Counterspell
,
Silence
, and
Tangle
are all traditionally good targets.
Other options:
Heroes' Reunion
or
Lightning Helix
can be crushing if you already have
Drogskol Reaver
out
somehow
.
In fact, any cantrip is good. I like giving my
golems
an
Aggressive Urge
or some
Tel-Jilad Defiance
.
Druid's Deliverance
works for the same reason
Tangle
does.
In red,
Galvanic Blast
. Just two more artifacts and you get to wipe your opponent out, one hit at a time.
In black,
Doom Blade
or
Go for the Throat
or
Eyeblight's Ending
is a good way to get rid of creatures.
In white,
Break of Day
is great, especially when you're at low life.
By the way, the stick loves cantrips. I love
Aggressive Urge
or
Tel-Jilad Defiance
on a
Precursor Golem
for a repeatable
Ancestral Recall
for

.
Split card hilarity:
You can use either half of the split card. Remember this.
Bound // Determined
can get you lots of cards. Remember, you're casting a copy, so you exile the copy after it resolves. Then it doesn't exist anymore. Or stop counters.
Dead // Gone
gives you a
Shock
or...an
Unsummon
that only works on creatures you don't control. (
Splinter
your opponent's
Torpor Orb
, cast it on his
Phyrexian Dreadnought
, and watch him cry.)
Stand // Deliver
is fun. "Don't worry, I'm not playing land destruction." It's also a bounce spell you can use on your own stuff. Or it can prevent infect/deathtouch/wither damage better than a +0/+X spell could.
Research // Development
lets your opponent decide:
Ancestral Recall
, three 3/1s, or somewhere in between.
Odds // Ends
can trigger a surrender a deck that doesn't have a lot of tokens or recursion. (Or a
Tajuru Preserver
or
Bubbles
). Odds is a fun little coin flip card that does "heads I win, tails you lose".
Trial // Error
is cool with
Lure
. The Trial half is anyway. Error's kinda narrow.
Fire // Ice
Cantrip!
Hide // Seek
can mess up combo decks a lot.
Wax // Wane
is strictly better than
Demystify
, in that it can get you +2/+2.