One
of the nice things about EDH is that control decks don’t really work. A
control strategy relies on locking the opponent out of the game by
removing, stealing, or neutralizing everything they play with versatile
or catch-all answers (e.g. counterspells), generating incremental card
advantage, and then at some point playing a single threat and protecting
it on the way to victory. With multiple opponents its just not feasible
to lock down the board nor to protect a single threat to victory.
At
the core of control’s weakness in EDH is the weakness of counterspells
in multiplayer. They are, for the most part, a 1-for-1 tradeoff. In 1v1
this is fine since a single counter can often invalidate the opponent’s
entire turn, helping the control player reach the late-game where they
can play their one threat and simultaneously protect it. In multiplayer
there are just too many spells coming from too many angles for
counterspells to create a lockdown. You’ll probably get more “control”
in multiplayer playing a vigilance creature than playing counterspells.
While
you can’t pile a bunch of counterspells into a control deck, they can
still be valuable cards for their ability to answer “anything”. The most
powerful EDH counterspell is probably draining whelk, but my personal
favourite hearkens back to magic’s official climate change set:
Arcane
denial is awesome because of its mana cost and the card draw. 1U
counters usually have a drawback in terms of what they can counter
(negate) or whether they can counter the spell at all (mana leak, unified will). Arcane Denial gets right down to business and stops any
spell in its tracks, no questions asked, with the 1U cost making it a
lot more friendly for 3 colour decks than a straight up counterspell.
Of
course the more important feature of arcane denial is all the card
drawing that takes place. First of all it replaces itself, so you never
really lose anything by countering a spell. Secondly, you’re opponent
gets to draw 2 cards which should go a long way towards avoiding any
hate. I mean hey, you’re technically giving him card advantage - he
should thank you!
The
best way to play arcane denial is to save it for spells that are
clearly and specifically going to hurt you: a wrath effect when you have
a lot of guys, a sacrifice effect when you’re riding an indestructible
to victory, an austere command when your board has 4 enchantments. In
these scenarios giving 2 cards is a small price to pay for thwarting one
of the few cards that can really hurt your board position. With its
card draw you can also just play it whenever you feel its amusing to do
so, but at least it offers some strategic depth if you’re willing to
take advantage of it.
Macaroni or Cheese?
This
card is one of the few “peacemaker” cards I really like. Counterspells
are great when they stop something like insurrection, but can be
brutally annoying when played pre-emptively (I feel like that akroma is going to be attacking me, so I counter it now). Denial gives you all the
benefits of stopping big cheese, while also taking the edge off of those
pre-emptive counters for your opponents.
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