Deprive :symu::symu:
Instant (rarity not known)
As an additional cost to cast Deprive, return a land you control to its owner's hand.
Counter target spell.
Reminds me of Familiar's Ruse, except possibly more playable.
Actually, this is probably the closest they can get to making a counterspell cost 2.5 mana...
For those wondering, Deprive wasn't on any compiled orb lists, and checks out at 2 hits.
Private Mod Note
():
Rollback Post to RevisionRollBack
News and spoiler contributor for GatheringMagic.com
what makes you sure this is anything more than speculation?
I can't say that I like it. Taking land drops from control is a crucial drawback. Lategame not so much, but lategame Cancel isn't too bad either. This really fails at being a 2cmc counter.
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Seems rather weak. As Blutsau pointed out, you really don't want to be set back a turn in control decks. Getting to 4 mana is incredibly important to get to, for example, Jace or Day of Judgement on time. I'ld much rather play Everflowing Chalice on my second turn.
i hope the blue mages dont whine anymore as this card really tests playskills and considering the "drawback" it can create CA when paired with halimar depths.
this would help UW control against the current meta's fast clock.
i hope the blue mages dont whine anymore as this card really tests playskills and considering the "drawback" it can create CA when paired with halimar depths.
this would help UW control against the current meta's fast clock.
mm, kind of not sure i want to tempo down myself, seeing as how i want to make my land drops in a control deck, but otherwise it might be fine in possibly G/U, with ramp and not having to rely on your lands too much.
i have it on a good source that this card is legit, and the "source" is common sense. WotC couldn't possibly have gotten away with the nerfing for much longer.
I... like it. Kind of hits you hard turn two, but its still an unconditional two mana counter. sort of. maybe. Ah dammit, I still wouldn't play this turn two.
You play it turn 4 when you're countering things like Ranger of Eos, Bloodbraid Elf, etc... of course, because chances are -- you've slowed your opponent down enough that the land drawback is okay.
All you naysayers are nuts. This will be played in every control format everywhere. Good card is good!
Wizards just threw control a bone, now swarm around and gnaw on it!
Bit of an overstatement. I'm definitely excited about this for T2, but I mean c'mon... Counterspell itself doesn't see play in many legacy control decks.
It's great for T2. The tempo drop hurts badly, but I think more than anything the threat of this spell is what makes it good. It's a lot easier to drop important ☺☺☺☺ and just assume your opponent isn't holding countermagic when they're limited to either 3CMC hard counterspells, or 2CMC conditionals.
I will admit, this sort of feels like Vendetta - it will be mediocre in this set due to the gigantic bombs which require you to keep hitting those land drops - but it'll still be good for its versatility.
This looks like a card which helps you get destroyed by Ruinblaster in games 2 and 3. I cant think of a time when i would ever want to cast this before turn 6 in standard.
What a horrible card. I hope it's fake. If you're control, you're going to want any other counterspell in your hand up until around turn five, and that's only if you have a Day of Judgment in your hand. Otherwise you won't want it ever.
People loving the "synergy" with Halimar Depths have really let the Blue deprivation get inside their brains. Not only are you bouncing a land, but you're bouncing one that comes back into play tapped? At what stage of the game are you doing this and not being crushed beneath a massive loss of tempo? You people act like Halimar Depths is drawing you cards when it hits the battlefield.
I take back every bit of support I've shown for blue mages...you are all a bunch of horrible little babies. If you can't see a decent card right before your eyes then you don't even deserve cancel. You are barely even worth Frazzle. The whole game would be better off if you all just rage quit.
And then next turn you're so behind in tempo it's not even funny.
You know, I think if this is real, it was some guy at WotC laughing at the face of the people calling for a "2cc counterspell!". A 2cc counterspell that no one will play at turn 2... it just seems intentional.
Private Mod Note
():
Rollback Post to RevisionRollBack
Magic players never disappoint.
To post a comment, please login or register a new account.
Reminds me of Familiar's Ruse, except possibly more playable.
Actually, this is probably the closest they can get to making a counterspell cost 2.5 mana...
For those wondering, Deprive wasn't on any compiled orb lists, and checks out at 2 hits.
Twitter
I can't say that I like it. Taking land drops from control is a crucial drawback. Lategame not so much, but lategame Cancel isn't too bad either. This really fails at being a 2cmc counter.
Thank you for Heroes of the Plane Studios for this awesome sig.
Legacy:
Shardlessless BUG (active)
Shardless BUG (retired)
UW Stoneblade (retired)
Maveric (retired)
Thopters (retired)
Dark Horizons (retired)
Dreadstill (retired)
Armageddon Staxx (retired)
- You think it is over, but Ibraman has just begun...
- When it rains, women get wet.
Δε φοβάμαι τίποτα...
Είμαι Άνεργος.
Grimstringer on Cockatrice, add me if you wanna
@Horrornick: lol at the pic in your sig
this would help UW control against the current meta's fast clock.
ChibiSwan! YOU ROCK!
...........Shin on the textless Cryptic Command
EDIT: Sad. Beat me to it.
Don't Trust Your Secrets To The Sea...
0The 4th Haiku contest has begun! Enter to win a playset of Japanese Bonehoards0
Haiku Contest History
RUB
Right when you thought WotC wasn't thinking "Blue = Mill"
HAHAHA!
...But no seriously. HA!
as what i have said, it tests one's skills.
playing this turn2 might be a downside. but as the game goes on it gets better and better.
think of this as PtE. early plays make screw you
ChibiSwan! YOU ROCK!
...........Shin on the textless Cryptic Command
Wizards just threw control a bone, now swarm around and gnaw on it!
You play it turn 4 when you're countering things like Ranger of Eos, Bloodbraid Elf, etc... of course, because chances are -- you've slowed your opponent down enough that the land drawback is okay.
Bit of an overstatement. I'm definitely excited about this for T2, but I mean c'mon... Counterspell itself doesn't see play in many legacy control decks.
It's great for T2. The tempo drop hurts badly, but I think more than anything the threat of this spell is what makes it good. It's a lot easier to drop important ☺☺☺☺ and just assume your opponent isn't holding countermagic when they're limited to either 3CMC hard counterspells, or 2CMC conditionals.
I will admit, this sort of feels like Vendetta - it will be mediocre in this set due to the gigantic bombs which require you to keep hitting those land drops - but it'll still be good for its versatility.
People loving the "synergy" with Halimar Depths have really let the Blue deprivation get inside their brains. Not only are you bouncing a land, but you're bouncing one that comes back into play tapped? At what stage of the game are you doing this and not being crushed beneath a massive loss of tempo? You people act like Halimar Depths is drawing you cards when it hits the battlefield.
Thank you for Heroes of the Plane Studios for this awesome sig.
Legacy:
Shardlessless BUG (active)
Shardless BUG (retired)
UW Stoneblade (retired)
Maveric (retired)
Thopters (retired)
Dark Horizons (retired)
Dreadstill (retired)
Armageddon Staxx (retired)
- You think it is over, but Ibraman has just begun...
- When it rains, women get wet.
You know, I think if this is real, it was some guy at WotC laughing at the face of the people calling for a "2cc counterspell!". A 2cc counterspell that no one will play at turn 2... it just seems intentional.