As the newest article says, 6 of the 8 finalists of the vault tour were running Bait and Switch. So I figured it would be appropriate to have a discussion about how to counter Bait and Switch. The below sentences are phrased like facts, but they are very much person believes, so feel free to argue about them.
All decks can attempt to manage their amber through play style. If you ensure that bait and switch can never steal 3+ amber, then you are probably going to be in good shape. 3+ stealing occurs if you have 5 more amber than your opponent or greater. Stealing 2 is still a good trade for your opponent, but keeping yourself with 2 amber of your opponent is often handicapping you more than it is worth.
Cards that counter:
Key Charge (Forging Keys Early reduces valid times to play Bait and Switch)
Chota Hazri
Key of Darkness
Restringuntus (Prevents opponent from being able to play Bait and Switch for at least 1 turn)
Control the Weak
Scrambler Storm
Pocket Universe (Reduces amber available to be stolen)
Safe Place
Iron Obelisk (Increasing opposing key costs increases the amber your opponent has on average, and that reduces valid periods to play Bait and Switch)
Lash of Broken Dreams
Grabber Jammer
Jammer Pack
Murmook
Miasma
Deep Probe (Looking at your opponents hand at the start of a turn can tell you if Bait and Switch is even a concern this turn)
Psychic Bug
Imperial Traitor
Card that make it worse:
Capturing
Ether Spider in Particular
The Sting
Edited by Revert