First off, this will kick off the new year with the first full strategy article, with many more to come in the following weeks. I am still working on the
website so the articles will likely come slowly at first, but they will certainly be in depth. My new years resolution is to keep producing content for
the website at least once a week throughout the year. I will also adding a Card of the Day feature, hopefully by the end of the day, though it may take until
the weekend. I hope everyone had a great New Years and has a great year to come. Enjoy!
Both of these counters are tempo counters. They are there just to delay your opponent, costing them extra time and mana so that you can push your advantage.
Say I cast a delver turn 1, turn 1 my opponent casts nothing. Turn 2, delver flips to a tempo counter and my opponent tries to cast a relevant spell
turn 2. I cast the tempo counter setting him back. My delver still gets to attack but he is punished by the tempo hit he just took. That example is
usually represented more in an aggro tempo deck which I will write an article about in the future. Tempo can also be used as a method to try to
catch up and regain footing in a control deck. MBC for example runs chittering rats, which does a very similar function as Memory Lapse and Remand. It
slows down your opponent while either your plan is currently in progress, or if it is still setting up. I will also eventually write an article about
tempo in control as well. Either way, the threat isn't removed as in the case of a hard counter, but simply averted.
Let us take the most popular classic Tron build for example, RUG Tron. Against certain decks, the only thing that they fear from tron is Fangren Marauder. That
card alone can send the game into a very long game which is where the Tron player wants to be at against most decks. A hard counter can cripple the Tron
players chances, though these days they are often running a couple copies of Haunted Fengraf for recursion but not near the level of recursion say Tortured
Existence decks have. Removing that one threat could infact make a very big difference in the game. Putting the threat back into the Tron players hand
however, could mean that the Tron player could just recast it if they have the extra mana. Remand does allow you to draw a card, which could get
another remand or another useful card to deal with the situation. At least a hard counter in this situation makes them sacrifice a Haunted Fengraf
to return it. Prohibit can't target it due to the mana cost. Memory Lapse would put the Fangren Marauder back on top of the library. Tron is typically
built with many Chromatic Stars and Chromatic Spheres. With any of these in play, they can simply use one to draw the Marauder back and then play it.
Let us take another example opponent, Tortured Existence. While not as popular as classic RUG Tron, Tortured Existence is a deck on the fringe that
you may run into. A hard counter on a creature sends it to the graveyard, a simple activation of Tortured Existence can get that creature back. It does
set the Tortured Existence player back on mana to cast the creature, as does any of the spells against Tron. Remand only sets them back, however not as much
as making them go through the effort of pulling the card back out of the graveyard before using it, however it does draw you a card which may get you the answer
you a looking for, perhaps a much desired Nihil Spellbomb, or Bojuka Bog, or a lightning bolt to seal a win. Memory Lapse puts it on top of their library
which makes them have to find a way to draw a card if they want to recast it that same turn. In most current Tortured Existence builds, outside of one built
with Tilling Treefolk and cycling lands, the Tortured Existence deck is more likely to get back a countered creature than they are one put on top with Memory Lapse.
In this situation Memory Lapse can be better than Remand or a hard counter.
Now we tread onto the Slivers deck. Now the slivers deck is going to usually come out very fast, if it isn't destroyed by its own manabase that is.
They have 12 main lords, Muscle Sliver, Predatory Sliver, and Sinew Sliver. Now Sidewinding Sliver and Plated Sliver both have lord like qualitites but let's
focus on the fact that a Sliver decks threats are very consistent with all of the redundancy in the deck. The difference between hard countering one and casting
a Memory Lapse are not that different, though hard countering one still is better because they have no recursion. Remand is similar as it returns it to their hand, and
often the sliver mana base is one that is lackluster. Also even if they can recast the spell instantly, it still sets them back because Slivers want to deploy
as many threats they can a turn. Remanding a one mana spell versus a two mana spell here is huge due to the mana base and the ability to recast, as while Memory Lapsing a one mana spell isn't
as nearly as strong as it delays the spell regardless, though minus the card draw. A hard counter is best, Memory Lapse and Remand again fall into fuzzy territory though
I think Memory Lapse may edge it out but it is very unclear.
The last deck I want to talk about is Goblins. If a Goblin Cohort or Mogg Conscripts is on board, a hard counter is definately better as recasting a
goblin, whether sucuessful or not, still allows a Goblin Cohort or Mogg Conscripts to attack that turn and with the recasting probably even the next turn.
For all of the reasons stated earlier, hard counters seem to be just better than Memory Lapse and Remand. Why even play them?
A final point where Memory Lapse and Remand exceed or equal a value of a hard counter are where spells that need to sacrifice or delve other cards.
Casting Memory Lapse or Remand on a Fling'd Atog is as effective essentially better than a hard counter. The reason is with Remand you get to draw a card,
and fling is put back in their hand, and Memory Lapse you make sure their next draw is a fling, which if their Atog is gone, is likely very less useful.
A card like Treasure Cruise loves to have cards in the graveyard. It can help decks that may run out of fuel to control, fill right back up. If you
tempo counter a spell, it doesn't go to the graveyard, which doesn't help fuel Treasure Cruise. I have had situations against control decks
where I have 6 cards in the graveyard and know they have a counter and only can cast one counter. I baith with a spell that they counter, then now have
7 cards in the yard and can cruise for a single blue mana. While that doesn't come up that often, what can happen more often is actually tempo countering
the Treasure Cruise. You essentially make the cards that they removed for the cruise useless, and often strand a Treasure Cruise on top of their deck or
in their hand as they usually can't cast it again right away.
I don't like the term strictly better in general but sometimes it can be applied in magic. A vanilla 2/2 vs a 2/2 with an ability for the same mana cost
may be a no brainer, but when dealing with counterspells, especially things that are so situational due to the vast differences have much more of a grey area
that you have to consider when building your deck. Make every decision count in a deck. I honestly like a variety of spells. I am not afraid to run a single
copy of four different types of counter spells rather than a single playset of one if it seems appropriate for the meta. This goes with removal in general.
That way if you find a matchup that X spell is bad, you aren't running 4 of that X spell, and instead only have to side out one spell instead of all four.
PauperTim is this websites owner and has always been into games of all sorts. He is a founder of the Pauper format for Magic: The Gathering. You can find him on facebook, twitter or OCTGN as PauperTim or as TheOrangeMitten on Magic Online.