Counterspell is a powerful level 3 spell that cancels out enemy spells before they can be fully cast, making it extremely useful in D and D 5e. It can be used to thwart the BBEG’s big plans, save a friend from certain death, and, ironically, can also be used to stop the spell.
To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put on the stack when you receive priority, you are able to cast a spell, and the target is legal. Counterspells can also be countered by any spell that changes targets (e.g. Swerve).
When a creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Counterspells can also be countered by any spell that changes targets (e.g. Swerve).
In summary, Counterspell is a powerful level 3 spell that effectively cancels out enemy spells before they can be fully cast. It can be used to thwart the BBEG’s big plans, save a friend from certain death, and, ironically, can also be used to stop the spell. Counterspells can be countered by any spell that changes targets, such as Swerve. However, it is important to note that counterspells only stop a spell as it is being cast, and it won’t help if the spell is already being cast.
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What spells cannot be counterspelled in 5e?
Innate abilities that do not include the action of “casting” are not subject to counterspelling. Nevertheless, the DM is always available to rule on exceptions. It is not feasible to counter a spell by dispelling the magical item, status, or object that was used to cast the spell, as this would disrupt the casting process. It is possible to counterspell innate spellcasting, but this is still regarded as casting a spell.
Can you counterspell a spell that has already been cast?
In order to utilize a counterspell to halt the casting of a spell, it is essential to ascertain the identity of the individual responsible for its deployment.
Can a counter spell counter itself?
It is not possible to direct a counterspell at its own source; however, a counterspell may be directed at the redirect in order to counter it indirectly. When the spell “Redirect” is cast, it is not possible to modify a spell that is targeting another spell on the stack so that it targets itself. Nevertheless, modifying the spell’s target to Redirect will negate the spell upon its attempted resolution, as Redirect has been removed from the stack.
When can you use a counter spell?
Counterspell is a 3rd-level abjuration spell that can cancel another spell as a reaction, provided the other spell is cast at 3rd level or lower. Higher-level spells require an ability check, with the DC being 10 + the spell’s level. Counterspell is a quick way to stop enemies from casting spells on the player character or their allies, making it a useful trick in moments when dealing with fallout from other enemy spells. Its casting time is 1 reaction, duration is instantaneous, range is 60 feet, and components are somatic.
Can a spell counter itself?
It is not possible to direct a counterspell at its own source; however, a counterspell may be directed at the redirect in order to counter it indirectly. When the spell “Redirect” is cast, it is not possible to modify a spell that is targeting another spell on the stack so that it targets itself. Nevertheless, modifying the spell’s target to Redirect will negate the spell upon its attempted resolution, as Redirect has been removed from the stack.
What level is counter spell?
Counterspell is a 3rd level spell in D&D 5e that is primarily used by arcane casters and can be found on the Sorcerer, Warlock, and Wizard spell lists. It is a reaction that cancels out someone else’s spell, allowing the player to counter a spell of 3rd level or lower. This can be done by snapping fingers and saying “nah” while within 60 feet of the enemy mage. This is a trade-off, as the player is trading out their spell slot to cancel out theirs.
However, the player gains the action economy since they used their entire turn while only using a reaction. Counterspell works at a level equal or higher than the spell being countered, meaning that if you see a big baddie about to launch a massive spell of death, you must match the spell level used or take a chance using a lower-level spell slot.
When you counter a spell is it still cast?
Despite the casting of a spell, no effect is observed. The act of countering a spell does not circumvent the stipulations set forth in the bonus action spell rule, which does not impose a limit of one leveled spell per turn. Please be advised that JavaScript may be disabled or blocked by an extension, and that your browser does not support cookies.
Can you counter a spell in MTG?
Certain spells and abilities can “counter target spells” or similar effects, which are evergreen keyword actions. Counterspells negate a spell’s effect and may have conditions, such as forcing player to pay additional mana. Counterspell cards are typically blue, with white being tertiary. Counterspells in other colors were only present in the early days of Magic and the Time Spiral block. The most recent off-color counterspell is Verdant Command from Modern Horizons 2, which is green.
How do spell counters work?
A Spell Counter is a type of counter that can be placed on certain cards that have an effect that allows them to gain Spell Counters. These cards usually have an effect that allows them to gain Spell Counters, sometimes not always gaining 1 when a Spell Card is activated. Examples of such cards include “Skilled Dark Magician” and “Pitch-Black Power Stone”. However, a Spell Counter itself does nothing, and certain cards require them to use their effects. Examples of cards that can use Spell Counters include “Skilled Dark Magician” and “Pitch-Black Power Stone”.
When can you counter a suspend spell?
Players cannot counter a card’s suspension unless they stifle Jhoira’s ability. However, they can counter the spell when cast later. Suspended cards can be cast when the last time counter is removed, regardless of timing restrictions. In an EDH centered around Jhoira of the Ghitu, the card is counted as cast when played from the hand for 2 or when it hits the field when it comes off suspension.
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It depends on colors honestly; when I’m playing dega (mardu) I run as many as I can fit, even the bad ones like mana tithe because they ALWAYS catch someone and give you value. No one thinks Withering Boon is coming until it does. But this is strictly my personal take from my meta, apply it to yours with a grain of salt.
It also definitely depends on what type of deck you’re playing. Control decks will play a few more, turbo decks will play fewer in general. In my main deck (midrange / control) I’m playing: FoW, FoN, Fierce Guardianship, Mental Misstep, Mindbreak Trap, Offer, Swan Song, Fluster, Miscast, Spell Pierce, REB, Delay, Mana Drain, Muddle the Mixture (and Deflecting Swat) So 14-15, depending if we count Swat. But Muddle is also often a tutor. It’s in Temur so no black tutors available.
i noticed that i was already running close to the optimal number of counterspells in my decks and it is surprising to see that the stats somewhat confirm what i felt like the ideal number was. i did it more or less as a ratio of counterspells to the number of draw effects, so i could calculate how many more draws i would need to get to a somewhat protected win state.
I really like to use the same formula they use on the database to determine how many lands you run Lands ÷ Deck size × cards drawn 28÷99×7 Gives you 1.9797… So on average you see 1.9 Lands for every seven cards Seen. So for example let’s say we are a control deck, we are reactive alot Let’s try 14 counterspells. 14÷99×7 equals .9898… On average you see 1 counterspell per seven cards. So like as a basic formula you can predict the average opening hand. Lands 28÷99×7 =1.9 Ramp 18÷99×7 =1.2 Counterspells 14÷99×7 =.98 Tutors+Draw 18÷99×7 =1.2 So your average mulligans have 2 Lands 1 Ramp 1 Counterspell 1 Tutor/Draw 2 “Other” And/Or Duplicates
Honestly if ya could find counter spells that synergize with your commander or game plan the better they will be example being Mystic Snake as it is a 4 cmc simic creature that has flash that when it is summoned counter target spell and is usually played in a Kaseto Orochi Archmage deck. People never expect the creatures with flash being counter spells and they expect Ertai Resurrected even less to counter a triggered ability despite him also being able to counter activated abilities and or spells. Creatures that can counter spells when they enter are great as they double as chump blockers when you finally summon them or in my case a unblockable snake that gets +2/+2 until end of turn and considering Simic Value engine….yeah that counter spell might take someone out next turn literally lol like so much mana especially with the Kamigawa snakes that generate mana when i attack even i can do over 40 damage in 1 turn and have 40 mana open for my next big spell such as pumping counters onto Helix pinnacle forcing them to deal with that while win lines A, B, and C are underway with line D “SUPRISE INFECT!!” with Triumph of the hoard waiting to be cast Line A is the easiest play some snakes pump them with the commander and Magus of the Candelabra with a Umbral Mantle infinite mana combo and swing for game, line B can happen by accident with the land fall and snakes damaging triggers causing me to draw my deck then Lab man wins, Line C is just pure beat down since i could get enough mana and cast a crap ton of snake tokens then counter spell a Overloaded Cyclonic Rift (Weird i know classic beatdown in a competitive deck lol) and it’s not like they can stop me either as i grant my creatures unblockable thanks to Kaseto even if they are not snakes so my counter spell Frilled Mystic can get in on the fun lol, Line E is just the Helix Pinnacle a small distraction that would hopefully get people to forget about how easily this deck can pivot between the 5 wincons lol The best part being the lines can actually overlap each other if need or opportunity such as A with D as in 3 unblockable creatures with infect that gives 10 poison counters.
Great article~ If I may ask for advice tho… I like to play dumb stuff like +1/+1 counters or wide board decks like Jetmirs, but currently Im working on a “Go shintai of life’s origin” deck. So far, my interaction cards are as follow: Removal: aura shards, honden of infinite rage, doomwake giant (it usually kills most tokens), swords to plowshares, go shintai of hidden cruelty. assassin’s trophy, boseiju who endures, karmic justice, oko thief of crowns Board clears: Supreme veredict, farewell, vanquish the horde Counterspells: Dovin’s veto, arcane denial, counterspell I play in a very combat matters group, so creatures are a huge deal. If anyone have suggestions, please share them with me if you want. I may not have powerhouses like force of will or manadrain, but I do have options if my list is lacking.
This is a facile approach to deckbuilding. Interaction comes in many forms, not simply counterspells. Rather than just counting the number on counterspells in a list, a good list will focus on interaction that stops on-meta wins. This can even be done in something like abzan, to great effect. A better approach would be to list all the interaction together, then analyze those results. For instance, neither Endurance or Hushwing Gryff is a counterspell, but they can both stop a Thoracle.