Blue white control has been incredibly powerful within the past year.
And it wasn't because of counterspells (which just trade one for one) that made it happen.
The important and irreplaceable missing piece is the Magic Negro. Absorb you could theoretically replace with any other 3 cmc counterspell, veto can be replaced by Negate.
That ban was what brought the deck down. Rest of the stuff is still in standard, and yet UW control barely has any presence (unless you count WUB Yorion, which is a different deck entirely).
Sometimes control decks win. It's one of the main archetypes in the game, so it sometimes get .
The problem with control is it is anti-fun. The same way land destruction is.
You mean control or counterspells? It's not the same. Control decks are needed in the game or you would be whining instead about combo decks ruining it all for everyone.
Land destruction was nerfed to oblivion because it prevented you from actually playing the game. You can't do anything in MtG without lands. The problem wasn't perhaps in the land destruction mechanic itself (people make do in eternal formats),
but in the resource system used in MtG - fighting mana screw/flood is something people still struggle with, if you add the other guy messing with your lands, I can see this as being bad for the game.
If people had 4 counter spell cards in a deck no one would really care. You'd only draw half in a game on average and typically only one early on.
So, 4 is the magic number? I think the UW list from worlds ran 8 or 9 maindeck counterspells and you typically don't see more than that in competitive lists that rely on them.
i clearly stated that my issue with counterspells is that they are bad design
a concept too complex for poor spectre apparently
Ok, let's discuss this "bad design".
For reference:
there are definitely ways around counters, but counterspells as a concept are, in fact, bad design. The other colors don't get a free for all treatment, they can't stop every kind of spell, while blue can.
Red kills artefacts, green kills enchantments and flyers, etc, why does blue get a "stop anything" pass?
And to answer your question - blue gets the "pass" because it's the _only_ way it can make things go away. It can bounce things back to hand all day, but this isn't a permanent solution,
it also isn't effective as it leaves you at a card disadvantage.
There is a trade-off involved in this approach. For one, blue only gets the opportunity to counterspell stuff when it's being cast, once it resolves, too late. This means you need to keep mana open and have the appropriate card on hand at this very moment.
If you draw it one turn later, or if you're tapped out, oops. If these two conditions don't sound like a big deal to you, kindly sleeve up a counterspell deck and try it out. The experience might be educational.
The cost also serves to balance the effect. Unconditional counterspell costs three (yes, rip the original counterspell). To compare, how much does it cost to remove an enchantment? One mana for a destroy effect with frills (Light of Hope).
Two mana if you want it versatile and also remove artifacts (Disenchant), as well any card in a graveyard (Return to Nature). When it comes to artifacts, one mana lets you destroy one OR bolt a creature with flying with Reckless Air Strike.
Shattered Sails costs two, but ups the versatility by adding cycling. Turns out, if you want an artifact or enchantment gone, you're paying triple by cancelling it.
Furthermore, the catch-all solution isn't really that all catching. I'm not even talking about stuff that explicitly says "cannot be countered", but stuff that isn't played - shark tokens from sharknado, feasting troll king
eating three food to come back, man-lands, activated abilities, etc. No counterspelling any of those.
So, what follows is that the counterspells are being balanced by making them an overpriced solution with a very narrow window of application. Other colors smash things, blue doesn't destroy, but bounces and counters.
It's been part of the color's identity since the game's start, so I find crying about it being poor design is rather laughable. There were balancing problems at first (Mana Drain), but as far as the effect itself, it's working the way Garfield envisioned.
Each color has its own gimmick no other does, this is another big thing about MtG's appeal.
Perhaps, blue could get a different kind of gimmick, but this is what it got in the current mechanical framework - it doesn't do to leave an entire color without answer cards.
Why would you even want to have a counterspell-type effect in the game?
Interrupt effects are present in a lot of card games. It's nothing outlandish, and canceling cards being played happen in a lot of games (I think it's actually special when you have games like Faeria which do not use any fast effects and still are mechanically engaging).
So, instants, the stack and interacting with spells and abilities on it is one of the big things about this game. You can change a spells color, mess with its targets, respond to it. Use one card, or as many as you like.
This is one of the game's strong points design wise (even though, again, it took a few years to clean this up). I believe counterspells are a vital part of these types of interactions (if you can interact with things on the stack, making the go away is a logical possibility).
Another part of counterspells is that it involves a mindgame - I have untapped blue mana and cards in hand. Are you casting a spell? A lot of people seem to have a problem with this (and too many guys playing blue have fetishised this play,
to the point that it became a bad meme), but it's a part of the game's identity (for better or worse). Since you signed up for a discussion about game design, let's focus on this instead.
For one, on the most basic level, it allows cards in your hand to interact with cards being played. This means you're not just playing with cards that are on the table for everyone to see, but it is also possible for cards tucked away in your hand
to affect the outcome of the sequence of play planned by you and your opponent. This is where interactivity comes because you now cannot guarantee that your plays will be coming through. This is a good thing for the game and its diversity
if players take a pause to consider how likely is that their opponent will throw a wrench in their plans. Once you take out "counter target spell" from the equation as a possibility, the game becomes much shallower.
Also, mind games for the sake of mind games are good. After all, it's what's keeping poker relevant.
For the record, let me say that fast effects interacting with stuff on the stack is something that isn't happening nearly enough in recent MtGA.
I suppose is up to debate how many counterspell-type effects should be in the game. Allow me to repeat myself - they print about 2-3 counterspells each set. A lot of those will not be playable in constructed, but some are.
This means the game's designers want such effects to be relevant in this game, and even after rotation, we will reach critical mass in just a few expansions.
So, why does MtG in eneral need counterspells? Apart from what's been said before and taking metagame into consideration, the short answer is - to keep combo decks and high value cards in check.
As long as there are cards that spell out (directly or indirectly) "you win the game" - as long as this card is allowed to resolve, counterspells well be needed in the ecosystem.
Otherwise, the only valid decks to play woild be fast combo that ends the game immediately, or ramp into expensive stuff. It's like spiders, remove them from the ecosystem, and you'll see things going to shit rather quickly.
Whenever people say counterspells are unfun or non-interactive, I respond with this: it's part of the game and will be. Perhaps it's you who could make the effort and make this matchup more fun and interactive.
The game has plenty of tools to do so, and if you can't or don't want to use them, you're missing out on a rather big chunk of the gameplay. It's not all about playing 6 mana beasts and turning them sideways to hit ass and leg.