Bounce
Features
squire1
10 October 2010
9696 views
10 October 2010
9696 views
Last time we talked about Counterspell which has had a long lineage back to alpha and had spawned many versions and iterations of counter magic throughout the current life of the game. From a suggestion by mistergreen527 (and many who supported his suggestion), this will become a short series of articles discussing some archetypal cards and what they have become and an analysis of the top ten cards in that archetype.
Starting off this series, I decided to go with a blue standard. Of course I did because blue is the best color (only my opinion please no hate mail/comments). So blue has had one great strength through the years, which is to stop things from hitting the field. Along with that comes the colors' greatest failing, which is killing it if it gets out. Neither spot removal or mass removal has been possible with blue as far as direct damage, destroy, or exile effects. in fact the only blue cards that destroy targets are either multicolored or have Polymorph like effects, Pongify, or kill islandwalkers. Really pretty limited. Because of this deficiency blue has adopted a mechanic all its own since Alpha. The mechanic in question is bounce. Bounce is not a keyword, but jargon, that most players know. As $ªmHεiπ always says, anything that promotes jargon is good for the game. For those of you who are not familiar with the concept of bounce, it is considered to be any effect that returns any card from the battlefield to its owner's hand.
Now bounce is not removal, but it is all that blue has and combined with Counterspells can be a type of removal but is most cases is a stall tactic or serves a specific purpose, when combines with cards like Black Vise. Bounce really started with two cards in Alpha with Unsummon, then later in Legends WOTC released the more famous and infinitely more useful Boomerang. In fact throughout the history of MTG over 160 cards have been release with bounce effects have been released. Now when I make that count, I mean cards that bounce targets, not just bounce themselves. That is a whole different issue. Anyway, bounce cards have been made in every color, even though they are predominantly blue and often require a blue activation cost.
Though our two major founding bounce cards were low costed, the average CMC of bounce cards now is 3.33. As you can see below, the distribution of these cards is slightly skewed toward the left of the mean , but not much this does imply that bounce cards are often in lower CMC categories though.
Number of spells by color and CMC
As with the Counterspell article, we will be presenting the top ten bounce cards ever printed. This time however, I wanted to present a second opinion because it was his idea for these articles to continue. This way we can see what people think about different cards and it will also be quite telling about each of our styles of playing. So here we go with the top 10 bounce cards by mistergreen527 and me.
After reading both of our lists I can already tell that people will have more to say about our choices than they did on the Counterspell article. We have some the same and some different, mistergreen527 and I both struggled with this one a lot so keep that in mind, there are a lot of good bounce cards and some cards fit some players better than others.
10.Upheaval | 10.Cryptic Command *list* | ||
As you will see I am a fan of mass removal. I know that decks have to be built around it but I like it. When this card hits it is better than most mass removal because it effects all permanents. I don't card what your opponent is doing, this screws them. No land no planeswalkers, just mean a full reset except life. And this guy is sure to force some discard but not for you and your trust Reliquary Tower/Spellbook. But the difficulty in fitting this in decks forces it to the number 10 spot. | Cryptic Command *list* makes the list for its utility. Not only can it bounce any permanent, it gives you card advantage by allowing you to add an additional effect. Ill go ahead and bounce whatever I want, draw a card, and smile profusely. Or, Ill go ahead and bounce whatever I want, counter your spell, and laugh at your dismay. Or, Ill go ahead and bounce whatever I want, tap your board, swing for the win, and point at you while cackling wickedly. Apparently jerks use Cryptic Command *list* | ||
9.Sunder | 9.Snap | ||
You could take Boom / Bust and Armageddon, but in some cases Sunder is the way to go. It slows opponents almost like the aforementioned. it fills their hand which could be could for forced discard, or for Black Vise like effects, and it could refill your personal ammunition when it comes to landfall effects. I likey. | Snap makes the list for its efficiency. While it can only target a creature, if it resolves, you get to untap two lands. Basically, you played it for free. Why would a blue player want free spells? *cough cough* | ||
8.Sigil of Sleep | 8.Sigil of Sleep | ||
This is one that I struggled with a bit. It only bounces creature, and only if you do damage to a player, but really: Prodigal Sorcerer, Zuran Spellcaster, Prodigal Pyromancer, Cunning Sparkmage, etc, etc, etc. you could be removing creatures all day while taking out your opponent's life. Sounds like a deal to me. | I find it almost ironic that I put an Aura on my top ten bounce list, when bounce is a general weakness that Auras have. However, Sigil of Sleep can really lock-down a game when placed on the right type of creature. I doubt it was coincidence that the guy on Sigil of Sleep bears a striking resemblance to Metathran Soldier. | ||
7.Evacuation | 7.AEther Burst | ||
You take your Wrath of God, your Damnation, your Day of Judgment, your...well you get the idea. It's a sweeper. In some ways a better sweeper. Let us say that you have a Damnation and cast that against their army of knights headed by 2 Knight Exemplars. You get stomped, but Evacuation will still sweep the board and potentially give you the advantage to make your move. This is Unsummon taken to its greatest heights. | Paying two mana to bounce one creature isnt that great. However, paying two mana to bounce two creatures is awesome. Paying two mana to bounce four creatures is just jaw-dropping. Plus, this was in standard at the same time as Nightscape Familiar, allowing you to pay one mana to bounce four creatures. Psychatog says thankyouverymuch! | ||
6.AEther Burst | 6.Tradewind Rider | ||
AEther Burst is a crappy Unsummon the first time you use it in a game, costing 1 more for the same effect. Then it becomes a better Undo, costing 1 less. Then well it gets kinda crazy and sick. I am not usually a fan of creature only bounces, but this can get really useful in mid/late game tactic. | This guy is full of bounce-combo awesomeness. Back in the day, he used to tear the standard environment apart when used in conjunction with Gilded Drake. You could play the Gilded Drake to swap an opponents creature. Then, you would tap that creature and one other to bounce Gilded Drake back to your hand with Tradewind Riders ability. Rinse and repeat as you steal all of your opponents creatures. He also combos well with Intruder Alarm and a bunch of mana producers. The list of possible combos with this bounce expert could go on and on. | ||
5.Temporal Adept | 5.Evacuation | ||
What is better than a perfectly solid bounce spell. A perfectly solid bounce ability that you can use every turn. That is right, pending your opponent is not winning by "enters the battlefield" abilities, or all haste, Temporal Adept can keep them in a stall pattern for quite a while. And even with haste, bounce before it happens and you are gold. The ability costs a bit, so he lands at number 5. | Evacuation may cost one more than Wrath of God, but it has something that Wrath of God doesnt: its an instant. This is important as it allows you to bounce everything during your opponents turn and replay your creatures on your own turn, so they will be able to attack sooner than your opponents will. Or, you could just leave your lands untapped and get your counters ready for when your opponent struggles to repopulate their board. | ||
4.Venser, Shaper Savant | 4.Jace, the Mind Sculptor | ||
No AEther Adept, no man o' war, but Venser. He costs one more than the previous, but has flash, and bounces anything including spells. The only drawback here is that he is legendary, but with the amount of bounce a deck could be carrying, that is not an issue, so you can use him over and over. | There must be a reason why a piece of cardboard is selling for $80... While Jace, the Mind Sculptor has other obvious benefits, hes also a powerful bouncer. Any card that can repeatedly bounce something can really lock-down the game. Plus, with the newly introduced proliferate, you dont even have to worry about using his first ability to replenish loyalty counters. Jace will gladly get proliferated all day. That sounds dirty | ||
3.Cryptic Command *list* | 3.Alexi, Zephyr Mage | ||
Why Cryptic Command *list* and not Into the Roil. Well the first reason is because Cryptic Command *list*'s bounce agility is strictly better because it can target any type of permanent including lands. The second reason is because it is a potential Counterspell or weaker Sleep. The utility alone makes it better and places it on the list. Yes I know it is harder to splash, but it is just a good card. | Alexi, Zephyr Mage is the queen of bouncing. I have been involved in many multiplayer games when Alexi, Zephyr Mage single-handedly cleared several opponents boards, leaving my own unscathed. Plus, if you can find a way to draw an extra card each turn (something that blue is particularly good at), then you can clear everyone elses board over and over and over and over and over... | ||
2.Boomerang | 2.Recoil | ||
Well it had to make an appearance at some point. When I started playing this card was in every mono blue deck right next to Counterspell. I bounce it into your hand, you try to play it I counter it. This stalls anything, slows down mana acceleration, and generally add to the unpleasant experience of your opponent. Boomerang made its mark by not just bouncing creatures, but anything. Hey there, you have a planeswalker ready to pop, no you don't. | Recoil has something that no other card on my top ten has: it can potentially change bouncing into destruction. An opponent playing against a deck with Recoils in it has to always be particularly careful with what they have in their hand. If their hand becomes empty, then Recoil will gladly move a card from the battlefield into the graveyard for you. This makes Recoil especially potent in discard decks. Not to mention, it can target any permanent, allowing you to get rid of particularly stubborn cards, such as Darksteel Colossus and Spirit Loop. | ||
1.Echoing Truth | 1.Upheaval | ||
Why Echoing Truth? It can not bounce lands, but it is the best thing that blue has as a Maelstrom Pulse. It bounces near anything else, will kill an army of tokens and is easier to splash in a deck than Boomerang because of the 1U casting cost. Simply put, when played correctly, this card will win games. If they have a couple of lords out pumping thier stuff it will save your life on your turn from dying or leave them vulnerable to pingers during any turn. | The bounce spell to bounce all bounce spells. Upheaval gets rid of EVERYTHING! You get the advantage though, because you can float any extra mana you may have lying around to recast some creatures. Another fun strategy is using Upheaval when you have several cards suspended, such as Errant Ephemeron and Infiltrator il-Kor. Then just beat down the opponent while they flounder on their lack of mana. Good times! |
mistergreen527 says... #2
This was a really tough top ten for me. I kept switching around what I had. There were actually 17 spells that were part of my top ten at one point or another. Boomerang was one of them. I do love Boomerang and I use your stated play often in my The Bouncer deck. I believe in my final switcheroo, I cut Boomerang and added Snap , mostly because when Snap is used against me, I get more annoyed then when Boomerang is used against me.
October 10, 2010 4:58 a.m.
As for me I do seriously enjoy both of the lists presented here. I actually would rather bounce their stuff all day if I could.
Thank you for sharing your insight and choices. Also what is your opinion of Regress and AEther Tradewinds ?
October 10, 2010 2:57 p.m.
I think that AEther Tradewinds is great for constructed because you have so many options with it. It is a great combo piece.
[[regress] is the Cancel of bounce. This is wizards saying, ok this is now what Boomerang costs. I am not a fan. It is fine in limited though.
@ blueclay - I think that Dissipation Field did not make it on the lists due to its newness. It was in the list we made, but it will take time to see what it can do
October 10, 2010 5:10 p.m.
Squire1 and mistergreen527,
Thank you for the comments and for this thread as well.
I do have one question though. Do you think it is feasible to build a competitive Bounce deck in todays Standard?
October 10, 2010 9:41 p.m.
mistergreen527 says... #6
@blueclay: The reason Dissipation Field didn't my list was because you have to take the damage BEFORE the creature gets bounced. I prefer using bounce before I take the damage.
@Qysas: I think that both Regress and AEther Tradewinds are okay. I disagree with squire1 's analogy though. Cancel costs one colorless more than Counterspell , while Regress replaced one colored mana with two colorless mana. This is a pretty typical conversion. However, I do consider Regress worse than Consign to Dream . As for a competitive Standard bounce deck, I think it's possible. You have the resources (AEther Adept , AEther Tradewinds , Disperse , Dissipation Field , Into the Roil , jace, the mind sculptor, Neurok Replica , Regress , and Unsummon ). But, the environment right now is still pretty fast, so I'm not sure how effective a dedicated bounce deck would be. However, I will say that it's pretty good against a lot of stuff in Standard right now (Equipment, Imprint, Levelers, Quests). I definitely think it's worth a try.
October 11, 2010 2:06 p.m.
I pretty much have to agree with mistergreen527. The spells are there but it is a bit slow. On top of that I find bounce to be utility in a deck, not sure that it is a mechanic that can be competitive on its own as a deck concepts
October 11, 2010 5:20 p.m.
True enough. Although I have been thinking since Ramp is so freaking fast and if we could bounce lands and say creatures or combo pieces back to their hands swiftly enough We may be able to get our finisher out for the Win.
October 11, 2010 5:39 p.m.
Personally, Squire1 and Mistergreen527, I wish they would reprint both Sunder and Evacuation for blue but at a say 2UU casting cost and although Instant is better but at Sorcery speed I could see the CMC being dropped by 1. I guess Sleep is the new Evacuation? but Evacuation is so much better.
October 13, 2010 10:28 p.m.
mistergreen527 says... #11
@JaceFace:
You know, the Johnny in me loves Equilibrium . I've just never been able to use it as effectively in an actually game as I picture it in my head. Even though I only ever put it in creature-heavy decks, it never seems to be as good as I feel it should be.
@blueclay:
Yeah, I can see how Dissipation Field can really slow the game down for your opponent, but bounce spells as a whole do that. I'd just rather have, say, a Tradewind Rider bouncing those creatures before I'm dealt the damage instead of Dissipation Field bouncing them after I do. Differing opinions I guess.
However, Goblin Arsonist doesn't combo with Dissipation Field . By the time Goblin Arsonist 's ability triggers and it deals the damage, it is in the graveyard. This means it is no longer a permanent. It's got to be a permanent to return to it's owner's hand via Dissipation Field .
October 13, 2010 11:01 p.m.
shaistyone says... #12
In my EDH deck, I run Tidespout Tyrant because I don't have to pay his casting cost.
And I like Inundate a LOT for mono-blue.
KrazyCaley says... #1
Mr. Green, the 'rang does not even make your Top 10? Turn 1, Island, Turn 2, Island, bounce the one land you've played so far is SUCH a good play. It's like having Time Walk.
October 10, 2010 4:17 a.m.