards (or remove creatures)...if that makes sense. Spell pierce is kind of a go-to for me in modern and legacy though (outside FoW).
Question: Isn't Undermine Modern legal? It was reprinted in the Ajani v Bolas set.
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Modern GB Rock U Flooding Merfolk RUG Delver Midrange WU Monks UW Tempo Geist GW Bogle GW Liege UR Tron B Vampires
Affinity Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity EDH W Akroma GBW Ghave BRU Thrax GR Ruric I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
Non-block, non-core set cards must have a printing within the legal sets to be legal in that format. So even though Undermine has a reprint, it only has a printing in Invasion for legality purposes. A similar case occurs with StP in Elspeth vs Tezzeret.
In other words, it isn't legal.
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Which would you say is your favorite go-to counter spell for Bant?
This can include all variants; Troll Worship, Geist/Kotr, Gifts, Blink, and all hybrids
I've noticed the question coming up more and more, mostly among newcomers to the archetype, so I figured a dedicated poll could be a useful reference tool
Please feel free to give any insight as to why you choose the countermagic that you do
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I back up my Spell Pierces with a playset of Remand because it:
1- is not color intensive
2- can target any spell
3- can pseudo hard-counter
4- replaces itself in your hand (relevant because Bant lacks card advantage)
5- acts as a Time Walk in earlier turns of the game
Draft My Cube!
Cockatrice username: Blackcat77
I don't think you understand why it is compared to time walk.
If you Remand your opponent's Liliana of the Veil on their turn 3, there is a pretty good chance they will just recast the Liliana on their turn 4, essentially giving you an entire turn for free (well, at the cost of 1U, which happens to be the same cost as Time Walk), as well as that extra cantrip.
Draft My Cube!
Don't forget that Remand is a counterspell that turns Past in Flames into mush (your opponent isn't going to make 10 mana pre-PiF).
Could Remand be compared to Time Walk if its text read:
"Target opponent draws a card, and may put a land from his or her hand into play.
You take an extra turn after this one.
Draw a card."
Now think about how many times Remand actually functions differently than described above. As an avid Remand user, I can tell you that it functions this way more than 50% of the time.
Draft My Cube!
CG
Draft My Cube!
"Stoned players can't attack, block, or play spells or abilities."
this is pretty close
Last Word
CG
Nah, not really. I like dispel and negate a lot. Cards that counter cards that people frequently use to counter cards (or remove creatures)...if that makes sense. Spell pierce is kind of a go-to for me in modern and legacy though (outside FoW).
Modern Junk Primer
Legacy ANT Primer
L1 Judge
Draft My Cube!
GB Rock
U Flooding Merfolk
RUG Delver Midrange
WU Monks
UW Tempo Geist
GW Bogle
GW Liege
UR Tron
B Vampires
Affinity
Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity
EDH
W Akroma
GBW Ghave
BRU Thrax
GR Ruric
I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
In other words, it isn't legal.