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See Basalt Totem.
See Tallpine Judge. Alternatives ideas of disorder: checking a number of tapped creatures, or checking to see if the player has any tapped creatures.
See Bleakstone Bandit.
See Sky Scholar. Inspired by The Elder Scrolls Legends' Gargnag, Dark Adherent
Second ability overlaps with white too much. The first ability may also overlap with white, but was originally based off of Fog Bank and then changed to be like Guard Gomazoa. The last ability could be monogreen.
Does this need X at all? Can't it be like Glissa Sunseeker "Counter target spell with converted mana cost equal to amount of blue mana in your mana pool?"
I'm also interested in how strong this is. I like the idea. It does seem unlikely that's more useful than cancel in its current form. Although I guess it has a niche in countering mana-less spells for 1U.
Wizards also like to avoid X for complexity reasons; especially at common. And multiple different cards with fixed numbers on give them more design space.
So yeah; probably not gonna see Spell Blast come back.
I kinda like this one though. It's a counter you have to hold back a lot of mana for; but it does also let you re-use that mana at EOT for something else.
Plays into the traditional blue "Untap, draw, end turn" deck.
I've been tinkering around with cards that care about the amount of mana in your mana pool. While the concept came to mind easily, it is worth noting that without other cards in the set, there's no real way to judge how effective it would be. The ideal deck would need to generate a lot of blue mana, but since you want a lot of mana in your pool when you cast this, it's kind of weird for a counterspell. Like, you'd have to plan to counter something, then cast something else. Maybe a finisher creature with flash or a Cyclonic Rift type card?
For its time, Spell Blast was too expensive. I wonder about the utility of that card nowadays, but I got to admit, even with Cancel as the standard, Spell Blast would only be really good at catching one cost spells, and easier on the mana requirement when catching 2 cost. Anything more than that, and it's hellaspensive.
I could still see Wizards print it. If for no other reason than because is a nice price to pay in an environment full of crucial 1 drops. Still unlikely.
I'm not sure what you could get away with here. But I'm guessing you could at least cost this at . I'm not sure if this counts as a hard counter or a conditional counter, but I figure you could push the envelope with this effect. At least that way, you don't make people wonder why they didn't pack Cancel instead... I mean, if you have three mana, what's the chances that your opponent is going to cast a 1-drop worth countering, and you can benefit from playing a 1-drop specifically on the same turn? You get to build your deck to play into this sort of thing, but still; the best case scenario seems rather uncommon.
Technically, I figure the only way to be certain that a cost of isn't broken is to test it. Take a standard control deck, replace 4 counters with four of these. That should tell you what theory can't.
I'm not sure what to cost this.
In case anyone was wondering why this isn't just (or otherwise costed variant): Counter target spell with a CMC of X (or less), the idea is that you have a bunch of mana in your mana pool, counter a spell, and cast something else.
See Saberstick.
I'm not sure what to cost this is modern Magic.
Should I make it like Mana Drain and have the mana get added at the beginning of your next main phase?
See The Vent.
See The Undercurrent.
See Sunscorched Fields.
Is top of library too strong for the cost and on a land? Would return to hand be more appropriate?