Whenever a spell you play is countered, you may untap up to X lands, where X is the converted mana cost of your countered spell. If you do so, remove countered spell from the game.
Very nice card. A little expensive, though.
Maybe if it was an artifact rather than an enchantment, it would be perfect! It would fit any colors, so it would be useful in any deck against counter decks.
The idea is very good, a nice way to "retry" when you get countered.
If the card wasn't removed from the game, it would be overwhelming when a Remand is played, 'cause you would play the same spell again right away, making the Remand useless. Nice mechanic to balance the card feature.
One point: You untap a number of lands equal to the converted mana cost of the countered spell. But what about the lands that add more than 1 mana?
For example: You have 3 Lightning Helix and 1 Demolish in your hand. You tap a Boros Garrison and play a Lightning Helix, causing 3 damage to your opponent and giving you 3 life. Then, you tap 1 basic mountain, 1 basic plains and another Boros Garrison, and play the Demolish, targeting opponent's island. It's countered by a Cancel. You remove it from the game and untap 4 lands! Now, you play other 2 Lightning Helix!!! So, it makes a bit unbalanced combo. Imagine it with a Urza Lands' combination!
Another point: The cards whose converted mana cost is lesser then the mana spent to play them. One of the most famous is Blaze. You tap 8 mountains to cause 7 damage to target player. It's countered and you remove it from the game. Now, you untap 8 lands, right? No! You untap just ONE land, 'cause any X at mana cost means ZERO in the converted mana cost. Not a good play, I guess.
So, this enchantment may be a very good combo or an almost useless card, depending on the situation. Thinking well, aren't most of the Magic cards like that?
Besides these facts, the card is very good at its concept.
Yeah, someone else pointed out that it would work better as an artifact.
Yes, I added the "remove from game" for that exact reason. :-P
And yes, I'm aware of the dual lands situation, it adds an extra depth to the card - the person who's attempting to counter the spell has to think if they REALLY want to counter it, as the player could get more mana than they started out with. It makes the game more interesting, in my opinion, because not only does this card give you the option of trying something else, but it makes your opponents think twice about countering your stuff in the first place. This can lead to interesting choices where you have two things you want to play, but only enough mana for one - do you play the better one first, and hope they think your other one is something even BETTER that they want to save the counter for, or do you play the lesser one first, and hope they waste their counter on that so you can get out the better card?
As far as X spells go, that's an interesting question, because to my understanding, you declared X, so it still cost X+ activation. That's the way it works with Counterbalance - my opponent plays Blaze, where X=5; I have to have a spell on the top of my deck that's a 6 cost to counter it. Now, if /I/ reveal Blaze, MY Blaze is only worth 1, because my X is worth 0. So I think it would work the same for this card - Sure, it's a X spell, but I've declared X to be equal to something, so the X for Nevermind would be the card's total cost (the declared X + activation.)
i love it it dont stop the counter rather give you a chanche to save your self with a nother spell
mabey adding or draw a card for every spell countered to give a ither or effect cuz if thats the last card in hand your pooched so instead of untapin draw a card
It's a fun card. It takes care of people who play mostly counterspells, which annoys the hell out of me, and it adds a little flavor to a game. I think you should've made it green though, because blue is the counterspell color and green, while best at destroying enchantments, also has the most enchantments and is hurt worst by counterspells.
As far as X spells go, that's an interesting question, because to my understanding, you declared X, so it still cost X+ activation. That's the way it works with Counterbalance - my opponent plays Blaze, where X=5; I have to have a spell on the top of my deck that's a 6 cost to counter it. Now, if /I/ reveal Blaze, MY Blaze is only worth 1, because my X is worth 0. So I think it would work the same for this card - Sure, it's a X spell, but I've declared X to be equal to something, so the X for Nevermind would be the card's total cost (the declared X + activation.)
Actually, X would still be equal to 0. As stated in the rules, X is always equal to 0 when calculating converted mana costs. And with your counterbalance example, the card you would have to reveal would still only have to have a converted mana cost of 1. The converted mana cost never takes into consideration how much mana was actually spent to play it, only how much mana is necessary to play it.