Yeah I should mention I do run oblivion stone already. Toxic Deluge looks like a great card but I have a LOT of life loss in this for card draw, so I think I'll go with Mutilate between the two.
Except those cards also hose all your own mana ramp stuff so if you're playing a deck with Kozilek for a commander, for example, it hurts you more than it hurts what you're answering.
Mutilate would be nice for its low cost and ability to get rid of indestructible things but then again Life's Finale seems to work well with reanimation effects because I can put stuff in their graveyard. Which do you guys think I should run?
I've been playing magic for around 15 years, some competitively, but mostly casually. As I've gravitated more toward the casual side of things I can't help but see how poorly designed counters are.
First of all, counters stall the game. They basically prevent people from playing. That's not fun. People want to be able to make plans and execute those plans. They want to be able to play cards. You might say kill spells are the same thing but they aren't because counters just stop people from even playing at all. A kill spell isn't the same because a creature could have protection from the color or playing that creature could trigger effects when it enters the battlefield, or when the creature dies it could have a triggered effect.
Another problem I have with counters is that they don't make sense cost wise. For example, if I cast a 7 mana costing spell, why can you counter it with a 2 mana costing spell? If we both have 7 lands, that means you just nullified my ENTIRE turn with 2 mana, while on the same turn you actually got to play because you could use 5 of your 7 mana for stuff, then hold 2 back to counter ANYTHING I played. That doesn't make sense.
IMO, it would make more sense if a counter spell cost the same amount of mana as the spell you're countering. If you want to counter something that costs 7, you need to spend 7, or at the very least 1 fewer than the spell so 6 to counter a 7.
Except those cards also hose all your own mana ramp stuff so if you're playing a deck with Kozilek for a commander, for example, it hurts you more than it hurts what you're answering.
I'm trying to decide on what my third wrath effect should be. I like to run at least three. Currently I have Damnation and Decree of Pain.
I am looking at either Mutilate, Black Sun's Zenith, or Life's Finale for my third.
Mutilate would be nice for its low cost and ability to get rid of indestructible things but then again Life's Finale seems to work well with reanimation effects because I can put stuff in their graveyard. Which do you guys think I should run?
Except for the fact that MTGS staff ban people repeatedly for the smallest things. Banning someone because they don't like Infect, for example.
First of all, counters stall the game. They basically prevent people from playing. That's not fun. People want to be able to make plans and execute those plans. They want to be able to play cards. You might say kill spells are the same thing but they aren't because counters just stop people from even playing at all. A kill spell isn't the same because a creature could have protection from the color or playing that creature could trigger effects when it enters the battlefield, or when the creature dies it could have a triggered effect.
Another problem I have with counters is that they don't make sense cost wise. For example, if I cast a 7 mana costing spell, why can you counter it with a 2 mana costing spell? If we both have 7 lands, that means you just nullified my ENTIRE turn with 2 mana, while on the same turn you actually got to play because you could use 5 of your 7 mana for stuff, then hold 2 back to counter ANYTHING I played. That doesn't make sense.
IMO, it would make more sense if a counter spell cost the same amount of mana as the spell you're countering. If you want to counter something that costs 7, you need to spend 7, or at the very least 1 fewer than the spell so 6 to counter a 7.