Throne of Eldraine Set Review - Blue

by
Joseph Schultz
Joseph Schultz
Throne of Eldraine Set Review - Blue
(Magic MirrorMagic Mirror | Art by Anastasia Ovchinnikova)

Feelin' Blue

Throne of Eldraine is almost here! Y'all know the drill, we're here to discuss the most interesting blue cards from the set, and to evaluate their impact on the EDH format. Our fairy tale adventure awaits, so let's waste no time and just dive right in!


Legendary Creatures


Gadwick, the Wizened

Gadwick, the Wizened

Gadwick, the WizenedGadwick, the Wizened is our first legend, bringing with him a strange shift to the typical formula for X spells. Usually creatures with X in their casting costs will enter with additional +1/+1 counters on them, like Protean HydraProtean Hydra and friends, but Gadwick is all about mind over might. This is what it looks like when Blue Sun's ZenithBlue Sun's Zenith becomes a creature.

However, Blue Sun's ZenithBlue Sun's Zenith (and in fact, Stroke of GeniusStroke of Genius) is so good because it can be cast at instant speed, a feat Gadwick isn't capable of on his own. That speed definitely matters to players; Zenith shows up in 16,415 decks on EDHREC, while the sorcery-speed Mind SpringMind Spring only appears in 1,444. Having access to this ability in the command zone can certainly be potent, but if you're hoping to draw lots of cards off of this ability, you're forced to compare this commander to lots of other mono-blue options, from Jin-Gitaxias, Core AugurJin-Gitaxias, Core Augur to Arcanis the OmnipotentArcanis the Omnipotent.

Sorry, Gadwick, but if I'm looking for a mono-blue Wizard that draws me cards, I think I'm sticking with Azami, Lady of ScrollsAzami, Lady of Scrolls. I anticipate Gadwick to show up more in the 99 of Naban, Dean of IterationNaban, Dean of Iteration than he will at the helm of his own deck.


Emry, Lurker of the Loch

Emry, Lurker of the Loch

The Lady of the Lake has already generated a lot of buzz, and for good reason. Cost reduction is always a powerful ability. As players know from the days of Hogaak, Arisen NecropolisHogaak, Arisen Necropolis, putting cards into your graveyard is also more often beneficial than detrimental. And casting more cards from that graveyard is also quite potent. On their own, each of those abilities can be fantastic for a deck. Emry does all three.

With that said, Emry does have a fair amount of competition for the role of mono-blue artifact-centric commander. Urza, Lord High ArtificerUrza, Lord High Artificer, MemnarchMemnarch, Arcum DagssonArcum Dagsson, and even Sai, Master ThopteristSai, Master Thopterist are all impressive in their own right, and, as is often the case with artifact decks, leads quite easily into combo-tastic territory.

Mirran Spy
Intruder Alarm
Chakram Retriever

With a zero-mana artifact like Mishra's BaubleMishra's Bauble or Lotus PetalLotus Petal and an untap effect like Mirran SpyMirran Spy or Intruder AlarmIntruder Alarm, Emry can repeatedly sacrifice an artifact, tap to replay it, untap herself, and repeat. Use Krark-Clan IronworksKrark-Clan Ironworks to sacrifice and recast any low-drop artifact you desire, potentially generating infinite mana. Use Aetherflux ReservoirAetherflux Reservoir in the interim for infinite cast triggers, mowing down the field with your own life total as ammo. Try Grinding StationGrinding Station as both a sacrifice outlet and a win condition.

You aren't forced to use Emry as a combo deck, of course; she can be a fairly honest deck that uses bizarre cards like Mirrodin BesiegedMirrodin Besieged to win at more traditionally-paced tables. It is simply in the nature of both blue and artifact decks to inevitably find a combo as the path to victory, and Emry is no exception, which is probably why the combo-style cards like Aetherflux ReservoirAetherflux Reservoir are showing up in 55% of Emry decks built so far. If your opponents are wary of your lady in the water, they have every right to be; random fish-people handing out pieces of sharp metal is not a trustworthy system of government.


Syr Elenora, the Discerning

Syr Elenora, the Discerning

I want to like Syr Elenora, the DiscerningSyr Elenora, the Discerning, I really do. A blue commander that uses commander damage to take down enemies sounds refreshing and wonderful. Unfortunately, I don't think Syr Elenora is that commander. She's difficult to remove, but it's not impossible, and while using Blue Sun's ZenithBlue Sun's Zenith as a combat trick sounds hilarious, I'm not sure if it's entirely realistic. Importantly, many of the cards we'd want to use to gain extra benefits from Syr Elenora's enter-the-battlefield effect, such as Conjurer's ClosetConjurer's Closet, would impede our ability to attach more meaningful combat enhancements to her, especially the can't-be-blocked Auras and pump-my-power Equipment we normally associate with a Voltron deck. That, combined with her somewhat clunky mana cost probably spells doom for her.

I can certainly say that I would like very much to be wrong here. It's not every day that Consecrated SphinxConsecrated Sphinx also gives your commander +2/+0 every turn. Empyrial PlateEmpyrial Plate also gets pretty funny very quickly. Overall, though, if you have enough cards in hand to make Syr Elenora lethal, you're probably better off using Atemsis, All-SeeingAtemsis, All-Seeing, who has natural evasion, which is much more important than a tax on pinpoint removal spells.


Rares


The Magic Mirror

The Magic Mirror

Mirror, mirror, on the wall, who's the unfairest of them all? Mind UnboundMind Unbound went and got itself a Liquimetal CoatingLiquimetal Coating and took a lesson in cost reduction from PteramanderPteramander. The result is an impressive-looking legendary artifact that promises greatness. Now, can it deliver on that promise?

Here's the conundrum: Mind UnboundMind Unbound only shows up in 1,067 decks so far, and it's pretty easy to see why. At six mana, we're looking at Consecrated SphinxConsecrated Sphinx, Recurring InsightRecurring Insight, and any manner of cards with more immediate payoff. It takes two turns to draw as many cards as a six-mana Stroke of GeniusStroke of Genius, and many cards like Treasure CruiseTreasure Cruise or Fact or FictionFact or Fiction will likely get what you need much faster, without any risk of being destroyed before they have the chance to do anything. When it comes to gradual sources of card advantage, Rhystic StudyRhystic Study and Mystic RemoraMystic Remora have in some ways cornered the market.

Master Transmuter
Argivian Restoration
Arcum Dagsson

Does that mean The Magic MirrorThe Magic Mirror is bad? Of course not. This has something that none of the other spells do: it's an artifact. Does that make it more susceptible to removal? Sure does. Does it also make it more abusable with artifact synergies? Absolutely. I frankly consider the cost reduction on this card to be a bit of a trap. I'm not convinced this card belongs in spell-heavy decks; by the time you get enough spells into your graveyard to make this cost less mana than Mind UnboundMind Unbound, the game is likely past the point where incremental draw will be helpful. This card is at its most powerful when it's snuck into play early, so that its exponential power can be given enough time to grow. Artifact decks offer that capability, using pals like Master TransmuterMaster Transmuter to sneak in early and Padeem, Consul of InnovationPadeem, Consul of Innovation to keep it protected. Look for this in mono-blue artifact decks like the aforementioned Padeem, or Izzet artifact decks like Saheeli the GiftedSaheeli the Gifted, which often cheats things into play so quickly that it would love more artifacts that help keep her hand full. The Magic MirrorThe Magic Mirror looks pretty grandiose, but it requires more setup than it first appears before it can become the fairest of them all.


Brazen Borrower

Brazen Borrower

This is a mythic rare for the purposes of Standard, but not for Commander. At best I can see Faerie tribal using this, or maybe Sidisi, Brood TyrantSidisi, Brood Tyrant liking a spell that also triggers her Zombie-making ability, but even that's a stretch. If you're using Sygg, River CutthroatSygg, River Cutthroat as a Rogue tribal deck, that might be fine too. Blue Commander decks can do better than this, though.


Folio of Fancies

Folio of Fancies

There are so many words on this card that one of them is bound to be good, right? Giving your enemies no maximum hand size is a very problematic first line of text, though. Opponents playing green will keep all fifteen cards they draw off that Rishkar's ExpertiseRishkar's Expertise, and opponents on black will abuse that NecropotenceNecropotence to the moon and back. That second ability, then? Forcing everyone to draw cards? Nekusar, the MindrazerNekusar, the Mindrazer certainly has fun with that, but he's got twenty spells that do it better already.

Which means we look to the final ability, milling our enemies. Again, lots of decks abuse their own graveyards these days, from Muldrotha, the GravetideMuldrotha, the Gravetide to the new Emry, Lurker of the LochEmry, Lurker of the Loch. Your opponents would need a whole lot of cards in their hands to make this effect a realistic win condition, but if your opponents have lots of cards in hand, this is probably not a realistic win condition. Even when paired with Forced FruitionForced Fruition effects, this still strikes me as an extremely risky plan of action. Please note that I say this as a self-proclaimed lover of Group Hug strategies. Folio of FanciesFolio of Fancies gives enemies a lot of fuel in exchange for a very shaky and easy-to-disrupt win condition. Whether you're wheeling, milling, hugging everyone, or a combination of the three, I can't say I recommend this fancy Folio.


Midnight Clock

Midnight Clock

Mana rock? Check. Gathers counters on each upkeep instead of just your upkeep? Check. Draws you seven cards after about three or four rounds? I'm into it.

Of course, there's a level of unreliability to this artifact that must be taken into account, rather like spells with the Suspend ability (Ancestral VisionAncestral Vision, etc). You don't have direct control over when this effect will occur, and it might occur at the wrong time, when you actually need those cards in your hand after all. Since Midnight ClockMidnight Clock also shuffles your graveyard with it, that may get in the way of any shenanigans you were planning, so, refreshingly, this is less desirable in some popular blue decks that abuse their graveyards, like Kess, Dissident MageKess, Dissident Mage or The Scarab GodThe Scarab God.

The Locust God
Niv-Mizzet, Parun
Kydele, Chosen of Kruphix

Midnight ClockMidnight Clock has some darn powerful applications, from The Locust GodThe Locust God to Niv-Mizzet, ParunNiv-Mizzet, Parun, who are happy both to have a mana rock and to have another way to fill up their hand. When in blue, there's a pretty decent chance you could end up with twenty cards in hand and don't want the clock to strike twelve and take them all away from you. These commanders, though, tend to recover from those situations more efficiently, and encourage a wild style of play that is fine shifting into an unknown grip of cards each turn. Kydele, Chosen of KruphixKydele, Chosen of Kruphix may have just as much good fortune, especially if she's already been able to empty her hand and wants a nice refill. Midnight ClockMidnight Clock has some excellent caveats that prevent it from being abused by too many traditional blue strategies, so while you'll never be 'wrong' to run it, so you may not see it everywhere. It's a ticking time bomb of value, though, so rather than dreading the final hour, I think we can all look forward to the last chime of midnight.


Mirrormade

Mirrormade

Upon first glance, I was quite excited for this card. A new Copy EnchantmentCopy Enchantment? Another Phyrexian MetamorphPhyrexian Metamorph? Awesome!

Upon second glance, my excitement waned. Clever ImpersonatorClever Impersonator already fills a lot of this card's role, and then some, and the fact that this card isn't naturally an artifact (and can't copy creatures) makes it a whole lot worse than Phyrexian MetamorphPhyrexian Metamorph.

Upon third glance, I've warmed back up to it. While perhaps not as spicy as Estrid's InvocationEstrid's Invocation, a new budget Copy EnchantmentCopy Enchantment really hits the spot. The fact that this is itself an enchantment means it's much more useful in Tuvasa, the SunlitTuvasa, the Sunlit and other Bantchantress decks that care specifically about casting enchantments, as seen on Sigil of the Empty ThroneSigil of the Empty Throne and Verduran EnchantressVerduran Enchantress. If you know you're only every going to copy enchantments anyway, it ain't too shabby to shave one mana off that Clever ImpersonatorClever Impersonator. It's also more easily recurrable with Hall of Heliod's GenerosityHall of Heliod's Generosity, and tutor-able with Enlightened TutorEnlightened Tutor or Three DreamsThree Dreams. MirrormadeMirrormade is joining a line of similar cards that already do a similar job, but it's still a very welcome addition, especially if it'll be at a lower price.


Stolen by the Fae

Stolen by the Fae

This spell, like its artwork, is a trap. Sorcery speed single-target removal rarely hits the thing you need it to, and paying more mana than the cost of the creature you're targeting is categorically not ideal. Yes, this refunds you with a polite supply of Faerie tokens, but that doesn't make up for its other faults.

Mizzix of the IzmagnusMizzix of the Izmagnus doesn't need this. Alela, Artful ProvocateurAlela, Artful Provocateur doesn't need this. Even Oona, Queen of the FaeOona, Queen of the Fae Faerie tribal is better off without it; she can generate tokens at instant speed and relishes in leaving her mana open for instants as they become necessary, and there's no way this spell is more efficient than a Rapid HybridizationRapid Hybridization, PongifyPongify, or Reality ShiftReality Shift.


Faerie Formation

Faerie Formation

I'm more on board with this little critter. It doesn't blow me away; five mana for a 5/4 is respectable but not breathtaking, and nine mana before this yields any effect is a tall order. Still, it's an ability you can activate at any time to either produce blockers or a steady stream of card advantage. If you're in a flying-matters deck with the likes of Gravitational ShiftGravitational Shift, Windreader SphinxWindreader Sphinx, Divine VisitationDivine Visitation, or Sephara, Sky's BladeSephara, Sky's Blade, this'll probably serve you well.


Shimmer Dragon

Shimmer Dragon

Yes, this Dragon is a lot of fun with Unwinding ClockUnwinding Clock, but no, I don't think it makes the cut. The number of non-artifact slots you can devote to an artifact-centric deck is really quite minimal. Artifact decks have a tremendous push and pull between how many genuine artifacts they can include and how many Efficient ConstructionEfficient Constructions, Padeem, Consul of InnovationPadeem, Consul of Innovations, Treasure MageTreasure Mages, Mirrodin BesiegedMirrodin Besiegeds, Thopter Spy NetworkThopter Spy Networks and One with the MachineOne with the Machines they can get away with, and that's before we even get to removal spells or cards in other colors. I think the Dragon would only end up being a distraction from the other amazing things artifacts are already able to pull off on their own, so while it's a cool effect, when you begin tuning up your artifact decks, I sadly don't think it'll make the final cut.


Workshop Elders

Workshop Elders

All the same arguments for Shimmer DragonShimmer Dragon also apply here. This isn't an artifact, it's enormously expensive, and it steadily makes your artifacts more vulnerable to removal. Most of the artifact creatures you'll be attacking your enemies with are likely to have evasion already anyway. Play March of the MachinesMarch of the Machines if you want to blow your enemies out with surprise artifact animation, and avoid putting Workshop EldersWorkshop Elders anywhere near your 99.


Castle Vantress

Castle Vantress

Confession time: I don't like any of the rare castles from this set. Let's examine them closely. They only produce a single color of mana, and have the potential to enter tapped. They don't enter tapped if you control a land of the corresponding color; in this case, an Island. To reliably enter untapped, you need extremely regular access to this land type. While yes, a dual land like Watery GraveWatery Grave will work here, the only way to guarantee an untapped Castle VantressCastle Vantress is in a mono-color deck, and potentially in a two-color deck, though I'm very sure we've all had our moments when the Drowned CatacombDrowned Catacomb didn't have a buddy to help it, or perhaps more appropriately, a Tainted IsleTainted Isle that didn't have the correct land to assist it.

Assuming any risk at all of a tapped land that doesn't tap for multiple colors of mana, I'm already wary. To me, the tempo you lose to a tapped land has to be made up for with some exceptional abilities. Bojuka BogBojuka Bog, for example, or a Mosswort BridgeMosswort Bridge you can reliably trigger.

But let's look at Castle VantressCastle Vantress within the context of a mono-blue deck where it will reliably enter untapped. Low opportunity cost, nothing but upside, right? You don't actively need to scry, but you'll have the option, so why not play it?

Lonely Sandbar
Reliquary Tower
Halimar Depths

Simply put, the competition these days for nonbasics is absolutely through the roof. Scavenger GroundsScavenger Grounds, Ghost QuarterGhost Quarter, Tectonic EdgeTectonic Edge, Nykthos, Shrine to NyxNykthos, Shrine to Nyx, Reliquary TowerReliquary Tower, Buried RuinBuried Ruin, Academy RuinsAcademy Ruins, Inventor's FairInventor's Fair, Karn's BastionKarn's Bastion, Rogue's PassageRogue's Passage, Cycling lands, Ancient TombAncient Tomb, Arcane LighthouseArcane Lighthouse and that's not even counting the lands that don't tap for mana, like Maze of IthMaze of Ith.

Nonbasic lands seem easy to run, but they have big consequences. In other mono-colored decks, every nonbasic you play is one less land to double with Crypt GhastCrypt Ghast or Nissa, Who Shakes the WorldNissa, Who Shakes the World, and one fewer land to trigger your Emeria ShepherdEmeria Shepherd. Here in mono-blue, it's one fewer island to help your Engulf the ShoreEngulf the Shore or your Scourge of FleetsScourge of Fleets. Not super-popular cards, no, but I'm of the persuasion that those spells in particular are rather underplayed in mono-blue. More worrisome is that it's one more nonbasic that gets shut off by Back to BasicsBack to Basics, Blood MoonBlood Moon, RuinationRuination, Wave of VitriolWave of Vitriol, or which can hurt you off a well-timed Price of ProgressPrice of Progress or Mercadia's DownfallMercadia's Downfall.

I'll admit, of all the castles, the red and blue one seem the least problematic, but I don't consider these to be chase rares, and I can't see myself playing any of them. The opportunity cost to play nonbasic lands is higher than it first appears.


Best of the Rest


Frogify

Frogify

So this isn't Darksteel MutationDarksteel Mutation. It's also not Imprisoned in the MoonImprisoned in the Moon or Song of the DryadsSong of the Dryads. Keeping the enchanted creature an easily-killed creature can be to your opponent's benefit, so they can replay their enchanted commander from the command zone later.

FrogifyFrogify's closest allegory is probably LignifyLignify. And you know what, that's still a darn good comparison. Sorcery speed removal that neutralizes an opponent's creature in this manner is - pardon the pun - quite enchanting. Make special room for this in Tuvasa the SunlitTuvasa the Sunlit and other Enchantress decks, but don't be afraid of running it alongside Imprisoned in the MoonImprisoned in the Moon if you need ways to shut down particularly pesky legends.


Into the Story

Into the Story

At seven mana, this spell is obviously Not Good, capital N, capital G. At four mana? Quite a respectable spell indeed. There are plenty of decks that will reliably put cards into enemy graveyards, from Lazav, Dimir MastermindLazav, Dimir Mastermind to The Scarab GodThe Scarab God, but frankly, as the game goes long, the chances of at least one opponent having a minimum of seven cards in the yard is approximately 98.74%. I especially like this in Yennett, Cryptic SovereignYennett, Cryptic Sovereign, or perhaps even Yidris, Maelstrom WielderYidris, Maelstrom Wielder, whose abilities take advantage of the spell's natural casting cost but can still reliably cast it without it being stranded in their hand. There's a lot of competition for blue draw spells, but it's hard to go wrong with this one.


Sage of the Falls

Sage of the Falls

I was tempted to avoid discussing this card, but I feel it's important to note its applications with The Locust GodThe Locust God. Casting this with Locust in play (or casting this, and then casting the Locust) starts off a very serious chain of disgustingly good buffoonery. Unlike some of Locust's other enablers, such as Kindred DiscoveryKindred Discovery, this new Sage actually has a "may" clause, which will allow you to stop drawing cards whenever you like. This card has a home, and it's definitely Mr. Izzet Insect.


Didn't Say Please

Didn't Say Please

We've seen this card already in the form of Thought CollapseThought Collapse, so we already know it will have the same mid-level popularity in blue-black mill decks like Phenax, God of DeceptionPhenax, God of Deception. The field of three-mana counterspells is extremely dense, so these days you have to have a very good reason to pay more mana than a CounterspellCounterspell or NegateNegate or Swan SongSwan Song.

Then again, the value of saying this card's name may be worth it all on its own, so if you're about that life, go nuts!


Run Away Together

Run Away Together

#relationshipgoals

This is cute, in both design and artwork, and the potential to bounce two creatures controlled by two opponents is indeed tempting. Sadly, though, this spell gets a lot less appealing when you're down to just one opponent, which really breaks its usefulness for me; I prefer my spells to get better as the game goes long, not worse. Blue has better and more ubiquitous options for bounce effects.


Mystic Sanctuary

Mystic Sanctuary

Another nonbasic land that definitely needs to go into a mono-colored deck to be reliable. The fact that this has the Island land type certainly earns it an approving nod. I'm probably more interested in this land than the rare Castle VantressCastle Vantress, to be honest. There's still a potential loss of tempo here, but the upside is greater; potentially reclaiming a useful spell seems a lot more interesting to me than paying a bunch of mana to scry a little. Slam this little number right into your God-Eternal KefnetGod-Eternal Kefnet decks, or maybe get back a useful cantrip for Talrand, the Sky SummonerTalrand, the Sky Summoner. Fun stuff for a common land.


I'll Huff and I'll Puff and I'll Blue the House Down

What are your thoughts on the new offerings from Throne of Eldraine? Is this set the perfect fairy tale, or a surprisingly grim children's story that turns out to be a lot darker when you go back and read it as an adult? What do you think of these blue offerings? Am I 1,000% wrong about the opportunity cost of nonbasic lands? Hit us up in the comments, and thanks for going on this adventure with me!

Til next time!

 

Joseph Schultz

Joey is the lead editor and content producer for EDHREC. You can find him hosting and creating tons of great videos over at https://www.youtube.com/edhrecast or give him a follow at @JosephMSchultz on Twitter, where he likes to celebrate Commander, coffee, and corgis.

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