Part
Two of an occasional series where members of the London Old School community
reflect on their favourite cards.
“Thither he will come to know his destiny.
Your vessels and your spells provide,
Your charms and everything beside.”
- William Shakespeare, Macbeth (Act 3, Scene 5)
Probably
my favourite aspect of Magic is its counterspells. They are inherently
strategic, and automatically enrich the game, providing great depth. When they
are going against you, they can feel truly vindictive. When you successfully
cast a spell against a blue player, it almost seems like an elaborate ruse
where you don’t quite understand how the pieces came to be where they are and
how your spell resolved.
As
a blue mage, there are those wonderful looks of disappointment, frustration or
resigned inevitably on the face of your opponent, as their favourite spell, or
a match-saving play, is countered. Then there's the endless poker-game or mental
battle within the game of Magic itself - where your opponent is constantly
trying to figure out if you have a counterspell, especially when you have two
blue open.
When
you think of unconditional counterspells, one naturally is drawn to the
eponymous card from Magic's first set, complete with that classic camp 80s high-fantasy
art by Mark Poole. Then there is its bigger, restricted, brother Mana Drain
with its sinister, mysterious otherworldly art by Mark Tedin.
The
Famous Five.
Bold,
situationally courageous mages will then turn their minds to the 'Blasts' of
Red and Blue, often in the context of a sideboard strategy, or perhaps an Avoid
Fate. Beyond that, invariably a mage running counterspells beyond the Famous Five will soften their resolve
and turn to the conditional Power Sink generally looking to punish an opponent
tapping out to make either an early play on curve or a devastating late-game
play, or instead seeking a narrower line where they need their opponent to tap
out.
A mage who has softened their resolve, turning to
conditional countermagic!
There
is however another option that I feel blue mages all too easily neglect: Spell Blast.
Here Comes the Sun.
Spell
Blast is a wonderful card, which relies on a mage having a deeper understanding
of the meta and their opponent's capabilities. To the naïve, it may appear too
narrow or too inefficient. However in the right hands it can prove a permission
weapon of surgical precision.
One
of the best uses of Spell Blast is also perhaps its most obvious: from turn one
it is a one-mana counterspell against enemy Moxen or a Black Lotus. Whilst it
may seem that this is 'small game' for a counterspell, stopping an early mana
rock can be devastating; preventing an early, back-breaking play, potentially
turning off a supporting colour or, in the case of ‘Blasting’ a Mox Sapphire,
preventing an opponent having double blue open early. Fortune therefore may
well favour the mage with the gumption to deploy their bonus countermagic early
doors.
At
two mana the Famous Five are more
efficient unconditional counters, however options will come where you can give
an opponent’s three or four drop a good Blasting, thereby enabling you to save
your more efficient counters for a later battle.
The
mid to late game, however, is where Spell Blast truly shines. Often by this
juncture decks are playing off the top and not able to string two significant
spells together. Often rival blue mages may not be able to protect their
threats with counterspell back-up. Here, providing a blue mage has built their
mana base correctly and has been playing a land each turn, they can expect to
be, at least, on parity with their opponent for mana come turn six or later.
Accordingly Spell Blast can be used as a hard counter to virtually any threat
an opponent plays, with the blue mage having ample mana to pay the cost of
“Opponent’s Spell’s CMC + 1”.
Most
threats in Old School cost four mana or less, save for Serra Angel, the Hive
and a suite of typically 'one-of' six drops such as Shivan Dragon, Mahamoti
Djinn and Triskelion. This means Spell Blast can play a fine supporting role to
the Famous Five as a flexible tool
capable of unerring accuracy.
And
don’t forget, Blasting a key spell doesn’t have to just look great on the
battlefield. You can look and feel great as well by raising those
arms aloft, back-muscles glistening in the Dominarian sun, and emulating this
fine card in person as it resolves!
Just make sure you’re on good terms with your opponent first…
Because
of course, like all Old School cards, Spell Blast has amazing art. Brian Snoddy
has done an amazing job in taking a relatively simple concept, and creating
ambiguity and intrigue through the perspective and colours involved in this
abstract piece. Why are we standing behind the mage? Why is their back so ripped?
Do they have a tail? Are they naked? Are they the Blastor or the Blastee? So
many questions…
To
my mind, I’ve always seen the art as depicting a mage’s spell being incinerated
by a searing volley of raw energy. It’s a cross between someone getting a very
dodgy tan at some cheap Tolarian salon and someone achieving momentary
enlightenment, only to realise that the key message from the presentation is
that their spell is getting a Blasting as they stared at the sun too long.
This
irreverent look at the countermagic of Old School has touched on an established
hierarchy, and one that is not going to change under the current rules. But I’d
urge you to give Spell Blast a go next time you’re looking to fill that 60th
slot. It’s a fun card which will make you think differently about both how to
deploy your countermagic, and how to deploy your spells when playing against a
mage with one blue (or more) open.
Because
despite burning brighter than the sun, somehow they never see it coming.
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