Magic: The Gathering – The 10 Best Blue Creature Cards For Commander, Ranked

Playing a monoblue deck in Magic: The Gathering is all about drawing cards, controlling the board, and drawing more cards. While this is mostly done through sorceries and instants, Wizards of The Coast has given blue plenty of ways to carry out this battle plan with its creatures, too.

Throughout the years, the best of blue's creatures have come to embody what makes playing monoblue so great, and facing it so daunting. Here are the very best creatures that you should consider including in your blue Commander deck.

10 Glen Elendra Archmage

Glen Elendra Archmage is a unique creature, essentially acting as a counterspell attached to a body. Having it on the battlefield does more than a normal counterspell in your hand, however, as just having it around will usually discourage opponents from playing their most powerful spells.

Since Glen Elendra Archmage is a creature, it's also much easier to retrieve from the graveyard than a typical counterspell, with any creature re-animation effect putting it and its threatening counterspell back into play.

9 Teferi, Mage of Zhalfir

Teferi, Mage of Zhalfir is one creature in a long line of powerful Teferi cards. This time around, Teferi slows down enemy players and removes any chance of outside interference by forcing your opponents to play at sorcery speed.

An ability this strong makes Teferi a magnet for removal, but if he manages to hit the battlefield, he'll likely win you the game, assuming you're using him to combo off without being interrupted by a counterspell.

8 Hullbreaker Horror

Hullbreaker Horror has the highest mana value on this list, but its expensive casting cost comes with a great payoff. For as long as Hullbreaker Horror is alive, you can bounce an enemy permanent every time you cast a spell.

As well as being great during your turn, this effect actually goes far beyond this. As long as Hullbreaker is alive, a counterspell isn't just a counter, it's also a bounce aimed right at that player's best permanent. Having Hullbreaker out on the field is an excellent way to threaten the opponent. Simply leave two blue mana open and watch as they don't dare to target you for fear of being countered.

7 Laboratory Maniac

Laboratory Maniac is a creature with a legacy, inventing a new way to win a game of Magic with its introduction in 2013. With Laboratory Maniac on the field, the alternate lose condition of running out of cards to draw instead becomes a win condition, encouraging you to pour through your 100 card deck with the intention of running out.

This is an absurd way to run a deck, and leads to some great fun. Combining this strategy with cards like Reliquary Tower and Enter the Infinite often leads to you holding your entire deck in your hand, giving you a whole library of tools with which to win the game.

6 Snapcaster Mage

Snapcaster Mage has a reputation that precedes it. While you'd probably see it in one of the top spots if this list was discussing Modern, Snapcaster Mage isn't quite as broken in Commander. It can still allow you to recur any sorcery or instant from your graveyard though, and for only two mana.

Snapcaster Mage's Flash also lets it do this at instant speed, allowing you to suddenly recur some of the best blue cards in the format when your opponents least expect it. As well as enabling surprise attacks and extra card draw, Snapcaster Mage also lets you create some huge mana advantage by recurring cards like High Tide or Turnabout.

5 Deadeye Navigator

Deadeye Navigator is probably the most famous blue combo piece. It goes infinite with a few different cards, and all but guarantees you a win once its combo starts rolling. The most popular card to pair Deadeye Navigator with is Peregrine Drake, a combo that results in infinite mana. If you've got red in your color identity, you can replicate this combo with the newly reprinted Dockside Extortionist as well.

As great as it is, Deadeye Navigator is a dead card if you don't have something to pair it up with, as its basically useless on its own. If it had a function other than as a combo piece, it may have made it higher up this list.

4 Agent of Treachery

Agent of Treachery caused quite the storm when it hit Standard back in 2019, thanks to its ability to steal any enemy permanent upon entering the battlefield. After some time in the format, Agent eventually got banned, leaving Standard free of its thievery.

Agent is still legal in Commander, although it's thankfully not quite as oppressive as it was in Standard thanks to the format's wider selection of removal. Despite this, you can still use it to steal any permanent on the board, whether that be a Blightsteel Colossus, a Seedborn Muse, or even an enemy commander.

3 Gilded Drake

Gilded Drake is a Reserve List card, meaning that Wizard of The Coast has pledged to never reprint it. A side effect of vowing to never reprint such an excellent card is that it now costs $500 in good condition.

If you have an unlimited pool of money, or are open to proxying, Gilded Drake is an excellent creature to add to any blue deck. It's one of the few ways that blue can remove a threat once it has hit the board, and its unique creature-swapping effect means that you can steal the opponent's creature indefinitely, assuming you can keep it alive.

2 Clever Impersonator

Clever Impersonator has by far the best copying effect of any nonlegendary creature. It can copy any permanent on any side of the board, and it only costs 4 mana to cast.

While its effect may seem similar to cards like Agent of Treachery, Clever Impersonator is played in a very different way, usually being used to copy one of your own permanents, rather than steal a permanent from an opponent.

Clever Impersonator is excellent any time you have at least an okay board state, but is best used when copying something that will cause a huge amount of ability triggers to go off.

1 Consecrated Sphinx

Consecrated Sphinx is monoblue's main win condition on a single card – draw a mountain of cards, then use them to piece together a win.

Assuming Consecrated Sphinx stays alive, or manages to reach the battlefield at all, it'll allow you to draw two cards every time that an opponent draws one. Note how its rules text does not say 'whenever an opponent draws one or more cards', a common drawback of this sort of card.

Since Consecrated Sphinx doesn't include 'or more' in its text, it means that no matter how many cards an opponent draws, you can always draw double that amount. Because of this, Consecrated Sphinx is a guaranteed win if you also have a wheel effect in your hand, as getting the table to wheel will result in dozens of cards being put straight into your hand.

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