So after fighting with the phone company for a week, I am finally back. I realize the article is long overdue but a certain phone company *COUGH* AT&T *COUGH* tried to rip me off for $500 on a new iPhone. So I have been very busy dealing with this matter (Don't worry, the article is longer than usual to make up for the wait). Enough about my real life problems with a phone company, you came here to read about magic. So today's topic is........Counterspells and how to combat them.
Many people consider counterspells annoying. But one must realize this is just a factor of the game. If everything was the way we wanted it, magic would not be fun for everyone else. Counterspells are one of the deepest and hardest factors of the game that many newer players have trouble combating. This is to be expected, as they are really annoying when used correctly and are very lethal if you do not approach them with caution. What do I mean by this? Unless you are consistent blue player who plays the color well, you will not easily find what the weakness to a counterspell is. Over my 10-11 years of slinging spells, I cannot count how many times I have marched to my doom because of a counterspell or have sealed someone else's fate in a tournament or other setting because I have two untapped islands. We must look at what give a counterspell the power they have in order to properly combat these types of cards.
The first and most important fact of counterspells is they presence they create. They make the tension in the air so thick you can cut it like butter. The player across from the blue player has this tension and pressure constantly looming over him/her. They are afraid to play spells in fear of a counter. This is the blue mages greatest weapon. This fear is what gives your opponents strength. Here is a magic proverb you should remember to improve your play tenfold. The possibility of a counterspell is more lethal than the counterspells themselves. Your opponent could have 6 lands untapped and 5 cards in their hand (A bomb, a wrath, and 3 lands) and you could have only {Elspeth, Knight Errant} in your hand with 5 lands in play. The pressure is immense. You don't want to throw away your Elspeth for nothing and would rather wait to bait a potential counter before playing your Elspeth. You decide to pass your turn and wait to play the Elspeth until later. This action right here is what I am talking about. Your fear of a counterspell just hurt you. Had the Elspeth been played, the control player really would not really have a means to deal with it holding only lands, a wrath and a bomb they may or may not help the situation. This is a very broad example, but you should be taking away the principal from the scenario. The fear of a counterspell was way more deadly than a counterspell would have been in this case. Here is another example.
I was watching a match the other day. It was Wolf Run Ramp vs some sort of control build (It may have been Solar Flare). It was the WRR player's turn. He untaps and plays a land. He has 6 mana untapped (his opponent had 5 lands all untapped with 3 blue sources open). I look down at the WRR players hand and notice he is holding 2 {Primeval Titan} some assortment of lands, and a {Solemn Simulacrum}. I also looked at the Control players hand and noticed some lands, a {Mana Leak}, and a {Think Twice}. The ramp player looked at his hand, though about it for 2 minutes and decides cast his Simulacrum. He then passes his turn. The game continues and the ramp player ends up losing. After the game is over, I sit down with the players to discuss the game with the ramp player. I ask him why on that turn he did not cast titan and his response was "I was afraid of a Mana Leak". I explained that Mana Leak is a card to watch out for, but since he was holding 2 Titans, the correct play would have been to force the counter out of the hand. This fear of a counter ended up losing him the game. Yes the first Titan would have more than likely got countered. But it was forcing the control players hand and was clearing the way for the second Titan. This is the biggest mistake newer players or players that are unfamiliar to blue make. They don't force the hand.
This is the weakness of a counterspell. Its biggest strength is its weakness. What do I mean by that? Simple, if the possible presence of a counterspell is its strength, than its weakness must be when the counterspell is played and is no longer a possibility. I have said this countless times but I will say it again for the sake of instruction. Magic is played for primarily different reasons. Everyone has their reason. Some like to win, others like the art or flavor. Perhaps you are just bored. That is why we are categorized under player profiles (Ex. Timmy, Spike, Johnny, etc.). My reason is I view it as an equation. I like to solve problems and prove my answers by eliminating different factors of the game. Just like when doing a math equation, you take certain variables out of the equation and suddenly the bigger picture becomes more clear and the equation because easily solvable. This line of thinking is why most consider me a Johnny/Spike. As I tend to win more often than not with my line of thinking. I don't consider winning my reason for playing but rather, to prove my theorems are correct and to have fun doing so. Example: Card A is really bad for these reasons. My response is one of two things. Either A I prove and support the argument by providing the mathematics behind the scenario or B I argue against it by providing similar mathematics or by finding a way to make said card do something out of the ordinary (Within reason, no {Vizzedrix} experiments). Anybody who followed my theorem for {Temproal Mastery} knows what I am talking about. That $50 card that was selling like hot cakes during pre-order that everyone said is "Busted in every format" is now an $18 mythic that nobody is buying and is not seeing much play at all. Why? The mathematics was not there in the argument to support its functionality and usage like everyone had thought. In short if we view counterspells similar to an equation we can see how and where they are effective. If we know how to remove the complex scenarios these cards create we make we can simplify the situation to a more manageable size. Remember, coutnerspells are only as good as we are afraid of playing against them and making misplays for this reason.
Coming to a close now, I want to recap a little on what we discussed today. Counterspells while powerful are only powerful when you fear your opponent has them. That being said, I am not saying to just run straight forward and throw everything out to just get countered. You need to be smart about it. You need to consider that your opponent is likely using the possibility of a counterspell as a weapon more than the counterspell itself. If you ever want to get better at the game, you must learn when to force people's hands and make them play that counter or removal spell they are holding. Otherwise you are just giving your opponent ever more time to gain control. Viewing the game as an equation will help you understand where and when you can make improvements and how to play against certain complex cards. I am not telling you to change your reason for playing the game. That is your own decision, but if you slightly change your perspective for the sake of improving or noticing something that went unnoticed it will help you grow as a player and as a human. The mind has an uncanny ability to deduce different things based on different bits of information it is given on the same problem when looked at from multiple angles. I will save further philosophy for a different day as you are probably tired of reading at this point. Thanks for reading this article. I hope it has allowed you to bring your A game more often. Until next time, keep it real and have fun!
Great article. It's interesting that you view it like you would an equation, thanks for the advice!
You're giving away all of our secrets!!!!
I am somewhat of a new player. I don't have the best instincts and experience like a lot of players do. But I am never afraid to cast a spell. I believe always to put as many hard decisions I can on my opponent not myself. Maybe it's ignorant to do that, but I dOnt want to play into my opponents games.
This is a great article!! And I just realized this the other night when I was playing my friend! He has aU/B control and I was afraid of leaks and dissipates but I realized I shouldn't be but after I lost XD
Good stuff, thanks!
I love this article! I couldn't have said it better myself. I never back down from blue bc I like to think of it as a probability question. The chances he has of countering it are usually not as much as they seem. Think about a 60 card deck. He has 20 counters in it. 1/3 of getting one. Then add in what counter, mana cost, and his decision to leave himself tapped out.... All the variables will start mind screwing him if you force him to use it. I'm a math teacher and my daily life is one huge equation in my mind. So this logic follows me everywhere. The best example of this happened this weekend( and is somewhat eerily similar to this article) I had a prime time and birds in my hand. I had a {greenweaver druid} in play and 5 lands. I tapped a land to play the birds. My friend deliberates for a second, thinking if he should counter. He ends up throwing down the counter on my birds. Then I dropped the Titan. He yells and starts smacking himself in he face.
Famous last words. Counter players usually play control also. I wouldn't just put
my head down and follow a gameplan. Before you know it a Blue player can drops bombs and control the board. Sometimes you do need to back down. It's difficult, because sometimes the best plays are holding onto the cards
This is true. But if I have 4 prime times in a deck and know that another might come up soon. I'd rather force the counter and create that never say die mentality to even the playing field.
Quote from: Dudecore on May 21, 2012, 02:01:26 PM
Famous last words. Counter players usually play control also. I wouldn't just put
my head down and follow a gameplan. Before you know it a Blue player can drops bombs and control the board. Sometimes you do need to back down. It's difficult, because sometimes the best plays are holding onto the cards
Yes, I explained this in the article. Anybody who read this and decided "Always drop cards and who cares if it gets countered." did not understand the deeper meaning. That is why this subject is one of the hardest variables throughout magic. Your mind should be thinking like this after reading the article. "I must weigh my options and anticipate a counterspell. That being said, the threat of a counter should not cloud my judgment on the board state. The idea that a counter may be in his hand is hurting more than the counterspell itself. I should not be afraid of this, but rather, just accept it as another variable of the game. I must still use common sense and not just play into counters, but realize, they are more powerful as a mind trick than a card." If you told yourself this after reading, congratulations, you have now not only improved your game, but also learned to find the deeper meaning on a topic matter. This is what I was hoping everyone would take away. The point of these articles I write is not to give you the path to an easy win or and answer to every question. I write these to help people not only learn to become better at the game we love, but also, see things from a different angle and develop a perspective based on this knowledge that we have now obtained. These articles are meant to help you see things in a new way and taking your thinking and analysis's to the next level. I am hoping that this is helping people develop as players to think on a grander scale. I am no John Finkel or Brian Kibler, but I do offer a unique take on the game. While I do use the term equation (and I have many mathematical statistics I use) you don't even necessarily need that to see the larger picture. If you think like this, situation A plus situation B gives you outcome C (A+B=C) than you can tell this "If I remove situation A (or B) than B (or A) is alone then the conclusion C cannot be made without the missing variable. (+B=) is what the new equation looks like. What is this? It is an incomplete equation. Therefore, a deck idea or a strategy is now an incomplete equation if we look from it at this angle. This means that if it is incomplete, it cannot succeed. See, no math was needed (although it does help if you want to delve deeper into this style of thinking). Now all you must do is substitute out the variables for the problems/answers that fit your specific situation. Hopefully this paragraph has allowed some of you to get a taste of what this kind of thinking is like.
Okay. A situation that comes up often at my control-happy meta:
It's late. Turn seven or eight. You've got a good six, seven mana, so does he, four of it's open and two of it's blue, he's got two cards in hand and all you have is another Island and a {Tamiyo, the Moon Sage}. I know if I play her I can turn the game around but i'm afraid of a {Mana Leak} or something. The question is, do I risk playing Tamiyo and running headlong into the counter, or do I hold off and possibly give him the draws he needs to find an actual counterspell?
Quote from: Maximo on May 21, 2012, 06:39:20 PM
Okay. A situation that comes up often at my control-happy meta:
It's late. Turn seven or eight. You've got a good six, seven mana, so does he, four of it's open and two of it's blue, he's got two cards in hand and all you have is another Island and a {Tamiyo, the Moon Sage}. I know if I play her I can turn the game around but i'm afraid of a {Mana Leak} or something. The question is, do I risk playing Tamiyo and running headlong into the counter, or do I hold off and possibly give him the draws he needs to find an actual counterspell?
Is this an example or a literal scenario? If is literal, what did the opponent play on the previous turn to tap 2-3 lands? Based on the information you provide I will try and explain what I view the best play is. If this is an example scenario, let me know and I will still provide what I believe the best play is.
What do these control jerks play.. Example scenario, say he's got a fresh {Sun Titan} that brought back a {Snapcaster Mage} to get a slightly cheaper {Think Twice} flashback, hence the two cards in hand, and you have a couple {Phantasmal Bears} because he just wiped the board with a {Wrath of God} two turns ago.
For whatever insight it's worth, I would go ahead and play Tamiyo.
Quote from: Maximo on May 21, 2012, 07:13:38 PM
What do these control jerks play.. Example scenario, say he's got a fresh {Sun Titan} that brought back a {Snapcaster Mage} to get a slightly cheaper {Think Twice} flashback, hence the two cards in hand, and you have a couple {Phantasmal Bears} because he just wiped the board with a {Wrath of God} two turns ago.
Eh? That makes little to no sense. That would mean he has 12 mana (6 for titan 2 for think twice and 4 open) to your 6-7. I will do my best to better describe a similar scenario that is more plausible. Your turn have 6 lands in play and 1 land and a Tamiyo in hand. You cannot outpay a leak we know this much. Your opponent has 7 mana untapped and two cards in hand. What do you do? Simple, just run the Tamiyo out and hope it sticks. Why? Anyone who plays control often (yours truly) knows how this is going to play out. Neither player has a threat in play. Your opponent likely has an answer to the Tamiyo, probably a forbidden alchemy into either a mana leak or a snapcaster flashing back a leak. Your opponent is ahead on land drops and is more than likely going to resolve a threat since you are only holding a land and a PW. At this point your are probably going to lose anyways, being as how you cant counter/remove a threat and are behind in both lands and cards (a land in the hand while 6 lands in play may as well count as nothing. So why run the Tamiyo out? Simple, either they answer it or you win. They cannot kill you with a creature as long as Tamiyo is in play. Furthermore, your opponent could be just holding 2 lands. There is not point in holding the Tamiyo until later because more than likely, your opponent will either play a threat or naturally draw into the counterspell. So you really dont have much to lose at this point (you are already on the losing end). Just play it and if it gets countered figure your probably going to lose. If it sticks, you will probably win. Tamiyo is an immediate threat that must be countered. Locking down either a players land or threat is just too much for a control deck with no answers in the hand or in play. If they cannot stop the Tamiyo the game just swung in your favor. If they have an answer, consider just scooping as your opponent will probably hit the 8th land and even if you did rip another Tamiyo off of the top next turn, he/she can just play Titan with mana leak mana open.
Quote from: Maximo on May 21, 2012, 07:35:17 PM
For whatever insight it's worth, I would go ahead and play Tamiyo.
During my paragraph response I concluded the same thing. That is the correct play.
I am not fully aware of the situation, but if Tamiyo is what you have left..well I mean, odds are you weren't going to win. Ya know? Again, I don't know what the deck does, what it plays like. The thing about aggro decks, which is why they beat control, is constant threats. Combo deck players get upset because their gameplans get broken up.
It all depends on context.
Quote from: Dudecore on May 21, 2012, 07:40:27 PM
I am not fully aware of the situation, but if Tamiyo is what you have left..well I mean, odds are you weren't going to win. Ya know? Again, I don't know what the deck does, what it plays like. The thing about aggro decks, which is why they beat control, is constant threats. Combo deck players get upset because their gameplans get broken up.
Correct, read my paragraph analysis of the situation to see that I deduced the same thing. You are on the losing end. Tamiyo will probably get answered. But at the state your in, you have nothing left to lose and unanswered she can swing the game in your favor.
I thought it was clear enough, sorry, I said he'd wiped the board two turns ago. So next turn he'd untapped, sun Titan into snap caster for a think twice, so 8 mana total, which falls in line with turn 8.
Quote from: Maximo on May 21, 2012, 07:45:35 PM
I thought it was clear enough, sorry, I said he'd wiped the board two turns ago. So next turn he'd untapped, sun Titan into snap caster for a think twice, so 8 mana total, which falls in line with turn 8.
Again in that scenario he has no countermagic mana open (6 for Titan and 2 for think twice = 8 mana on turn 8 with 0 open)
That is an excellent point and we should probably pretend he brought back a land or something but either way the scenario was resolved. Thanks.
Quote from: Maximo on May 21, 2012, 07:50:33 PM
That is an excellent point and we should probably pretend he brought back a land or something but either way the scenario was resolved. Thanks.
Sure no problem. Even if he did bring back a land, still run the Tamiyo out. No matter what happens, you are losing, so just push and hope it sticks.
The longer you wait to cast something, the more chances you give your opponent to draw an actual mana leak.
Quote from: Coffee Vampire on May 21, 2012, 07:56:56 PM
The longer you wait to cast something, the more chances you give your opponent to draw an actual mana leak.
True story.
You're playing Blue/White control versus Blue/X control. Opening hand is Island, 2 {Seachrome Coast}, {Ponder}, {Mana Leak}. and 2 {Dissipate}. Your opponent goes first, drops {Seachrome Coast}, passes turn, you draw into a {Grand Abolisher}.
In this situation, i'm always torn between two options: Trying to get things on the board, or waiting to see if he'll cast something first that I can counter. My opponent often feels the same way, and this can lead to land-drop-pass for up to five turns at times. My question is, is it smart, when facing another control player, to wait for him/her to cast the first spell to try and get a tempo advantage, or should you try and work something in yourself? I never wanna be the guy who tries to play an Abolisher turn two, gets it Leaked, then here comes a {Mirran Crusader} or something while i'm tapped out and boop, there's the downhill.
I'm sure most control players have had a game where they're just stuck in that mexican standoff mode for a while.
Quote from: Maximo on May 21, 2012, 08:40:03 PM
You're playing Blue/White control versus Blue/X control. Opening hand is Island, 2 {Seachrome Coast}, {Ponder}, {Mana Leak}. and 2 {Dissipate}. Your opponent goes first, drops {Seachrome Coast}, passes turn, you draw into a {Grand Abolisher}.
In this situation, i'm always torn between two options: Trying to get things on the board, or waiting to see if he'll cast something first that I can counter. My opponent often feels the same way, and this can lead to land-drop-pass for up to five turns at times. My question is, is it smart, when facing another control player, to wait for him/her to cast the first spell to try and get a tempo advantage, or should you try and work something in yourself? I never wanna be the guy who tries to play an Abolisher turn two, gets it Leaked, then here comes a {Mirran Crusader} or something while i'm tapped out and boop, there's the downhill.
I'm sure most control players have had a game where they're just stuck in that mexican standoff mode for a while.
Play the turn 2 Abolisher. Your opponent has to waste a counter or removal spell on it. If not, than their counterspells are useless. Holding a ponder, if you a playing UW properly, than you are playing Oblivion Rings, Tamiyos, Terminus, Day of Judment, more abolishers to stall, Lingering Souls (with black splash), Snapcaster Mage, and possibly banishing stroke as answers. Also Vapor Snag if your into that card. You should be able to find an answer for the Mirran Crusader. If not, you are either playing the wrong cards, or have all your answers on the bottom. In this case, thats just the game. Sometimes all of your answers are on the bottom, this is just another unavoidable factor of the game. If your opponent chooses to run out a crusader without protection, they are the ones who misplay. That card is good enough to take games on its own and is scary with a sword attached to it. When playing control, you must use your life as a resource. Punish the opponent who chose to run out a threat without protection. This is a bad play. Unless you are playing tap out, you never want to tap on on turn 3 forward unless you know you are going to win. T1 ponders are okay and T2 Abolishers are fine. Anything past that, you dont want to tap out unless your are in a position to win. Generally when you tap out early with control, you lose. That has been proven for a long time.
These articles are great keep up the good work.
I'm not sure how comfortable you are with taking suggestions on articles, but do you think you'd be able to lend us your opinion on how the biggest Standard deck archetypes and themes will change when we lose the Scars block and M12? I don't expect you to write it now with your magical knowledge of the contents of M13 and RTR, just something to keep in mind.
Quote from: Maximo on May 21, 2012, 09:57:50 PM
I'm not sure how comfortable you are with taking suggestions on articles, but do you think you'd be able to lend us your opinion on how the biggest Standard deck archetypes and themes will change when we lose the Scars block and M12? I don't expect you to write it now with your magical knowledge of the contents of M13 and RTR, just something to keep in mind.
I am always open to suggestions. If you want me to write an article on that, that is fine. I will work on it over the next few days (I am still arguing with the phone company over the $500 they took from me). I was planning this article anyways, but was waiting until we got closer to rotation. I wanted to see how AVR fleshed out first. If you want, I can write on this topic matter and then revisit it a month or so before rotation.
As a blue player myself, I read this as "Leave 2-3 mana open to scare them even when you have junk in your hand." ;)