Beyond Dominia August 1998 -- Vol. 3, No. 8

 
by Luke

Memory Lapse: Useful or Useless?

Ever since Memory Lapse (U1, Common, Interrupt, "Counter target spell. Put that spell on top of owner's library.") came out in Homelands it has been causing quite a controversy. Some players looked at and said "Jeez that's worthless." And they have a point. Still having to face the spell next turn is a major problem. A normal counter often looks better next to it, especially when you're facing a game-ending Fireball.

Putting that aside though, does this card have some usefulness? Well, since it does not counter the spell in a typical sense, it can not be considered a true counter. But why would anyone want to have this when they could have any of the other "real" counters? Actually, there are plenty of reasons.

Let's start at the top. The casting cost is U1. This makes it a cheap counter that can be splashed into a four or five color deck. And believe me there are plenty of multicolor decks around. Just look at the top decks right now. Donnais 5 color, 5 color Black, 5 color Green, ProsBloom, just to name a few. Many of these decks would have serious problems casting a second turn Counterspell. But take the same deck and most of the time a second turn Memory Lapse is no problem. But why, some still say, would anyone want to put a spell on top of its owner's library when they can counter it? Well, what advantages does delaying a spell have to countering it? For one thing, lapsing something preserves the current situation by stopping the opponent from drawing a new card next turn. If you are beating down your opponent with a creature advantage, you can make sure he doesn't draw that Wrath of God or any number of creature removal spells that could put an end to your assault. In fact, in nearly any situation when you are putting pressure on your opponent there are a number of spells you wouldn't want him drawing at that particular moment. Memory Lapse prevents that.

But let's take a closer look at the major reason for playing Memory Lapse. It prevents your opponent from drawing a card next turn. The ultimate question is whether or not that is worth having to face the same spell next turn. The smart player can turn this downside into an advantage. Memory Lapse renders any surprise card useless. A well-placed Exile can turn the game around, but if you knew your opponent had one in his hand you could plan accordingly. Furthermore, Memory Lapsing any card which costs your enemy extra resources in addition to having one less card in his or her hand would be brutal. Imagine Lapsing a Necrolgia or Meditate!? Brutal indeed. But perhaps the most important and over looked aspect of Memory Lapse is the fact that because you deny our opponent his next card draw you deny him access to a spell. That's exactly what Counterspell does. Sure he will draw that card one turn later, but of you look at the total number of spells he has access to over the course of a game, whether you play Memory Lapse or Counterspell, that number is reduced by one.

Therefore, answering the original question, is Memory Lapse useful? I would say definitely yes, but not as a replacement for counters, merely as a supplement. Keep that in mind and you will surely have fun playing this often-underrated card.


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