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<blockquote data-quote="Staffan" data-source="post: 8853741" data-attributes="member: 907"><p>It's been a real long time since I played Magic, and I never did it at any type of high level, but I think you both have a point regarding counterspells and the like.</p><p></p><p>Denial (counterspells, creature destruction, discard, and other similar cards that just say no to an opponent's card), do play a vital role in the game. Being able to negate an opponent's six-mana game-winning card with a three-mana card of your own is good for the game, I think. The problem is when a format has enough of a critical mass of good denial cards that you can deny your opponent <strong>all</strong> the plays. That's no fun. And by the game's very nature, eternal formats (Modern, Legacy, Vintage, to some extent Commander although its multiplayer nature and deck construction rules help some) will tend to have that critical mass because there's a new counterspell in pretty much every set, with whatever twist that set has on mechanics.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8853741, member: 907"] It's been a real long time since I played Magic, and I never did it at any type of high level, but I think you both have a point regarding counterspells and the like. Denial (counterspells, creature destruction, discard, and other similar cards that just say no to an opponent's card), do play a vital role in the game. Being able to negate an opponent's six-mana game-winning card with a three-mana card of your own is good for the game, I think. The problem is when a format has enough of a critical mass of good denial cards that you can deny your opponent [B]all[/B] the plays. That's no fun. And by the game's very nature, eternal formats (Modern, Legacy, Vintage, to some extent Commander although its multiplayer nature and deck construction rules help some) will tend to have that critical mass because there's a new counterspell in pretty much every set, with whatever twist that set has on mechanics. [/QUOTE]
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