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Spells you cast that would counter a spell cost 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.)
Read from the rules text. A card that enables a keyword makes or is the thing; a card that rewards it gets better when you have it. Two cards interact when one enables what the other rewards.