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
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
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
Not only does this creature protect itself, but it provides each other Merfolk you control with Ward 1, making them also more difficult to remove
Thoughtseize Hand disruption and forced discard doesnt get more efficient than Thoughtseize