I
Izaryo
Guest
Some of my cards utilising the anti-counter mechanic..
Blazing blast
Sorcery
2RR
Blazing blast deals 5 damage, divided as you choose among any number of creatures and/or players. If ~this~ is countered, it deals 3 damage to the player who countered it.
Heaven's Troops
Sorcery
3WWW
Put 2 white 3/3 angel tokens with flying into play. If Heaven's troops is countered put 2 white 1/2 Spirit tokens with flying into play instead.
Gigantism
Sorcery
2GGG
Target creature gets +6/+6 and gains trample until end of turn. If Gigantism is countered target creature gains +3/+3 and gains trample until end of turn instead
Death Shriek
Sorcery
4BBB
Destroy 3 target nonblack creatures.They can't be regenerated.
If Death shriek is countered, destroy target nonblack creature and it's controller loses 3 life instead
Shut Out
Enchantment
3UU
Spells or abilites that counter spells can't be played.
If Shut Out is countered. return two permanents to their owners hands instead
I think train would love the last one if it weren't blue....
Blazing blast
Sorcery
2RR
Blazing blast deals 5 damage, divided as you choose among any number of creatures and/or players. If ~this~ is countered, it deals 3 damage to the player who countered it.
Heaven's Troops
Sorcery
3WWW
Put 2 white 3/3 angel tokens with flying into play. If Heaven's troops is countered put 2 white 1/2 Spirit tokens with flying into play instead.
Gigantism
Sorcery
2GGG
Target creature gets +6/+6 and gains trample until end of turn. If Gigantism is countered target creature gains +3/+3 and gains trample until end of turn instead
Death Shriek
Sorcery
4BBB
Destroy 3 target nonblack creatures.They can't be regenerated.
If Death shriek is countered, destroy target nonblack creature and it's controller loses 3 life instead
Shut Out
Enchantment
3UU
Spells or abilites that counter spells can't be played.
If Shut Out is countered. return two permanents to their owners hands instead
I think train would love the last one if it weren't blue....