The 10 Best Blue Cards In Innistrad Remastered

The 10 Best Blue Cards In Innistrad Remastered



Magic: The Gathering returns to gothic horror with Innistrad Remastered, and what does blue mean in gothic horror? Spooky ghosts, arcane experiments gone wrong, and zombies. Lots and lots of zombies. But it wouldn’t be blue without a few leviathans from the deep and some timey-wimey spells, too.

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Innistrad Remastered takes cards from every expansion to ever feature one of the creepiest planes in Magic history. Blue mages will be happy to note that there are plenty of cards to chase in Innistrad Remastered, and we’ve kindly noted ten of the choicest picks in this list.

10

Delver of Secrets

Science has gone too far.

Image of Delver of Secrets card in Magic: The Gathering.

It’s not often that a common makes it onto these ‘best of’ lists, but Delver of Secrets is such a strong card that you should really feel blessed to see one when opening a pack. It might not look like much at first glance, but Delver is so strong that they named an entire deck archetype after it in Magic’s cheaper competitive format, Pauper.

Build a deck around instants and sorceries, and Delver of Secrets basically becomes a 3/2 flyer the turn after it comes into play. Throw in some Tolarian Terrors and Cryptic Serpents, and you’ve got all the power you need to beat down an opponent’s life total to zero in just a few turns.

9

Laboratory Maniac

Or maybe science hasn’t gone far enough.

Image of Laboratory Maniac card in Magic: The Gathering.

Alternate win conditions can really surprise opponents. From out of nowhere, a single card changes the rules of the game such that doing something improbable means you win. That’s what Laboratory Maniac does.

And it’s not even that hard to run through your deck with Innistrad’s focus on milling cards off the top of your library. Get through 60 cards (or 100 if you’re playing Commander), and then play Laboratory Maniac to win the game without ever needing to even scratch your opponent’s life total. Best of all, Innistrad Remastered has dropped Laboratory Maniac’s rarity down to uncommon, so maybe you’ll be able to grab one without needing to forgo that grande cappuccino.

8

Jace, Unraveler of Secrets

He’s onto something.

Image of Jace, Unraveler of Secrets card in Magic: The Gathering.

Certainly not the best Jace ever printed, but Jace, Unraveler of Secrets is still a pretty great planeswalker. He arrives with plenty of loyalty counters, he can lock down your opponent for a few turns, and if left to scry and draw cards, you’ll wind up with an emblem that will almost certainly win you the game.

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Let’s be honest, you can’t be a blue mage without having some affinity for Magic’s blue poster child. This Jace does everything a blue mage could ever ask for.

7

Thing in the Ice

It’s not the avatar.

Image of Thing in the Ice card in Magic: The Gathering.

Delver of Secrets is great because it turns into a flying monster fairly quickly. Thing in the Ice takes a little while, but it eventually turns into a monster from the deep that also bounces every non-Horror creature back into their owners’ hands.

Defend for a few turns, then explosively breach the surface and take a seven-health chunk out of somebody’s life total. Throw this bad boy (or girl—it’s hard to gender Krakens without dying) into a Commander deck with instants and sorceries as a focus. You’ll thank me later.

6

Rooftop Storm

It’s alive!

Image of Rooftop Storm card in Magic: The Gathering.

Before Innistrad, Zombies were exclusively the purview of Magic’s black mana, but Innistrad revealed that a good Zombie is just one failed (or successful, depending on your goal) experiment away. Blue is all about mad science, and that’s how Magic’s Zombies got tinged with a blue hue.

Rooftop Storm has some obvious Frankenstein vibes, but it couldn’t actually be about Frankenstein as that monster was already printed in one of Magic’s earliest expansions. Suffice to say, paying no mana for Zombie creature spells is pretty strong, and a must-have for any Zombie-themed Commander deck.

5

Necroduality

Two for the price of one!

Image of Necroduality card in Magic: The Gathering.

The only thing better than having free Zombies is having twice as many Zombies. Necroduality gives you a token copy of every Zombie creature you cast. That’s an immediate doubling of every Zombie card you play, which is such extreme value that it often wins games for Zombie-themed decks all on its own.

Unfortunately, Necroduality is so popular and printed in limited numbers that it can be tricky for Zombie fans to find one without sacrificing their firstborn. Let’s hope Innistrad Remastered changes that.

4

Deadeye Navigator

How to keep your Commander alive in two easy steps.

Image of Deadeye Navigator card in Magic: The Gathering.

Deadeye Navigator is a pricey spirit, but there’s no better way to ensure the safety of your Commander in blue. Once Deadeye Navigator arrives, it costs but two mana to blink your Navigator or the creature it’s bonded with, sloughing off targeted removal, combat damage, or anything else that threatens them.

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A staple of Commander decks, Deadeye Navigator is one of the best ways to keep a high-value creature alive without needing a handful of counterspells. You’ll still need to keep those two mana available, though.

3

Hullbreaker Horror

The combo Kraken.

Image of Hullbreaker Horror card in Magic: The Gathering.

On its face, Hullbreaker Horror is a cool card. It’s a giant monster that arrives at instant speed, it can’t be countered, and it bounces nonland permanents or spells on the stack whenever you cast something. All good things.

But what really makes Hullbreaker Horror so good is how it combos with so many cards to enable some truly silly things. You can use this card to get infinite turns, infinite mana, infinite ‘comes into play’ triggers, infinite Storm count, and the list goes on. A great card to sneakily add to a Commander deck for a tricksy win condition.

2

Temporal Mastery

Just in time.

Image of Temporal Mastery card in Magic: The Gathering.

Of everything you can do in Magic: The Gathering, taking extra turns is probably the most powerful thing you can do. It used to be that Magic let you take an extra turn for as little as two mana, but that turned out to be a little too strong.

Temporal Mastery will let you do it for seven mana, or two mana if you get lucky enough to rip this card off the top of your deck and play it on the same turn. Miracles are a tricky thing to pull off, but they do happen. You can also tip the scales a bit with the right deck.

1

Snapcaster Mage

Back in a flash.

Image of Snapcaster Mage card in Magic: The Gathering.

Snapcaster Mage does a lot of things. It’s cheap (mana-wise), it’s fast, it lets you get back an instant or sorcery in your graveyard, and it’s a 2/1 body that can attack and defend just like any other 2/1 body. Theoretically, you can play Snapcaster Mage, trade with an opponent’s 2/2, and then cast another instant or sorcery from the graveyard all in the same turn.

That’s value. So much value that Snapcaster Mage is routinely seen in Magic’s most competitive and expensive formats. If you see one opening pack of Innistrad Remastered, you hit the jackpot.

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