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                         Argothian Treehouse
 with Andy Van Zandt
						 Mirrodin 
                        Limited: Blue is Beatdown
 Maybe y'all figured this out already, maybe not,  but 
                        Mirrodin limited is
 all about role-reversal...  and that means, my friend, 
                        that the blue cards
 are for beating down.  Why?  I'd say for two main 
                        reasons-
 
 1: the best counterspell is annul, which is good, don't 
                        get me wrong, but
 doesn't stop all the decks you'll see from beating you 
                        down.  There are
 quite often green/whatever or white/whatever decks 
                        that'll simply drop their
 damage-dealers in non-artifact form, for the most part.  
                        Annul is still
 great,  but it's not the hard counter to ensure 
                        safety.   Override is slow
 and expensive-  you can't keep up the beats and leave 
                        Override mana open
 early, unless you're already winning.
 
 2: No Sea Serpent.  Yes, blue needs a big fatty wall to 
                        hold the ground.
 Green has those.  That's why green is control here.  
                        Usually there's a
 sea-serpent-esque creature to fill this role, or at 
                        least a reasonable wall,
 or bouncy guy, or tapper, or something.  But not in 
                        Mirrodin.  Instead you
 get an expensive hill giant wearing some glasses of urza.
 
 So what do you do with Blue?  Beat down.  Somber 
                        Hoverguard and Neurok Spy
 are your staple dudes,  you need as many of these as you 
                        can get your hands
 on.  Evasive and quick,  these guys put your opponent on 
                        a clock.  Which is
 better?  In my eyes, the Spy...  yes, he's a "slower" 
                        clock, and he can't
 block fliers (which isn't what you want to be doing 
                        anyways) but he's also
 completely unblockable under normal circumstances,  and 
                        he comes down on
 turn 3 every game.  Somber is usually a turn 4 play,  
                        which means until he's
 swung 3 times, he's not beating the spy in the damage 
                        race.  Even more
 important though is the Skyhunter Patrols that'll stop 
                        Hoverguard cold
 indefinitely.
 
 So after you've got your hands on as many of those as 
                        you can snag,  with
 maybe a Looming Hoverguard or a Goblin Dirigible to help 
                        tip the scales in
 the air if you're lucky,  you need to stop them from 
                        just roshambo'ing you
 out on the ground.  Inertia Bubble, Annul, and the blue 
                        Spellbomb are your
 tools for this.  Annul, while not being the catch-all 
                        stopper counterspell
 is, is only one mana, so you can often lay your man for 
                        the turn and still
 have the counter to slow them down just that little bit 
                        you need next turn.
 Fatespinner and the aforementioned Looming also give you 
                        so much tempo
 advantage it's crazy, but they're in the rare and 
                        uncommon slots.  If the
 blue bits aren't cutting it,  that's what your splash 
                        color is for.  Green
 gives you ground-stallability (black has its share of 
                        regenerators this
 time, too),  white, red, and black have cheap, efficient 
                        removal, and
 sometimes some extra fliers for you.  Whether you're 
                        clearing the path for
 the 'guard, or preventing them from swarming you,  
                        removal and disruption
 need to be cheap and abundant.  Did I mention Domineer?  
                        I've gone blue on
 just the basis of opening domineer before.  It's good no 
                        matter what you're
 doing with your deck.
 
 Back to the cheap and abundant train of thought- most 
                        people look at the
 Thirst for Knowledges and Thoughtcasts (which you're 
                        hopefully drafting
 along with the other stuff) as "Card Advantage"-  a 
                        traditional aspect of
 control.  While they do fill that aspect quite well, in 
                        a primarily blue
 draft deck, they are more along the lines of "Ensuring 
                        Card Quality"...
 making sure you have the tools you need.  You -need- to 
                        get your evasion
 guys online as fast as possible.  You -need- to make 
                        sure they can do their
 job (by using removal/disruption)-  as noted above, if 
                        you're blocking with
 neurok spy or hoverguard, you're on the losing end of 
                        the game in most
 cases.  The card drawing doesn't really need to give you 
                        more
 removal/creatures than your opponent-  it just needs to 
                        give you the right
 ones.
 
 Again on the cheap and abundant locomotive,  don't 
                        forget to snag a couple
 of myrs.  Color doesn't really matter, though it's 
                        always a nice bonus if
 it's a silver myr, or one of your splash colors is even 
                        better most of the
 time.  Myr are preferable to talismans because later 
                        they can chump block a
 bit while your real men go to town- they advance the 
                        whole "beatdown"
 concept.  Artifact lands, too, are often really 
                        acceleration.  Hoverguard
 and Thoughtcasts, y'know... affinity.  I've often played 
                        multiple off-color
 ones if i've enough of those two cards, or myr 
                        enforcers.  It really depends
 on whether your mana base is stable enough.  Myrs are 
                        better, since they are
 two-fold acceleration (each one provides basically two 
                        mana towards an
 affinity guy,  and comes out in addition to your land 
                        for the turn).
 
 Some of this may all seem obvious to you,  but knowing 
                        what cards are good
 and knowing -why- they are good and how to use them 
                        correctly are two
 different things.  If you liked this article or didn't, 
                        if you have any
 feedback, toss me an email.
 
 You can reach
                        Andy at: andyvanzandt@hotmail.com   |