Cast this spell on a spell with a stated duration, which then becomes permanent. The original spell cannot be dispelled until this spell is dispelled. Permanency can always be dispelled, regardless of special powers. The caster of this spell cannot be used again until the end of the owning players next turn. (def)
Copyrights:
TSR
Wizards of the Coast
In a defensive spell deck, this card can be a true terror to a deck not carrying enough counters. Of the spells with lasting durations, some stand out well for this theme, including Wall of Fog (371/4th), Forbiddance (11/AR-chase) (it doesn't say it only affects wizard spells), Phase Out (51/PO), Guardian Mist (84/NS), or City Shield (92/DU).
Other interesting uses that can be fun include targeting Quest (31/FR) (only champions below level 5 can attack for the game?!?), Zone of Truth (38/FR), Mind Fog (44/UD), Blight (51/BR), Divine Assistance (99/DU), or Enthrall (419/4th) (this is for the truly evil).
The best way to deal with this defensive kind of play is to play cards that destroy all spells in play (various rule cards or events, like Nullification (35/PO)).