Hmm, alright, it's like this: In magic there are control decks. These work by saying "nope" to everything you try to accomplish, gradually building resources along the way, and then finally clubbing you with an enormous threat that you don't have the resources to fight. The signature spell in these decks for a long time was Counterspell, which cheeply and completely countered everything.
Force Spike, on the other hand, was different. It countered spells only if the opponent spent all his or her resources. You could use it to slow down someone by holding it in reserve, preventing them from using every last bit of mana, our you could punish them if they tried to make a big play, but otherwise the control player had to be more selective, and wouldn't be able to say no to everything.
Mage Wars doesn't let you always say no, so you've got to be more clever, is what I meant.