Who needs creatures when you can turn your
opponent's creatures against them? It's always
been a solid strategy in both constructed and
limited, and explains the recent popularity of
creatures like Bogardan Hellkite and Mulldrifter,
where at least you got some value out of it even
if the opponent has Mind Control or Sower of
Temptation. In M10 drafts, I'd almost always
pick this, even if only to prevent the other
people from using it against you!
Today's card of the day is Control Magic with an
additional colorless mana in the cost, otherwise
known as Mind Control. While not a bad card
seeing an older card directly weakened makes it
hard to justify sometimes. I mainly prefer the
Red temporary control with Haste that has become
a running theme for them compared to the slower,
yet longer lasting Blue options.
In Constructed, Casual, and Multiplayer there is
no reason to play this in a format that allows
Control Magic, but for Limited or Extended this
is an alternative to simply countering a
creature. It generally needs to be a large
threat and taking control instead of countering,
especially since no Haste is involved, leaves
you vulnerable to it backfiring or the advantage
being otherwise negated. To be worth the control
the monster should be a threat and that threat
can be returned to your opponent or simply
removed in any number of ways.
An additional note for Casual and Multiplayer as
both formats have a better likelihood of some
impressive creature being played to be a prime
target for Mind Control. At least one player
around the table in multiplayer should have
something dangerous and many casual decks
revolve around a key single creature. The ease
of disrupting the value in the formats prevents
a dramatically higher score, but it is a bit
better compared to Constructed.
For Limited the smaller number of options and
increased number of large creatures dramatically
improves the look of this card. Choices for
killing the creature are less common and the
likelihood of taking something being a huge
shift in balance is much bigger. I consider this
card to be worth including in any Sealed deck
that can handle the double blue and just below
true removal in Booster for drafting purposes.
The high cost makes it less flexible, but later
in the game little can beat out topdecking this
against a Darksteel Colossus or Enormous Baloth.
Welcome back readers today’s card of the day is
mind control a powerful enchantment that allows
you to gain control of enchanted creature for
give mana. Relying on what your opponents are
playing is never the best option and sinking
five mana into stealing a creature an opponent
controls at sorcery speed is not the best
finisher or support card today in standard. In
extended and eternal formats this card is
expensive and does not provide enough bang for
the buck and won’t see play. In casual and
multiplayer being able to snatch the scariest
creature at the table and counter remaining
threats opponents play is blues forte, this
cards power increases as the variety of
creature’s increases at the table. In limited
this card shines as it allows you to steal an
opponent’s powerful creature in lieu of
utilizing removal. Combined with cards like Ice
Cage blue mages in limited have a powerful card
at their disposal. Overall Mind Control is a
powerful card that fills a niche for control
players allowing them to manipulate creatures
players have already played.