Monday, December 10, 2012

UL's Favorites: Top Blue Commanders

As mentioned, we're working down the color pie, and here's blue for day 2.

Since blue is perhaps the most hated color at the table, it was kinda difficult for me to find cards to be really excited about, because I think we've all seen or heard in some shape or form the nasty shenanigans of Arcum Dagsson, and we know why Erayo was banned as a Commander.

And although they may have different abilities, blue's card pool doesn't give you many options- card draw, counters, bounce, combo, mill, a little fun with artifacts, all of which are pretty slow rolling.

While I mostly don't mind an Island or two, I think that my unconscious issues with the more busted Blue Legends is perhaps reflected on this list.

So let's count em down.


20. Memnarch

Memnarch gets the grandfather bump into blue because of his activated abilities, which are both cool and really annoying if the intent is to break him and steal everyone's stuff.

To me, what balances this dude out is the 7 casting cost and the fallacy of being both an artifact and a creature. Like Akroma, you can see this dude from a mile away, so just make sure you have a non Go For the Throat removal spell, and you'll be golden.



19. Teferi, Mage of Zhalfir

I like Teferi in a deck, where he can surprise lock counterspell players out of their stuff so that a blue dude deck can go to work.

Abusing his third ability though is plain annoying. I heard of a deck that plays Teferi and 30 counterspells. Sounds like you're just wasting everyone's time and no one will be having fun.

Teferi is exactly why blue can't be friends with anyone, but is still likable for flashing dudes in, which is pretty fun to me. Good luck keeping him out for long though.


18. Mistform Ultimus

The Mistform Ultimus deck, aka "Ultimus Prime," sounds amazing to me, being able to play Voltron with some of the unique Lorwyn block equipment that lets you slam it on a certain creature type when it comes into play.

One of the biggest advantages to playing this card is that people won't know what you're doing, really. Hell, you probably won't even know what's up, and it's kinda hilarious.

The downside is that he's just a 3/3 for four, and outside of the equipment, trying to find inspired card choices would be a huge challenge to make this deck feel more unified in theory, and less like a deck with two distinctly different game plans.

17. Aboshan, Cephalid Emperor

Aboshan is another Legend that people might laugh at if they see him come to the party, as Cephalid is such a long-lost creature type.

Though horrible value at 6, having other Cephalids out when he comes into play would be pretty cool because he can lock your opponents out of the things they need immediately.

Off the top of my head, Howling Mine would go really well in this deck as an extra draw engine, and I'd start there, looking for other cards that will give/not give people value based on being tapped.

Aboshan is exciting to me and on this list because it's a surprise, and being a very low-on-the-totem-pole blue legend, he's off the radar.

16. Arcanis the Omnipotent


The art for Arcanis is so freaking awesome. If that isn't a reason alone to play this card, I don't know what is.

Being able to protect himself is Arcanis' strength and weakness. Drawing the cards is what makes him such a target.

Even the lowliest Magic Scrub knows not to let you draw cards with him, so Lightning Greaves will probably be an auto include here.

Building around a card-draw engine will be more of a blank-face for the deck, which means you're most likely playing combo or control. I don't see a better situation for Arcanis though.You'll definitely have to be inspired by other cards to make Arcanis be a good general mechanically, but he definitely has the aesthetic to lead your deck to victory.


15. Cloudhoof Kirin

Cloudhoof is a lot better than people think. Spirit/Arcane tribal doesn't have to be paramount in the deck, though many cards will actually coincide here.

A 4/4 Flyer for 5 can also be underestimated as well, which means that Cloudhoof will probably get on the battlefield a couple times before people realize you're getting an extra 3-5 cards off the top of their library each time you trip his ability- and a lot of times, that's the difference in mill decks.

Though fairly obvious mechanically, I think Cloudhoof can sneak in under the radar and steal some games if surrounded with a nice set of cards.

14. Sun Quan, Lord of Wu

Horsemanship. That's the reason Sun Quan made this list.

This former Portal 3 Kingdoms card makes having a reliable, unblockable creature a reasonable strategy. With Quietus Spike, he's awesome. With Grafted exoskeleton, he ends games. Most importantly, with counterspells, he's protected.

Seems like a pretty easy plan here. No extra thought necessary, which is why he's mostly at the party for nostalgia and Portal 3 Kingdoms pride. Not creative by any means, but pretty neat.


13. Talrand, Sky Summoner


Talrand, when he's not summoning the sky, runs a summer camp out in the woods called the "No-Fun Forever Club," which coincidentally, is exactly what he can be in EDH.

 I can't believe that I live in a world where there's a creature that rewards blue players with dudes for playing Counterspells. For EDH, this is just not good news.

 Again, another blue strategy with no mystery, and incredibly indefensible if set up properly.

All things said, the card still made the list cause I really like it. Outside of counterspells, blue has some other sweet spells that make it possible for you to have fun making Drakes. I'm not sure anyone else will though. Talrand is one of two creatures that can perhaps make blue Creatureless a thing. 

12. Braids, Conjurer Adept

Personally, I like the other Braids- but that's cheating.

This Braids is just cheating stuff into play. Sure, it seems fun for everyone, but for me it's as bad as Howling Mine, without Aboshan's tap mastery, of course.

You won't get the value out of Braids before she's been abused by your opponents and then killed.

That said, there are some really great ways to leverage her ability for yourself, with cards like Paradox Haze, bouncing, etc.

Honestly, this card that excites me because it has potential to make your opponents think about spending removal on it- at least until they find out you're gonna bounce/phase Braids at end of turn.

I'm also excited a little by the fact that she looks like Charlize Theron as a brunette.

11. Llawan, Cephalid Empress

Aboshan's Empress Llawan is the ultimate blue mirror match card.

That's basically all she's good for, but it's a great thing, especially if blue is all your opponents seem to be playing.

Outside of this, I don't see a reason to play her- but that kind of randomness kind of excites me. I know some people who'd hate this.




10. Ambassador Laquatus

Laquatus is just too cool for Merfolk School. Everyone knows what he does, and he's a blue card that could be a lot of fun with many milling engines in the deck.

Laquatus also makes Training Grounds a sweet addition to the deck, which is pretty unique, and fits into my "Perfect Card, Perfect Deck" sentiments when I build.

Really like this card. Would love to see a nice build of it in the future.


  9. Sakashima the Impostor


Sakashima is one of the most unique clone-effects in Magic. Being able to protect himself and maintain his identity as a Commander is really great.

This is a great blue creature to build around, because it doesn't necessarily want to go to counterspells as a primary strategy. Instead, bounce effects like Conjurer's Closet and decently- aggressive nonlegends probably want to be found in this deck.


  8. Empress Galina

This card is so ugly, but I still like it. Empress makes Leyline of Singularity an amazing card, and effectively turns on all kinds of fun shenanigans with clone effects.

For blue, Empress is fairly unique, and I would definitely build her if I had alt-art for her.





  7. Thada Adel, Acquisitor

Though probably super over-played, I'm still a Thada fan. Having Acquire on a stick is a good way to get free information about someone's deck and take something that doesn't belong to you.

Islandwalk is sweet too.Just don't make her your primary strategy.






  6. Ertai, Wizard Adept

I love the art on this card, cause Ertai looks like he's on the cover of a 90's Wizard pop-rock album.

It's fantastic.

Additionally, his ability is no joke, as he allows you to have consistent counterspells, which is game over many times.

You'll probably take some heat for this card, but that's pretty typical with good cards in blue.

  5. Kaho, Minamo Historian

Kaho is a card that I don't see often, and I wonder why. With access to tutelage for instants and sorceries, Kaho should be the ultimate toolbox for blue mages.

It seems awesome, even if people know what your game plan could be. There's a lot of fun spells to go get that aren't counterspells too.

All I'm sayin' is, think about the Switcheroos.



  4. Vendilion Clique

Though I know how annoying and obnoxious this card is and can be in Commander, this card seems like it would be exciting to have as your General.

Targeting any player seems pretty great, including yourself for new cards. And you can flash it in on oppponent's upkeep.

The Clique is also cheap to cast and with evasion on a 3/1, there's a little bit of battling that can be done. This guy likes swords and other Equipment.


It's useful utility that doesn't seem like you're committing to strategy. Worth the current market rate at 35 Dollars, in my opinion.

  3. Lu Xun, Scholar General

Lu Xun! Sweet Horsemanship! My Favorite Thieving Magpie!

I don't think I need to say any other reason why I like this card.

Oh, the art is pretty fun.

Moving on.




  2. Meloku the Clouded Mirror

Though I'm kinda "meh" on the colors in her art, Meloku is one of my favorites. She's got a cool ability, and she supplements blue with something it needs- creatures.

She also doesn't have any fear of dying really, because of counterspells, and she can also leave you with a bunch of 1/1s or some extra protection if you choose to let a spell resolve that will kill her.

And she enables some of my new favorite cards to be useful, like Trade Routes, Terrain Generator, and Patron of the Moon.


  1. Heidar, Rimewind Master

Heidar doesn't see much play because most people view collecting snow land as a heavy investment.

But with Heidar, it's sooo worth it. With such a cheap cost to bounce stuff, I think everyone would be playing him if they had the snow land to back it up.

He interacts with enchantments and artifacts too- things normal blue decks usually have trouble with. So what's not to like here?

Maybe his 5 CMC is dumb.That's about it.


Okey-doke. Well, we're through Day 2.

As always, share your thoughts and ask me what you want in the comments below!

Your Turn.

-UL

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