Suggestion M
Disrupt target Deployment. Its controller draws a card.
Mind Blank B
As an additional cost to deploy Mind Blank, discard a card.
Disrupt target Deployment.
Time Reverse 2MM
You may skip your next turn instead of paying Time Reverse's Deploy Cost.
Disrupt target Deployment.
Crystalize MM
Disrupt target Deployment. Create two Energy Gems with "Forfeit this Gem: Add one Energy of any Type to your Bank."
Soul Exchange S
Disrupt target Deployment. Its controller gains two Soul Gems with "Forfeit this Gem: Gain 1 life or prevent the next 1 damage that would be dealt to target Unit or Player."
Time Drain 5MM
Disrupt target Deployment. Take another turn after this turn.
What Girls & Guys Said
Opinion
0Opinion
I need a ground to compare it to so I imagine these as magic the gathering counter spells. And I read the "5MM" as costs.
I think it is either Time drain or crystalize. Time drain if you can pay the cost, without that being all you can do and crystalize as its a free one for one card.
Thanks for the input, but allow me to explain you are thinking about the "free/alternate cost" spells incorrectly.
I've play-tested these cards, and Time Reverse is a BEAST. It would definitely be played in Vintage and Commander and Modern Masters if it was legal in those formats. Losing a turn is no big deal to stop your opponent from auto-winning on turn 1 or 2 if they hit their best opener. Suggestion and Mind Blank seem to also always be worth it, again saving yourself from an auto-loss is worth a one card detrimental cost. I've had a deck in Commander with a nearly guaranteed turn 2 win and a guaranteed turn 3 win, and so I know first hand that there aren't enough "free" counters available in Commander. I ran 13 counters, 13 mana rocks, and 13 tutors in my Deck.
Time Drain is the most powerful, but it costs 7 energy, which means you basically had to skip spending energy on your turn to use it.