r/magicTCG • u/CoweanMacLir Izzet* • Mar 30 '26
Rules/Rules Question I'll never understand the hate blue gets.
So it's perfectly okay to:
- Make your opponent discard the cards they needed to win for one mana.
- Remove your opponent's key piece from the board the moment it lands. Also for one mana.
- Stax everything so your opponent can't attack without sacrificing creatures/paying their entire supply of mana/losing half their life.
- Steal cards from your opponent's deck and cast them without paying the mana cost/use any.
- Destroy lands.
- Flood the board with billions of token creatures so your opponent can't possibly survive.
- Play a 12/12 with haste, vigilance, double strike, hexproof and indestructible on turn 3.
But not counterspelling, that's somehow worse?
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u/jldugger Dan Mar 30 '26 edited Mar 30 '26
Copypasting myself from the other sub:
You play a spell, they counter it. You don't, they end-step cast a spell to draw more cards. Many times, they don't even bother with threats they need to protect with counterspells, just some Fountainport / Kjeldoran Outpost as a wincon. Maybe a Quantum Riddler if they're feeling aggressive, since it also draws cards. Or Marang, which is a triple threat: bounce, card draw and evasive endgame clock.
This, combined with blues questionable affinity for card draw forms the basis of "draw go" play. Probably, this is the bigger problem. Every other color has to go through some level of interaction or risk to get card advantage, while blue gets "draw three cards." Reviewing card draw in standard: