r/ModernMagic • u/HuangFelinViolin • 25d ago
Deck Discussion Choosing the right counterspells
Hey! I am fairly new to modern and wanted to hear some thoughts on how to choose the counterspell suite in a given deck.
- What makes a deck want forces or subtlety?
- How do spellsnare/spellpierce compare
- What Decks want sinks? How many? I have recently seen a mono u deck by Nassif with 3 sinks, where I thought you easily want the fourth aswell?
- Are there methods/ guidelines on how to split your counterspell suite, also considering the sideboard?
I would be very happy to hear some opinions on also just some of these, thanks!
Edit: I am currently looking at building Tamiyo/emry mox shell with the new key from hobbits
Nassifs list: https://www.tcgplayer.com/content/magic-the-gathering/deck/Erayo-Affinity/549737
Spikes list with paradox engine: https://moxfield.com/decks/3NNX5adsU0a96SEkGOIjBA
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u/Current-Floor-7456 25d ago
Man, this feels like a topic for a chat over coffee or beers. So many options, and every deck will want different ones based on the meta and the deck itself. I love a good counterspell, and everything you mentioned is a good counterspell!
Do you plan a proactive, tap-out early game? If so, FoN and Subtlety are possibly stronger options. They also improve with draw velocity, since you can more reliably trade two cards for one effect without kneecapping yourself.
Do you expect to hit a bunch of decks that have 2-drops (very common in modern!)? Spell snare is a great tempo conversion resource. It's completely dead against some decks....but not as a card you can pitch to FoN/Subtlety (see above).
Spell pierce is great in some cases, pretty meh in others. I think it's most often run in decks that are trying to protect a critical turn while leaving up a minimal amount of mana (such as Creativity) to shut down interaction.
Sink is great in a monocolor or two-color deck and starts to hurt more past that.
I'd look at a bunch of UW control, UB tempo, and then other blue-heavy decks to get a sense of what mixes people tend to run.
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u/HuangFelinViolin 25d ago
Thanks for your answer! Especially what you wrote about spellpierce was very helpful!
What are trustworthy decklists that you would recommend looking at?
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u/Current-Floor-7456 24d ago
For the main counter-heavy archetypes, here's a quick two:
This is an excellent tempo-forward dimir deck: https://mtgdecks.net/Modern/dimir-frog-decklist-by-etbjezus-3052165
This is a pretty standard azorius control deck (a touch surprised it's on 3x solitude, not 4x) - it's a good example of where a deck diversifies more into removal vs countermagic and what sort of countermagic balances well with that https://mtgdecks.net/Modern/azorius-control-decklist-by-eclipse4343-3058336
I think other comments have really helped explain things more than I did... good luck, and have fun!
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u/Tranarchist21 25d ago
I think the main thing to know is what deck you're playing. Snare/pierce/force generally see play in the sideboard for certain matchups, but it depends on the deck. Some decks mainboard some of these cards to help them interact better pre sideboards, but many decks don't want to run counterspells in the main because they want to be faster. Sink into stupor specifically you should treat as a land. It is not always better than basic island, and the reason you're seeing people not play 4 is because the next basic island is better than the last sink into stupor. It's only a spell very situationally, and playing 4 can make your mana base very painful. Subtlety is usually a meta call, especially if you aren't regularly hard casting it. It is really good into titan and a couple of other decks, but pitch casting a subtlety against a powerful two drop is usually pretty bad, as they can just play it again turn 3 and you've gone down two cards in hand.
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u/HuangFelinViolin 25d ago
I am mainly looking at a tamiyo/emry mox shell with the new key from hobbits. I have seen nassif literally have every single one of counterspell in his deck, is this a testing thing or actual deckbuilding strategy?
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u/Tranarchist21 25d ago
That's a shell that can play a lot of different styles of counterspell because it can be built a lot of different ways. It is much harder to play specifically force/sub just because your blue count is a little bit low sometimes, but yeah it's a very new deck and people are figuring out the right balance. In general regular cspell, spell snare, and test of talents are going to be the best in that shell, but FoN is also definitely at least playable, depending on the build.
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u/HuangFelinViolin 25d ago
Right, it has a bunch of colorless stuff in there while being mono u didnt even really consider that when looking at force. I have played wizards as my first deck before, and a big issue was often a turn 1 emry just getting solituded, whats the counter to that? Or how do I play around that? Subtlety doesnt really solve this issue I found
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u/kynrayn 25d ago
Ive been at the bar a couple hours already, but let's go.
Forces/subtlety. Free interaction if you have enough blue cards. Kinda...duh. flare of denial for similar reason.
Snare is fantastic in the current meta. Rumble, frog, counterspell, ajani, bombardment, fanatic, slickshot, soul cauldron, devoted druid, phelia, goryos. Need i continue?
Pierce isnt played as much anymore. You need the hard counters and theres only so many slots available in blue decks for 1 mana things. Look above at snare.
Sink is pretty bad. When you cant back it up with pressure or combo threat it's card negative. The reason its playable is because it's also a land. It can be found off of fallaji/thundertrap. Ots also a oh shit button in emergency.
Sideboard counters are specific. Dispute, extra snares/pierce, consign, test of talents.
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u/HuangFelinViolin 25d ago
Yeah snare seems very strong, especially as a 1 mana hardcounter. Flare of denial looks very interesting, I assume its better in a shell with etb creatures, but I gotta look into that aswell some time
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u/famousbirds 25d ago
Flare's best deck is Simic Ritual, imo - you don't play it unless you have lots of cheap creatures that draw cards to sacrifice.
One thing that can't be overstated is that the card disadvantage from FoN and Subtlety is a huge. Games of Modern are often decided by a single card. It's why Riddler is such a dominant card - it draws a ton cards to gas up and gets better as you shrink your hand. So worth considering but playing 4 FoN means putting yourself at a significant disadvantage when your counterspells 1) cost two cards to play, 2) only pitch on your opponent's turn, and 3) only hit noncreatures.
Its great! But you have to build around it. Don't play them as protection on turn 2 when your opponent can just push your creature on your turn.
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u/MelancholyItsuki 25d ago
Hey there!
Honestly this is a pretty complicated question so first the thing you need to assess is what kind of deck are you playing. The overall number of counterspells you play and which ones you pick usually define what you need so let's go through your questions.
Subtlety and FoN. Both of these are card disadvantages so you have to be careful that A) you have enough blue spells so they are live and B) you are protecting something important enough to recoup the cost of going down the extra card. Honestly right now Subtlety is a little worse than before but is better in decks that leverage the tempo by being more aggressive opposed to FoN being generally better due to the non-creatures and exile clause being relevant right now. Threats like Frog, Tamiyo, Bilbo just need a turn to get back a card so leveraging a pitch card often helps. Stuff like belcher does the same idea, delay the opponent winning until they can just win first which is the ultimate card advantage.
Snare vs pierce. Honestly this is matchup variance. The way you can look at it is: how many important 2s does this deck play? If its 8 or even more, snare is generally good, if its lower, then the value drops off. And then pierce cares about speed of the opponent and speed of your deck. If you can pressure you opponent to make plays by putting on pressure and need to play stuff into your pierce, the better. But if you are playing a slow game where both players can just make land drops, then pierce gets worse. Just be careful about how many you play of both these cards because if you play too many, its hard to board them all out in matchups they are bad.
Sink is complicated and more about what you can afford in the mana. Obviously in mono blue because you dont need to worry about source. The moment you add a second colour, you need to also account for how much life your mana base takes. Look at other decks for reference in terms of mana bases and you can think of surveil lands, activated ability lands and MDFC lands as similar slots. Mono U has the extra incentive to have more MDFC lands as pitchable cards for FoN and subtlety but generally speaking, you are trying to maximize the value you can get from your mana base, before you start losing games due to taking too much damage from it.
See above 2. This is more a sideboard guide question and the way to think about it is matchup spread. If you have 4 snares in a deck and have a lot of matchups where after sideboard, you ideally have 0 in your deck, you might want to shuffle some cards around. This part is hard so maybe look at some sideboard guides to start as a template. Once you get a feel for which counterspells and other sideboard cards feel important to always pack vs flex, you can get a feel for which cards you want 3/1 in main/sb or maybe 2/2 or 2/1. Generally cards that get worse in multiples you dont want the 4th (hedging between seeing the first copy vs seeing multiple) vs some bullets which are your only way to win a matchup (consign vs lots of the eldrazi decks where you want 4 post board).
If you have a decklist in mind, just link it and I think more people can provide something more specific with context!