This has actually happened to me so yes it does counter flare. They can't really change the card text to 'when your opponent plays a spell that isn't flare counter it'
There's no neat way to bend the rules just for Flare - you need specific card text on either Counterspell (e.g. "Does not counter Flare") or Flare (e.g. "Immune to Counterspell") to make that happen, which is very inelegant.
Also, it's fair since Flare is only a 2-mana card while Counterspell is a 3-mana card. If you use Flare to trigger Counterspell, you are actually ahead tempo-wise and can safely use other more valuable spells.
So yes, I think Counterspell should counter Flare too.
If you think that flare should still get its effect when counterspell is in play, do you also think other spells should get their effects while counterspell is in play? For example, should deadlyshot kill an enemy before counterspell is triggered? Spells should be treated the same regardless of effect after all, it's not yugioh where you have different spell speeds.
Personally, I feel like Flare should destroy Counterspell, purely based on the flavor and feel of the card. However, if it did work this way, as others have pointed out, it wouldn't make sense based on Counterspell's text and the mechanics of the game. There's no good way to redesign the cards so that Flare does destroy Counterspell, so I guess we just have to put up with the sadness of our Flares being countered. Or use Eater of Secrets in wild.
Hear this out as it would allow things like Flare to work as many of us think it should.
What about instead of Flare being a spell, make it a form of ammo for combat. There are other cards that this would make sense to do with as well. Rogue Poisons for example.
Something like this would still allow counterspell to work properly. Perhaps Deadly Shot, Flare, multi-shot, etc have their mana reduced by 2, but the player has to load their hero power and subsequently use that hero power for it to go off correctly or loaded and saved for use. A similar concept for the Rogue would take some working out, but it could work as a good alternative.
Do I want it to? Yes! It's a flare that exposes everything. Should it? No, because by the logic of the game, a spell is nullified by Counterspell. You can't counter a counter if the secret goes off first. The line of logic in the code doesn't allow for that without exceptions.
Now if they made it a 1-mana 1/1 weapon that had the battlecry or "when attacking" effect of Flare's card text, then absolutely, it makes sense in both flavor and language of the game.
Side note: this is an OLD argument and we gotta stop rehashing in forums that Blizzard doesn't take seriously. Go on Twitter and @ the dev team with ideas on why you thing Flare should beat Counterspell, or why it deserves a rework.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
The only gripe I have with it is the flavor from Wow that interrupts don't work on non-spells. Flare is a spell only because there's no other category it could be included in for HS. Just like many actions in HS that wouldn't technically be a spell in a broader setting. Shield Slam for example, you smacking a guy in the face with your shield, that's not magic.
But because of flavor reasons, a player who's playing Flare should be able to rely on this anti-secret card to be able to successfully get rid of all secrets.
So here's my offer to solve this issue:
Edit: or maybe change the text to: "Battlecry: Lose 1 Durability to make all minions lose Stealth, destroy all enemy Secrets and draw a card."
The only reson why Eater of Secrets and other secret destroyers work is because Battlecry triggers BEFORE the card is played. Flare only AFTER its played.
This is not obvious, for example if you play Leeroy and your opponent has a mirror entity and a knives juggler: Leeroy will summon two 1/1 for your opponnent (Battlecry) then knife juggler will deal (lets say) 1 damage to Leeroy (so it means Leeroy is played) then only Mirror entity will copy Leeroy
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a fellow MTG player i see! this works exactly as in that game haha
Rogue Deckbuilder. Midrange/Combo player.
a fellow MTG player i see! this works exactly as in that game haha
Rogue Deckbuilder. Midrange/Combo player.
This has actually happened to me so yes it does counter flare. They can't really change the card text to 'when your opponent plays a spell that isn't flare counter it'
50+ people are hunter mains
There's no neat way to bend the rules just for Flare - you need specific card text on either Counterspell (e.g. "Does not counter Flare") or Flare (e.g. "Immune to Counterspell") to make that happen, which is very inelegant.
Also, it's fair since Flare is only a 2-mana card while Counterspell is a 3-mana card. If you use Flare to trigger Counterspell, you are actually ahead tempo-wise and can safely use other more valuable spells.
So yes, I think Counterspell should counter Flare too.
Based on the mechanics of Hearthstone it shouldn't. It makes sense this way.
Though I must admit it triggers my mindset that it does and personally I would like to see that it doesn't trigger and the secret(s) wil be destroyed.
This isn't really a point of discussion. It is absolutely working as intended and as it should be.
If you think that flare should still get its effect when counterspell is in play, do you also think other spells should get their effects while counterspell is in play? For example, should deadlyshot kill an enemy before counterspell is triggered? Spells should be treated the same regardless of effect after all, it's not yugioh where you have different spell speeds.
Personally, I feel like Flare should destroy Counterspell, purely based on the flavor and feel of the card. However, if it did work this way, as others have pointed out, it wouldn't make sense based on Counterspell's text and the mechanics of the game. There's no good way to redesign the cards so that Flare does destroy Counterspell, so I guess we just have to put up with the sadness of our Flares being countered. Or use Eater of Secrets in wild.
a former MTG player... due to lack of time had to sell my whole collection :(
started as a casual player, ended up attending GP's and eventually became a judge :D
To live is to suffer, to survive is to find meaning in the suffer!
Yes, because just how Deathrattles and other effects work - the Counterspell was played first thus should trigger before the Flares effect.
ZhalZhak#2315 @ EU/NA
I joke a lot, if you take anything I say seriously, well, shame on you :p
What happens when an unstoppable force meets an immovable object?
It should, and it sux for flare, but counterspell counsters spells, flare is a spell, things are working fine..
Yeah, a toast!
https://mtg.gamepedia.com/Uncounterable
If anything, yes, this should be the one spell that has this text written on it, but I highly doubt Blizzard could program such a complex mechanic in.
There could be more counter mechanics against spells.. then this could be a thing in flare.. i’d love to see some counter against spells though..
Yeah, a toast!
Hear this out as it would allow things like Flare to work as many of us think it should.
What about instead of Flare being a spell, make it a form of ammo for combat. There are other cards that this would make sense to do with as well. Rogue Poisons for example.
Something like this would still allow counterspell to work properly. Perhaps Deadly Shot, Flare, multi-shot, etc have their mana reduced by 2, but the player has to load their hero power and subsequently use that hero power for it to go off correctly or loaded and saved for use. A similar concept for the Rogue would take some working out, but it could work as a good alternative.
Do I want it to? Yes! It's a flare that exposes everything.
Should it? No, because by the logic of the game, a spell is nullified by Counterspell. You can't counter a counter if the secret goes off first. The line of logic in the code doesn't allow for that without exceptions.
Now if they made it a 1-mana 1/1 weapon that had the battlecry or "when attacking" effect of Flare's card text, then absolutely, it makes sense in both flavor and language of the game.
Side note: this is an OLD argument and we gotta stop rehashing in forums that Blizzard doesn't take seriously. Go on Twitter and @ the dev team with ideas on why you thing Flare should beat Counterspell, or why it deserves a rework.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
The only gripe I have with it is the flavor from Wow that interrupts don't work on non-spells. Flare is a spell only because there's no other category it could be included in for HS. Just like many actions in HS that wouldn't technically be a spell in a broader setting. Shield Slam for example, you smacking a guy in the face with your shield, that's not magic.
because of the game mechanics, Counterspell should counter Flare.
But because of flavor reasons, a player who's playing Flare should be able to rely on this anti-secret card to be able to successfully get rid of all secrets.
So here's my offer to solve this issue:
Edit: or maybe change the text to: "Battlecry: Lose 1 Durability to make all minions lose Stealth, destroy all enemy Secrets and draw a card."
This is not obvious, for example if you play Leeroy and your opponent has a mirror entity and a knives juggler:
Leeroy will summon two 1/1 for your opponnent (Battlecry) then knife juggler will deal (lets say) 1 damage to Leeroy (so it means Leeroy is played) then only Mirror entity will copy Leeroy