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Pojo's Magic The Gathering
Card of the Day

Image from

7th Edition Common

Reviewed December 9, 2002

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 


This is the crux of any blue control deck.  For 2 mana you know you can counter anything that is counterable.  There is little substitute.  Some spells may do other things, but you can't beat the sheer speed of undeniable counterability on turn 2.  

In limited, I don't tend to like it as much, but the ability to stop their bomb sure is nice. 

Constructed: 5
Limited: 4
Current Price:


Counterspell is Blue's most basic and defining spell. Permission is Blue's theme, and this card is where it all starts. Straight to the point and economical: (UU) - Counter target spell (tm). Very few spells can escape it's wrath, and there little that is more exasperating than, "Cast my..." "Counter it." Too much of it, and you want to reach across the table and choke your opponent out of  complete and utter frustration. 

Counterspell has tons of back up in the permission department, but this one is the classic, and honestly, every player should own four of them if there is even the remotest chance that they will ever play Blue. It can be found in a huge number of sets, including: Alpha, Beta, Unlimited, Revised, 4th, 5th, 6th, 7th, Ice Age, Mercadian Masques, 1999 Starter, Tempest, and most recently, as a DCI Promo foil (woo hoo!).

In draft and sealed, it's decent, but playing blue in limited isn't usually a great idea in general as blue usually does best with a theme, and limited doesn't support themes or focuses very well. Still, quite playable if you do go Blue.

In constructed, it's the most basic staple of blue and practically required if you are playing permission as your main theme. A "Must Have" card.

Constructed - 5

Limited - 3.75

Judge Bill

A classic card for blue. You have to fear any blue mage that has 2 blue mana open, as they can stop one of your spells cold. A key for most blue decks.
In limited, I'd play it. Keeps you out of a pinch, or counters their bomb. I'll take it.
Construced: 4.5
Limited: 4


Well since I got to pick this week, I picked a card from each color.
For blue, we have counterspell. And out of all the counterspells,
counterspell is the simplest. Imagine that.
     For UU, you can take care of nearly any spell. Not to mention the bluff
factor involved. It's been a mainstay in nearly every blue deck in every
format forever. Definitely a tight card.
     In limited, if you can get a hold of one of these, great! But depending
on the limited format, I still would stay clear of blue unless you have a
big reason to play it. And one counterspell isn't a good reason.

Constructed: 5
Limited: 3.5

Sean Toysa

This is a great card. It was blues first answer to threats. They play a bomb card and Counterspell says "Don't go there boyeee." The only problem is the casting cost. Two blue mana makes it harder to splash and therefore less viable in formats where you would most likely see it (i.e. Type 2). In limited the potential of this card is not so great. You would most likely draft one, maybe 2 tops. I would rather draft a decent creature who could hold its own weight no matter what my opponent is playing than sit with Counterspell in my hand waiting to counter a bomb while getting beat with a 1/1 creature.

Constructed: 4.5
Limited: 3.0
Sealed: 5.0

Danny Tatro

 The broken blue card that started it all. This is obviously a great card. So blue has the ability to stop anything, and poor red can't even destroy an enchantment. And COP:Red is a common in every revision set... Not much to say, but its a ridicously strong power for a color to have running in its veins. Constructed this has and will be seen everywhere like usual.

In limited this is just as good, since stopping anything is excellent, except against alot of small things. Still very, very good.

In sealed, if your playing blue, your playing this. Stopping your opponents bombs, or broken plays for 2 blue mana is excellent.

This card has one weakness... its not splashable since its 2 blue mana, and most decks always splash blue for its "I can stop anything ability."

Constructed: 4.5
Limited: 4
Sealed: 4.5

 Van Zandt

Counterspell being the staple for blue,  it does what it's supposed to, 
early or late, and is a strong card.  Things you don't mind seeing 4 of in
your opening hand are always good.  In limited,  it does have versatility,
and can stop bombs,  but isn't a first pick and actually doesn't always make
the cut in every deck,  especially at double blue.

constructed: 4
limited: 2.5

Copyright 2001


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