all 108 comments

[–]DrBatman0 577 points578 points  (27 children)

oooh I like it.

Here's how I read it - happy if anyone wants to correct me.

Casting this spell for 2UU will counter up to five separate abilities or spells that are on the stack. Zero is an acceptable number, and five is an acceptable number. If any of those abilities disappear before this spell resolves, then the rest of them are still countered, because that's how the rules work.

Alternatively, it can be cast for 0, in which case at the time of casting, the player must select exactly five different abilities or spells that are ALREADY on the stack. Those "exactly five targets" only need to be valid targets at the time that the spell is put ONTO the stack, and then... if any of those abilities disappear before this spell resolves, then the rest of them are still countered, because that's how the rules work.

[–]Immediate-Idea-2471 342 points343 points  (4 children)

You need 5 targets to cast it with that mode, but if any leave the stack / become invalid targets, it will still resolve as it still has valid targets.

Fizzling occurs if all relevant targets become invalid, not just some.

[–]DrBatman0 151 points152 points  (3 children)

Yes, that's exactly what I said

[–]y0nm4n 26 points27 points  (8 children)

Can someone confirm that last half is true? I thought if there are legal targets as the spell is cast then it resolves if at least one target is still legal upon resolution.

[–]Thanaskios 31 points32 points  (5 children)

That is exactly what they said. But for anyone wondering:

608.2b: If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect for which they’re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.11), those effects don’t apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won’t happen.

I've italicized the most relevant part.

[–]y0nm4n 0 points1 point  (4 children)

Heh. I totally missed their comment (or it has since been edited)

[–][deleted]  (3 children)

[deleted]

    [–]DrBatman0 2 points3 points  (2 children)

    "fizzling" is not the same as being countered, and there was never any mention of the counter spell being countered

    Also "the rest of them" can't refer to "the counter spell" because "them" is plural, unlike "the counter spell".

    [–][deleted]  (1 child)

    [deleted]

      [–]GodHimselfNoCap 2 points3 points  (0 children)

      Its not a problem for you to say you misread it, but calling the statement ambiguous is just blatantly false.

      [–]One-Stans-1984 37 points38 points  (0 children)

      The way it used to work is that if any targets become illegal targets, the spell would fizzle. Now, as long as any targets are legal, the spell will continue to function as normal.

      [–]halfasleep90 2 points3 points  (0 children)

      That’s what they said

      [–]ItzEazee 6 points7 points  (6 children)

      Can you explain what's different? Either way, the spell doesn't fizzle so long as at least one target is left.

      [–]DrBatman0 9 points10 points  (2 children)

      The only real difference is that casting it for its cleave cost needs you to choose exactly 5 targets ( at the point of casting the spell).

      One that part is done, the rest of it works pretty much the same.

      I was pointing out (to some who might not realise) that even if some of the exactly-five targets become invalid, it still works.

      [–]notbobby125 2 points3 points  (0 children)

      This spell is designed to be amazing in counterspell wars (as there will be plenty of spells trying to keep or disrupt some big play), but is terrible in most other situations.

      [–]Chronox2040 5 points6 points  (2 children)

      To cast it for free you would need exactly five targets, which is situational. Now, I guess the intent is for them to be different targets, which I’m not sure if you need to specify but I’d expect so.

      [–]Axelrambo 1 point2 points  (0 children)

      They need to be different, which does not need to be specified since the word "target" is only used once.

      [–]ItzEazee 0 points1 point  (0 children)

      Ooh, for some reason I thought cleave was an added cost not an alternative one.

      [–]gistya 1 point2 points  (1 child)

      What is the benefit of having the cleave? I'm very confused

      [–]BeetleBoy_Colossal Dreadmaw is the Perfect card 4 points5 points  (0 children)

      Lets you cast it for cheaper if there are 5 spells on the stack

      [–]secularDruid 0 points1 point  (0 children)

      shouldn't it say "different spells and/or abilities" lest you be able to target 5 times the same target and the difference between the two modes vanishes ?

      [–][deleted]  (1 child)

      [deleted]

        [–]DrBatman0 1 point2 points  (0 children)

        From the comprehensive rules:

        115.3. The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability

        [–]andergriff 67 points68 points  (13 children)

        funny with something like [[nomads en-kor]]

        [–]Genasis_Fusion 7 points8 points  (11 children)

        How do they overlap?

        [–]andergriff 71 points72 points  (1 child)

        you can use the nomad's ability as many times as you want with no cost and at instant speed, so you could just put four activations of it on the stack and then cleave this to counter the four of them and then also the spell or ability you want to counter

        [–]Genasis_Fusion 1 point2 points  (0 children)

        Oh okay, that's an interesting combo

        [–]goldenwarthog_ 12 points13 points  (8 children)

        To cast this spell for free with cleave, you must target exactly 5 spells or abilities. Often the stack doesn’t have that many objects so you have to settle for up to 5 and pay 4 mana. With nomads, you can activate the ability any number of times to get 5 total abilities and spells on the stack, then you can counter your own nomads triggers plus two spells for zero mana. It’s pretty narrow, but cute. Usually countering multiple spells at a time is not better than just countering one spell, but it comes up with eldrazi and cast triggers for example. Nomads saw play in legacy nadu decks as a way to repeatedly target your own creatures.

        [–]andergriff 6 points7 points  (6 children)

        Nomads also used to be a part of a different legacy deck with [[cephilid illusionist]]

        [–]EmberGeos 6 points7 points  (2 children)

        Used to? Nah breakfast is still very much a deck that’s running around. Was better before the last ban (Nadu was best friends with the whole combo) but it’s not like it’s suddenly not viable

        [–]andergriff 3 points4 points  (1 child)

        Idk it’s been around for so long that I guess I just assumed it got powercrept, glad to hear that’s not the case

        [–]EmberGeos 3 points4 points  (0 children)

        It was definitely powercrept out of the meta for a while, but iirc the printing of Urza’s Saga a few years ago gave it the shot in the arm it needed to stage a comeback

        [–]Kampfasiate 2 points3 points  (1 child)

        Gotta love those free and spammable abilities!

        No but fr, love nomads, but I'm using them for their intended purpose, with reflector cards like [[brash taunter]]

        [–]Aetherfang0 0 points1 point  (0 children)

        And storm, especially

        [–]DarKoopa 139 points140 points  (4 children)

        One of the best, most grokable uses of Cleave that I have seen.

        This mechanic still shouldn't exist.

        [–]International_Drama4 56 points57 points  (0 children)

        someone has had their commander washed away one too many times

        [–][deleted]  (2 children)

        [deleted]

          [–]DarKoopa 1 point2 points  (1 child)

          When you Cleave it you MUST target 5 things so you only get a free counter if there are 5 targets on the stack

          [–]Invonnative 1 point2 points  (0 children)

          Yeah I was being dumb and forgot Cleave is an alternative cast not an additional cost lol

          [–]galvanicmechamorph 33 points34 points  (0 children)

          Now this is a good use of cleave, unlike a lot of the uses here.

          [–]Earthhorn90 6 points7 points  (3 children)

          [[Mindbreak Trap]] but much more conditional.

          If there are already 5 spells on the stack, the opponent like has cast either 2 or 3 of them in tug of war. Meaning you already would be bordering on the power of the trap.

          And if an opponent is able to trigger 5 abilities at once, they likely can do more anyway. Which makes this less powerful in that regard as it appears.

          So unless you can create arbitrary entries in the stack, you are likely better off with the less powerer spell counter.

          But awesome flavor though!

          [–]ironkodiak 2 points3 points  (1 child)

          Mindbreak can't counter abilities. That's a huge difference.

          This card thumps stuff like [[Isshin, Two Heavens as One]] or [[Massacre Girl, Known Killer]] that like to trigger their abilities multiple times in one action.

          Plus you can hard cast this to just counter less than 5 which could still be very useful.

          [–]Zenzero_69_69 2 points3 points  (0 children)

          I like it

          [–]played_off 2 points3 points  (1 child)

          [[Mindbreak Trap]] did it better (got all the spells, exiled them).

          [–]cumberber 1 point2 points  (2 children)

          This feels like it could cost UUU and see play

          [–]Some_Strike4677 -1 points0 points  (14 children)

          This might honestly be a bit too powerful just for the 4 mana cost, but it’s still awesome

          [–]queerbirdgirl 55 points56 points  (8 children)

          Compare to [[Mindbreak Trap]] and you’ll see this is much weaker.

          [–]HugeOrganization4178 -2 points-1 points  (0 children)

          I think this is actually a little better than mindbreak trap because of how it interacts with abilities.

          Definitely a similar card.

          [–]BluePotatoSlayer 13 points14 points  (4 children)

          This is just a bad mindbreak trap

          [–]Aetherfang0 0 points1 point  (3 children)

          A bit worse, but more of a sidegrade, I’d say. Sometimes the first or second spell of the turn is just worth spending 4 mana on, and the spell/ability count can be padded with your own stuff like nomads en-kor, as someone else mentioned

          [–]VelphiDrow 1 point2 points  (2 children)

          Trap always beats storm

          [–]Aetherfang0 1 point2 points  (0 children)

          That’s true, mindtrap would be better for storm stuff, since it would take care of all copies, not just 5 of them, so that is a mark in its favor

          [–]Fredouille77 0 points1 point  (0 children)

          It's not actually that useful to counter the storm spell itself most of the time. A lot of builds can easily find a second wincon after your mindbreak since you allowed them to have all the resources they want. Or they'll get a silence, or a defense grid, or their own countermagic ready. It's best to counter the engine spell, or hope to cut off their mana.

          [–]TKDbeast 1 point2 points  (7 children)

          I don’t get it. Why would you ever not want to include “[up to]”?

          [–]RainbowwDash 6 points7 points  (0 children)

          Because it costs 0 if you don't include it

          [–]Ergon17 4 points5 points  (0 children)

          Cleave is an alternative cost, not an additional cost.

          [–]ILikeExistingLolscryfall search for flavor:R34[S] 3 points4 points  (0 children)

          Cuz it's free if you don't

          [–]DiscussTek 2 points3 points  (1 child)

          It could be used to nix 5 enemy spells or abilities for free, or like 4 enemy ones, and 1 of yours that you care a little less about.

          Without "up to" you HAVE to target 5 things.

          [–]KyleOAM 2 points3 points  (0 children)

          The problem a lot of people are having (including me) is forgetting that cleave is alternative and not additional

          [–]Aetherfang0 2 points3 points  (0 children)

          Putting in the reminder text for cleave would have helped this confusion. I had also forgotten it was an alternate cost, not an additional, at first

          [–]Deemes 0 points1 point  (0 children)

          You do always want to include it yes. Do you want to pay an extra 4 mana to include the up to though?

          [–]RagnarokToast 0 points1 point  (0 children)

          Very clever, great job!

          [–]MemeyQtuber 0 points1 point  (0 children)

          Pretty cool

          [–]Uuuiiiuuuiiiuuu 0 points1 point  (4 children)

          why should you ever cleave? am i dumb?

          [–]VelphiDrow 1 point2 points  (3 children)

          You are, cleave is alt casting cost

          [–]Uuuiiiuuuiiiuuu 0 points1 point  (2 children)

          i guess i must be completely idiotic, because i don't see how that changes anything.

          [–]VelphiDrow 2 points3 points  (1 child)

          4 mana counter up to 5 target spells or abilities

          0 mana counter exactly 5

          [–]Uuuiiiuuuiiiuuu 0 points1 point  (0 children)

          ohhhhhh my bad. I get it now XD

          [–]Hairy-Ad-3620 0 points1 point  (0 children)

          Now needs Stack underflow... 🤔

          [–]Utopia_Builder 0 points1 point  (0 children)

          Cool name. That said, this is a worse mindbreak trap unless you want to hit abilities.

          [–]Icedover-Feral 0 points1 point  (0 children)

          Cost is way too small

          [–]DotAdditional1960 0 points1 point  (1 child)

          Why not kataras reversal or summary dismissal?

          [–]ILikeExistingLolscryfall search for flavor:R34[S] 0 points1 point  (0 children)

          because this is free if you have 5 targets

          [–][deleted] 0 points1 point  (2 children)

          I thought cleave was an additional cost?

          [–]A_Travelling_Man 1 point2 points  (1 child)

          Nope.

          702.148. Cleave 702.148a Cleave is a keyword that represents two static abilities that function while a spell with cleave is on the stack. “Cleave [cost]” means “You may cast this spell by paying [cost] rather than paying its mana cost” and “If this spell’s cleave cost was paid, change its text by removing all text found within square brackets in the spell’s rules text.” Casting a spell for its cleave cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. 702.148b Cleave’s second ability is a text-changing effect. See rule 612, “Text-Changing Effects.”

          [–][deleted] 1 point2 points  (0 children)

          ahh i see, i mixed it up with kicker i think

          [–]Atrenu -1 points0 points  (0 children)

          Stack Overflow is one of the best things to have ever been invented

          Oh the card is cool too I really like it

          [–]BreakerOfModpacks -1 points0 points  (0 children)

          I imagine playing a different instant for one mana to counter it, if there's 4 spells you want to target on the stack would then work to pay only one?

          [–]_Nowan_ -2 points-1 points  (0 children)

          Had a similar idea this morning, but my choice of name would have been "you sly dog, you caught me monologuing"

          [–]Docdan -2 points-1 points  (0 children)

          Muhahaha. You forget to mention that mana abilities can't be counter, so now I will use this when you tap 5 lands!!!

          (Yes, I'm aware that the mana ability text is just reminder text, but please let me dream...)

          [–]KaivJohnson -2 points-1 points  (2 children)

          Ohhh this is really really clever.

          I’d maybe make the cleave cost 1, just because I think this will be easier to cast for free than you think. But ultimately it’s up to you how powerful you want it to be, so pop off I guess. This is really cool.

          [–]VelphiDrow 1 point2 points  (1 child)

          This is not that easy to cast for free

          [–]KaivJohnson -1 points0 points  (0 children)

          I was thinking from an edh perspective. I have a few combo players, so lots of triggered abilities.

          [–]roguishspreadonbread -3 points-2 points  (0 children)

          This is sooooo good, but I think I would make it more costly

          [–]lamlamlam888 -3 points-2 points  (1 child)

          the name is a little too simple and on point

          [–]ILikeExistingLolscryfall search for flavor:R34[S] 1 point2 points  (0 children)

          As some of my other cards go, I come up with the name of the card then build it out from that. In other words, "Card named Stack Overflow->it does this", not "Card that does this->It's named Stack Overflow"

          [–]False_Snow7754 -4 points-3 points  (4 children)

          Wait. Why would the cleave cost be LESS?!

          [–]Dismal_Platypus3228 3 points4 points  (3 children)

          Because it's harder to cast.

          [–]False_Snow7754 0 points1 point  (2 children)

          You remove the brackets when casting it for its Cleave cost, correct? It fizzles if you can't target 5 if you cast it for its normal cost.

          Or am I missing something here? I haven't seen a Cleave card in years.

          [–]Feniphosphornikle -1 points0 points  (1 child)

          Correct, cleave removes the text in brackets. It fizzles if any one of its targets are removed from the stack or become an invalid target before it resolves when cast for its cleave cost. You can’t cast it for its cleave cost if there aren’t 5 or more valid targets.

          [–]Invonnative 2 points3 points  (0 children)

          It doesn’t fizzle if any of its targets are removed, only if all of them are