The longer the game goes, the more of an advantage this is, since presumably our opponent doesn't have this luxury. As long as we have a Merfolk Looter in play, we can discard our excess lands, hopefully turning them into spells. Looting prevents that from ever happening. We have all had games where we drew 10 land, and our opponent drew all spells and we flooded out in miserable fashion. Most people grasp the obvious benefits of Merfolk Looter. This is one of the most powerful and misunderstood cards in the format, and while it isn't as good as it was back in M10, that just makes it harder to use, and more powerful in the right hands. While the best filter card, Brainstorm, hasn't been legal in a while, and his slower buddy Jace recently got laid off, M12 draft still has the stepchild of the filter family, the looter. I define a card as "skill testing" when it requires you to make a lot of decisions, and not just easy decisions, like "which one of us should draw three cards?" The hardest cards to use are those that give you more choices without an obvious advantage, namely filter cards. Blue does however have a disproportionate number of skill testing cards. Blue isn't always harder to play than any other color, just like combo or aggro decks aren't easier to play than control. could be derived from the amount of counterspells in your deck, but obviously that isn't true. The way some people revere blue, you would think your I.Q. I always find it funny that the impression amongst most mages is that decks running blue are harder to play. Kermit was wrong, it's not easy being blue. Blue is the hardest color to play in limited.
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