Unlike in regular multiplayer, aggressively trading cards one-for-one can make a lot of sense for the heroes, since they only need to worry about locking down one opponent
It takes advantage of those smallball Eldrazi tokens youll be creating, but it also serves as a potential 5-color experience counter commander, if thats something youve wanted
So I can't lose the game
Card Advantage, Permission, and Threats Mana production aside, the cards in a blue-based control deck can be separated into one of three classes, card advantage spells, which allow you to draw extra cards or search for cards and add them to your hand, permission spells that deny your opponent their plays, or cheap threats which can close out the game once the opponent's game plan has been thwarted
Low-to-the-ground aggro decks can make do without much ramp, but youll want some way to get ahead on lands if youre looking to play big splashy cards