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How many counterspells… are too many counterspells?
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I finished making a deck, took a step back, and realized I had like 13 "counter target x" cards.

Right now I'm just playing against my SO at home and they're a beginner. Obviously this is egregious, unnecessary, and a lot of other apologetic words that make it clear I am sorry.

When we move to playing in larger groups, I don't want to be the guy who is like "Nope, nope, nope, burn, burn, burn, I win." (I save that for historic arena).

So, how many counterspells is too much? What's 'just right'? or how should 'control' work in multi-player EDH groups?

Comments

TL;DR There's no exact, right, or wrong amount. It depends on your decks needs for frequency of seeing interaction as well as meta considerations.

I prefer not to think about counters in terms of how many in raw numbers but rather how often/when do I want them. You can apply the same logic for any card function, e.g. tutor, board wipe, x outlet.

In [[Baral]], for example, you probably always want 2-3 in hand, so 30 might make sense. In a deck with kill spells or spells that answer resolved threats, the number will probably be much lower. If you are a combo deck and want protection in your starting hand, think along the lines of 8 cards/99 in the deck and the likelihood that one is interaction. You can add/subtract what you want to fit your desired frequency of seeing a card.

In terms of meta, it might also depend on what kind of decks your opponents pilot. If you have a dedicated combo player at the table, they might run a fair amount of protection and you may have to adjust accordingly. If they run very oppressive key pieces, it might be another reason to run counters/removal. If it's just battlecruiser magic or value/good-stuff piles, counters may not accomplish as much as you might like and you might opt for boardwipes, instead.

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3 years ago