I thought it went something like:
Player 1: Play Spell
Player 2: Counterspell
Player 1: Divert Counterspell to Divert.
Divert Resolves
Counterspell tries to counter the already resolved...
Type: Posts; User: Benie Bederios
I thought it went something like:
Player 1: Play Spell
Player 2: Counterspell
Player 1: Divert Counterspell to Divert.
Divert Resolves
Counterspell tries to counter the already resolved...
Black disruption isn't that bad I suppose. But I don't think it are walkovers. A turn 1 Duress/Thoughtseize can mess up your plan for an early Dreadnought and force you to go control or it can stop...