Counterspells in EDH
Commander (EDH) forum
Posted on Jan. 8, 2016, 7:05 p.m. by julianjmoss
So I'm finally putting counterspells in my deck and was having trouble figuring out how many to use. Too many feels like all I'm not playing any actual cards and not enough feels like I never see them but getting to balance is really hard.
How many do you guys use and which ones do you find are the best.
ClockworkSwordfish says... #3
Try to get the cheapest hard counters you can - Counterspell, Memory Lapse, Arcane Denial, and so on. If all of your counterspells are five or six mana, you're going to be helpless in the early game and unable to play anything if you want to counter a spell even when you do get enough mana.
In a very control-heavy Zur deck, I run 17 counterspells. I used to have as many as 22 at one point, but I feel like I hit a good balance. You might not want quite that many, but it works lovely for me.
January 8, 2016 7:26 p.m.
EndStepTop says... #4
I use as many as I feel the deck needs. I disagree with running costly ones with an upside(IE. Spelljack ect.), since they require you to play slower. I tend to keep 3cmc as the cut off for the coutnermagic I'll run. Counterspell, Muddle the Mixture, Dissipate, Dispel. I should add my Meta has a history of being combo centric, and fighting on the stack is an important aspect of it, so cards like Flusterstorm and Spell Pierce can shine as they will efficiently win you a counter-war.
January 8, 2016 7:26 p.m.
Well... There's no real right number, but something like 10 is decent. The following are pretty much all-stars:
- Pact of Negation
- Force of Will
- Misdirection
- Mana Drain
- Counterspell
- Dispel
- Flusterstorm
- Negate
- Arcane Denial
- Stifle
- Swan Song
- Remand
- Muddle the Mixture
- Memory Lapse
- Delay
- Spell Pierce
- Mental Misstep
Counters are also super meta-dependent. As a rule of thumb, if you're paying more than 2 mana for it, you're doing it wrong.
January 8, 2016 7:27 p.m. Edited.
julianjmoss says... #6
What about x cost counter spells like Syncopate? Do they have any merit or are there just stronger counter spells to play.
January 8, 2016 7:39 p.m.
Raging_Squiggle says... #7
It depends on the deck. My Azami, Lady of Scrolls deck runs around 27~ Assorted counter/control spells while my Nekusar, the Mindrazer deck contains maybe 4.
January 8, 2016 7:41 p.m.
Condescend is ok in some metas. You'll often play it for 2 early game, making it strictly better than Counterspell.
January 8, 2016 7:41 p.m.
Megalomania says... #9
Stick with ones that cost 2 or less (pitch spells included).
January 8, 2016 7:45 p.m.
killroy726 says... #10
I personally like counterspells the refund your mana like Rewind
January 8, 2016 8:09 p.m.
Generally 2-3 CMC is the sweet spot as many people have mentioned. I am happy to pay 3 mana for counterspells that have additional functionality, especially if it's something like Dissipate which exiles, especially in a recursion heavy meta.
As for the quantity, it really depends on the kind of deck you're wanting to build but as a general rule, I would recommend no less than 7-8. Anything less than that and you lack consistency in that A) you have to waste tutors ro find them and B) even if you have one, if an opponent is running a more control heavy deck then you'll lose every counterspell fight because you run out almost immediately.
The thing to remember with counterspell suites is, just like a ramp suite or removal suite you can't half arse it or you can't rely on it.
January 8, 2016 8:43 p.m.
Usually when I first start building a deck I have target numbers for cards. I will build a deck real quick and then modify it to include other things I want and take some things out. My usual target for Counter is 10. This will get boosted/cut based on what the deck needs.
January 8, 2016 10:29 p.m.
Karns_Pyromancer says... #13
I've run 3-4 at most. I prefer sweepers in my meta. Currently, I run two: Forbid and Silumgar's Command. I can usually get them back fast enough. (Although, with the amount of Green popping up in my meta, Deathgrip may need to come back out). Dissipate is another personal favorite.
January 9, 2016 8:28 a.m.
Karns_Pyromancer says... #14
It's worth noting, the deck in referring to is Tasigur's Courtroom, which has 54 land or so. Point being, I'd as more counters, but I'd never get them back if I did.
January 9, 2016 8:31 a.m.
I agree with what many others have said and it's heavily dependent upon your meta.
If your group runs combos that win the game on resolution you need to be able to respond while it's on the stack and you need the mana free to do so. This calls for CMC 1-3 counters and a lot of them.
If your group runs more "fair" decks or at least combos that don't immediately win the game then you can run fewer counters in favor of board wipes and other reactive plays.
In either situation I've seen little that justifies running counters with CMC of 4+ even if they have a nice side benefit. Too much risk of it being a dead card in hand.
canterlotguardian says... #2
Stuff like Spelljack, Desertion, Aethersnatch. Spells that actually let me do something else besides counter spells.
January 8, 2016 7:15 p.m.