Quote from Rygar9 »There are a few reasons for this. A lot of people today are netdeckers, they win because they googled "Winning PTQ decK' and copied it. Playing against Counterspells means you have to know how to play Magic, you cannot just drop cards in the manner in which some website described and win. You have to strategize and force the Counter deck into making bad choices. You have to sacrifice card A to draw the counterspell and let card B through, even though card A is "Really good". Many people have no idea how to strategize in Magic and so Counterspells are "Unfun" because they can't just memorize and regurgitate some internet strategy.
Then there's the Timmys, who put together this grand strategy hinging around getting these 6 cards on the board in order to have some infinite combo go off. He doesn't like it because he's already banking his win on a statistical improbability and one Counterspell tanks the whole thing.
It's the aggregate effect of the netdecker. As you have an increase in the number of players who play by regurgitating some strategy they read on the internet you have a corresponding increase in the number of players who don't know how to handle a non-standard deck. If you never learned how to handle adapting your play to disruption then disrupting feels like "Cheating" and you feel like you "Never had a chance" because you don't recognize your own bad play. "This is the way this deck wins" without any idea of how to play the deck differently.
There's a reason why the prevelance of netdecking corresponds to the diminishing presence of disruption, to the point where today almost all of the games are netdecks and almost none of the cards are disruption.
Quote from vercingex »This just begs the question- why do counterspells feel bad?
Quote from ukyo_rulz »Quote from vercingex »This just begs the question- why do counterspells feel bad?
No one has a problem with counterspells existing. People have a problem with counterspells being so powerful that it becomes viable to just build a deck with tons of them, which never plans to actually let anything relevant resolve. This encourages "draw-go" gameplay, which is considered by many to be the most boring form the game of MtG could possibly take.
Quote from Taldier »Who are these "many people" and when was the last time there was a draw-go deck anywhere for them to complain about?
Quote from 0evil_overlord0 »People don't hate counterspells, they hate unconditional counterspells - the main reason being that you can play around anything else.
If I have a doom blade, you can play a black creature. If I have an Essence Scatter, you can play a Hordeling Outburst.
Even a wrath effect can be dealt with using a planeswalker or enchantment, and Thoughtseize doesn't stop topdecks.
But if I have a Counterspell and 2 blue open, you must trade 1-for-1 with me before you can do anything.