I think the community will be in agreement that the lack of counterspell functionality is one of the few major mechanics that are missing from PQ compared to the paper game. While I appreciate that the development team is trying to address this in different ways, the latest being Denial gems - it’s also fair to say that they are missing the mark. All that said, I actually think Denial is probably a decent (but also complex) mechanic that will bring a strong flavor to PQ of “slowing down the game” - which lovers of blue in paper will appreciate.
So the big question: Why are the developers ignoring Insidious Will as a basis for counterspells?
iWill was a beloved card, that was powerful, but not over-powered. Pact of negation and Jace’s Defeat are other examples of this flavor. All were great cards that functioned a bit different to counter the opponent.
Suggested Solution: Develop a token enchantment support (based on iWill) called “Countercast” with 4 different types.
The thought is that any creature, spell or support card could also produce a token support that does some flavor of countering based on rarity.
“Minor Countercast”: A common card would produce a token that returned the first creature or support card cast that turn to the player’s hand with X mana without it triggering enter battle effects, then the countercast token exiles itself. Note that it only effects cast cards, not “summoned” cards to help limit power level.
“Countercast”: An uncommon card could be: “When your opponent casts a “X” card, it is destroyed, and it’s effects do not trigger. Exile this support”. X would be randomly assigned when the token is created with “support”, “creature”, or “spell”. Each time you create a new countercast token, one of the other 2 card types would be added to the token support (like the dungeon master emblem function) so that the counter ability would become stronger.
“Improved Countercast”: A rare card would take out the randomness of the uncommon and simply counter anything cast - exactly how Insidious Will works.
“Major Countercast”: A mythic or MP card would counter everything, but also introduce a kicker effect, where you could drain X mana to prevent it from being exiled. This version in particular would really bring the most paper-like feel of countering, as you would need to use mana in your hand on your opponent’s turn.
In the event all multiple types are generated on the board, they would all be destroyed by the first cast card, and trigger in the order they were created on the board.
As an alternate application, the token support could lose the self-destruct feature, and only deploy the kicker feature. You would then have the option to drain mana from your hand each time the opponent casts a card in order to counter it. And you could still use a version the rarity based differences described above so that there would be different power levels of counterspells in the game, or make the only difference between each rarity type be the amount of mana that is drained from kicker is lower for higher rarity cards.