Originally printed in "Alliances," Arcane Denial will be reprinted in Wizards of the Coast's upcoming "Commander (2013 Edition)." Featured in the "Evasive Maneuvers" deck, Arcane Denial is an iconic counterspell that's always hard unlike Mana Leak and isn't situational like Negate is. Arcane Denial also replaces itself in your hand with another card. All this comes at a price though.
Arcane Denial - 1U
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Arcane Denial allows your opponent to draw two cards. It's a may ability, so there's a chance your rival for forget, however it's not very likely. Although Arcane Denial was first considered bad because it gives your opponent card advantage, there's many ways of transforming its drawback into a boon. In multiplayer formats like commander Arcane Denial isn't deals with nasty threats and combo pieces, replaces itself with another card in your hand, and because your adversary gets to draw two from it they may not decide to attack you.
One fun thing to do with Arcane Denial is counter your own spell and draw three cards during the next upkeep. Sometimes you want your opponent to draw cards, in order to take damage from your Nekusar, the Mindrazer. With a Notion Thief or Consecrated Sphinx on the battlefield it'll be to your advantage for your opponent to draw the extra cards.
How will you use Arcane Denial?
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