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When your opponent casts a spell,
This card is used in
20.97% of all Mage decks
Based on the wording, notably a lack of the words 'you may' or such, could this secret be popped with a 0 cost spell perhaps? This would lead to some form of strategy of baiting a mage's secret cards into triggering. On the other hand, it could lead to a lot of hoping on the mage's end.
The very next spell your opponent casts is countered. You do not have a choice to decide if Counterspell should trigger.
counts as a spell. (Secrets are considered a subset of Spells,
also copies Secrets.)
Does NOT counter
, , minion abilities,
Does NOT counter/prevent Secrets that are already in play from triggering.
The mana crystals and the card used for the Counterspelled spell is still expended, though the spell's effect does not occur.
This is important: The Counterspelled spell is still cast, but has no effect.
Specifically, the in game tooltip for reads "A card that is Countered has no effect." You can think of it like casting a "silenced spell", or more simply casting a spell with no card text. This has a few consequences:
Counterspelling a spell does not prevent it from triggering a Rogue’s effect for a second card. The spell is still considered cast and the card is still considered played.
Because the Counterspelled spell has no effect, any such spell with effects (eg:
) does not happen either. The Overload effect is also negated by Counterspell.
is cast while Counterspell is active, Flare's card text is completed negated. The Hunter does not draw a card, all minions with Stealth retain Stealth, and the only secret that is expended/destroyed is the Counterspell that it triggered.
will still provide a card for the caster of the Counterspelled spell, the
will still gain an attack point, as do
A Countered spell does
, because it reads "After you cast a spell", rather than "Whenever you cast a spell". This is intended and is not a bug, because "after" a spell is cast "is a moment that never occurs if the spell is countered". (Source:
If Counterspell is in play with
at the same time, Counterspell always triggers first, and Spellbender will not trigger at all.
It does not matter which of the 2 secrets were put into play first.
This is because the triggering conditions are different, "When your opponent casts a spell" is always checked before "When an enemy casts a spell on a minion". This is better explained like this:
You: I want to cast
. Nope, no Counterspell, go right ahead.
You: Ok the target is
. Sorry, new target is that 1/3
Blizzard has further confirmed that this behavior is correct:
. If Spellbender triggered first, it would be a waste since Counterspell would also trigger and you just end up with a weak 1/3 Spellbender for 3 mana.
Counterspell is one of the harder secrets to play around, because most decks have far less spells (than minions) to test secrets with.
Counterspell will more than likely make the opponent play inefficiently, first testing if the Secret is a
, and then if it is a
as these are the 2 more commonly played Secrets (that a player can play around).
I had a Mage down to 15 HP, I was on a Warrior with 30 + 6 armour. He played an
and a secret. I couldn't find any way to fish out the secret, seeing as my deck has no spells in it. In a few rounds I had him down to 5 HP but he still won because by then his Ethereal was 11/11. This card is really OP for this purpose because if you're not a caster deck you can't get the secret and +2/+2 means you either kill it the round it comes out or you lose.
I laughed so good at the flavor text.Those are the little things why i love Blizz
When I counter a good spell with this card, I cackle like an evil maniac. The feeling when you counter something like Pyroblast or Lay on Hands is absolutely delicious.
Counterspell? More like Negate!
I just found out that Counterspell overrides the Hunter's Flare spell. No free draw card after the Flare was used.
What makes this card great as opposed to say, Vaporize, is that a lot of decks run superfluous low-cost minions in order to stabilize their opening hands, but almost no decks outside of Miracle Rogue run a whole ton of cheap throwaway spells. The vast majority of decks have 6-10 spells in them, and not a one is wasted, so in a lot of cases this will frustrate attempts at board clearing or removal. Even decks that do play a lot of cheap spells are usually relying on big combos. Halting one of a Rogue's two Preparations can totally ruin their entire hand.
Since the release GvG and the inclusion of , this card has lost most of its viability over
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