Spells you cast that would counter a spell cost {U}{U} less to cast. Whenever a spell an opponent controls is countered by a spell or ability you control, draw a card. The Countering Runner deals 2 psychic damage to that player. (Psychic damage doesn't cause loss of life, but a player who's been dealt 20 psychic damage loses the game.) Ready to run (You can have two commanders if both have ready to run.)
Near Mint - $21.00
Lightly Played - $20.00
Moderately Played - $17.00
Heavily Played - $12.75
Damaged - $10.50
Near Mint Non-English - $21.00
Lightly Played Non-English - $20.00
Moderately Played Non-English - $17.00
Heavily Played Non-English - $12.75
Damaged Non-English - $10.50