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The Best Mono Blue Commanders in Magic: The Gathering (Ranked)

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Blue players don't need much of an introduction, mostly because they've already interrupted yours with a Counterspell.

Counterspell

Mono-Blue Commander decks are renowned for drawing lots of cards, protecting combos, milling libraries, cheating in Artifacts, and somehow still having the audacity to say they're just a casual mono-color deck.

So today, let's go over some of the best Mono-Blue Commanders in Magic: The Gathering and see which ones are actually worth sleeving up.

The Top Mono-Blue Commanders Ranked

Now that we know what we're getting into, let's get to the Commanders themselves.

  1. Bruvac the Grandiloquent
  2. Tetsuko Umezawa, Fugitive
  3. Unesh, Criosphinx Sovereign
  4. Arcum Dagsson
  5. Lady Octopus, Inspired Inventor
  6. Talrand, Sky Summoner
  7. Baral, Chief of Compliance
  8. Azami, Lady of Scrolls
  9. Eluge, the Shoreless Sea
  10. Urza, Lord High Artificer

These are the Mono-Blue Commanders that give you a reason to sleeve up a pile of Islands beyond the simple joy of saying "no" to your friends over and over again.

10. Bruvac the Grandiloquent

Bruvac the Grandiloquent

Mill in Commander has always had one huge problem: there are just so many cards to get rid of. In 60-card formats, milling one player for twenty cards feels like a real plan. In Commander, milling one player for twenty cards feels utterly inconsequential.

Thankfully, we have Bruvac the Grandiloquent to help us in our non-aggressive endeavors.

Bruvac is a 2u Human Advisor that doubles the number of cards your opponents mill, which means every mill spell at your disposal suddenly becomes twice as efficient.

In fact, Bruvac is so committed to his job that he can even turn certain mill spells into outright win conditions:

Maddening Cacophony
Cut Your Losses

As far as mill Commanders go, Bruvac really is the gold standard: cost-efficient, direct, and deeply uninterested in your opponents ever taking another draw step without losing the game.

9. Tetsuko Umezawa, Fugitive

Tetsuko Umezawa, Fugitive

Tetsuko Umezara, Fugitive is a 1u Human Rogue that makes Creatures you control with power or toughness one or less unblockable. And while Tetsuko's static ability might look like harmless at first glance, you may be surprised by the sheer number of Blue Creatures with relevant abilities that fit the bill.

Tandem Lookout
Mistblade Shinobi
Mist-Syndicate Naga

Aside from enabling her little army in a can, Tetsuko is also cost-efficient herself. A two-mana Commander means you can reliably start your engine early, redeploy her easily after removal, and keep pressure on the table without ever having to sink all your resources into getting her back online.

It's critical to always remember that Tetsuko decks want to get set up quickly. You are not trying to wait until turn six to combo off. You want to poke people early, draw extra cards, trigger all the combat damage abilities, and do it all while pretending that one damage at a time definitely makes you not the threat.

8. Unesh, Criosphinx Sovereign

Unesh, Criosphinx Sovereign
Atemsis, All-Seeing
Sphinx of the Second Sun
Sphinx of the Final Word

But if the cost reduction still isn't enough for you, Unesh also provides pseudo-Fact or Fiction triggers, completely free of charge. Whenever Unesh or another Sphinx enters the battlefield under your control, you reveal the top four cards of your library, an opponent splits them into two piles, and you put one pile into your hand and the other into your graveyard.

In other words, that's free card advantage with every Sphinx that enters.

Fact or Fiction

Do they give you the Counterspell and the Land? Do they split the combo piece away from the card draw spell?

Decisions, decisions.

7. Arcum Dagsson

Arcum Dagsson

For 3u, you get Arcum Dagsson, a 2/2 Human Artificer that lets you tap and sacrifice an Artifact Creature to tutor a noncreature Artifact directly onto the battlefield.

Thopter (Token)
Myr (Token)
Servo (Token)

Thopter tokens, Myr tokens, Servo tokens, you name it. Simply tap Arcum and swap those tokens out for a Portal to Phyrexia, The One Ring, or even a Myr Battlesphere, and make even more Artifact Creatures to sacrifice again later.

Portal to Phyrexia
The One Ring
Darksteel Forge
Myr Battlesphere

The deck-building restraint here is almost too easy because of just how simple and clean Arcum is.

6. Lady Octopus, Inspired Inventor

Lady Octopus, Inspired Inventor

Yet another 1u Commander on this list, Lady Octopus cares about you drawing extra cards and turning them into Ingenuity Counters. Then, once you have enough counters stacked up, you can start casting Artifacts without paying their mana costs.

And while Lady Octopus, Inspired Inventor can cheat out plenty of the same giant Artifacts Arcum Dagsson is usually tutoring for, she gets exclusive access to some very unique Artifacts as well.

Mox Tantalite
Sol Talisman
Lotus Bloom

Because she lets you cast Artifacts without paying their mana costs, you can start looking at the often too-slow Suspend mana rocks: Mox Tantalite, Sol Talisman, and Lotus Bloom.

And since Lady Octopus usually comes down on turn one anyway, you get to be one of the only players in all of Commander who can make these forgotten mana rocks feel somewhat close to playing with the fabled (and rightfully) banned Black Lotus.

Lotus Bloom
Black Lotus

5. Talrand, Sky Summoner

Talrand, Sky Summoner

Counterspells are great, but they do not win the game by themselves. Similarly, drawing cards is also great, but eventually you need to do something besides sculpting the most beautiful hand anyone has ever lost with.

Drake (Token)

The 2uu Talrand, Sky Summoner solves this dilemma in one High Tide by turning all your Instants and Sorceries into free 2/2 Flying Drakes.

4. Baral, Chief of Compliance

Baral, Chief of Compliance

1uto make the 30 to 40 Instants and Sorceries in your Baral deck cost 1 less? That sounds like an awfully good deal, doesn't it?

Baral, Chief of Compliance, is, without a doubt, the purest version of the Mono-Blue experience: your opponents try to do something, anything, and you explain, politely but firmly, that they will not be doing that.

But, in all honesty, playing Baral isn't just about saying "no." It's also about actively being rewarded for saying "no." Because whenever your spell or ability you control counters a spell, Baral also lets you loot.

Fierce Guardianship
Force of Negation
Force of Will

One counterspell smooths your hand. Two counterspells plot your next few turns. Three counterspells, and suddenly you are actively digging toward whatever win condition your deck is built around, all while efficiently stopping your opponents dead in their tracks.

3. Azami, Lady of Scrolls

Azami, Lady of Scrolls

Azami, Lady of Scrolls is a 2uuu Human Wizard that lets you tap an untapped Wizard you control to draw a card.

You may have noticed that one of the best parts of Azami is that summoning sickness does not stop you from activating her ability. Since Azami's ability does not use the tap symbol, she can tap herself the same turn she enters. Similarly, your other freshly-cast Wizards can also immediately become card draw.

So, even if Azami gets answered right away, she can, at the bare minimum, replace herself or cash in a few of your earlier Wizards before she leaves.

Beyond being a sheer card advantage engine, Azami also has some very achievable combo finishes:

Isochron Scepter
Dramatic Reversal

Isochron Scepter plus Dramatic Reversal is the tried-and-true combo line to untap all your mana rocks and Creatures repeatedly and adding Azami to the mix turns those untapped Wizards into unending card draw each loop.

Mind Over Matter

Mind Over Matter is even more direct: simply discard a card to untap Azami or another Wizard, activate Azami to tap that Wizard to draw a card, and keep the wheel spinning until you have drawn as much of your deck as you need.

Laboratory Maniac

Need a finisher after you churn through your entire deck? How about one of the most infamous Wizards in the format, Laboratory Maniac? It's a Wizard, after all, so you can still tell all your friends, "Come on, this is just casual Commander Wizard Tribal," even after you draw your entire deck three games in a row.

2. Eluge, the Shoreless Sea

Eluge, the Shoreless Sea

This 1uuu Elemental Fish rewards you for doing two very difficult things: playing Islands and casting Blue spells.

Truly, a brutal deck-building restriction.

Whenever Eluge, the Shoreless Sea, enters or attacks, it puts a Flood Counter on target Land. Each Land with a Flood Counter on it becomes an Island in addition to its other types.

This is what you want because Eluge's power and toughness are each equal to the number of Islands you control. Then, perhaps more importantly, the first Instant or Sorcery spell you cast each turn costs U (or 1) less to cast for each Land you control with a Flood Counter on it.

Enter the Infinite

Enter the Infinite is definitely the big, bad Blue spell we're looking for here. Admittedly, casting a 8uuu Sorcery spell that draws your entire deck is the kind of thing that normally requires all sorts of setup, table politics, and, quite frankly, luck. But with Eluge and enough Flood counters, the spell becomes dramatically easier to cast.

Reliquary Tower

And not to mention, pairing it with a follow-up Land-for-turn like Reliquary Tower means you can literally play with your entire deck in hand without ever having to discard to hand size.

Nexus of Fate

So, once you have drawn through your entire deck, Nexus of Fate becomes the perfect extra turn payoff because it shuffles back into your library instead of going to the graveyard. Take an extra turn, draw Nexus again, cast it again, shuffle it back into the deck, and repeat.

We don't really need anything else from that point on, as Eluge is one of the few Mono-Blue Commanders out there that can feasibly win with pure Commander damage. During your extra turns loop, Eluge keeps attacking, keeps adding Flood counters to Lands, and keeps growing as more Lands become Islands. Oh, and you are never missing a Land drop from this point either.

And just like that, you can now do all the best Blue things: brag about Islands all game, cast free spells, draw your entire deck, take all the turns, and with Eluge, even beat something like a Ghalta, Primal Hunger in combat.

1. Urza, Lord High Artificer

Urza, Lord High Artificer

To probably no one's surprise, Urza, Lord High Artificer, is the best Mono-Blue Commander on this list because he does everything Mono-Blue Artifact decks want, and he does it all for just 2uu.

Construct (Token)

When Urza enters, he creates a Construct token that gets +1/+1 for each Artifact you control. While that Construct can undoubtedly get huge quickly, it's Urza's next line of text that really makes him the number one pick for Mono-Blue enthusiasts:

Tap an untapped Artifact you control: Add u.

Every Artifact: Clues, Treasures, Food, even Thopters. Even the Construct token that came in when Urza stepped off his iron throne. Just like that, you have access to significantly more mana than even the Mono-Green player.

And because mana is so plentiful, Urza's activated ability also quickly comes into perspective:

5: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.

Mono-Blue Artifact decks already have plenty of efficient combo lines to make infinite mana, and now Urza gives you a payoff to put all of it into. Once you can generate infinite mana, you can simply activate Urza repeatedly, effectively giving you the ability to cast every spell in your deck for free until you win the game in one form or another.

Thassa's Oracle
Aetherflux Reservoir
Tidespout Tyrant

Not a fan of Combo? No problem. Urza can also pivot to a more Stax and Control game plan, because having options is always nice.

Static Orb
Winter Orb

Urza plays extremely well with Stax pieces like Static Orb and Winter Orb because he can make these Stax effects asymmetrical from his presence alone.

Simply tap Static Orb or Winter Orb for a u on the end step before your turn using Urza's activated ability, and voilą, you'll get to untap everything, including the orb(s) themselves. Then, once your turn is over, the orb(s) are untapped again, and your opponents are ensnared all over again.

It's clear why Urza deserves to be number one on this list. He doesn't just do one broken thing particularly well; he does several broken things well, all in one four-mana package. Whether you want to build combo, Stax, Control, or Artifact synergy, Urza can reliably push that game plan to its absolute limit.

And regardless of which direction you do end up taking him, just know that the table will rarely be asking, "Can Urza win from here?" but rather, "How is Urza going to win from here?"

How to Choose a Blue Commander

A great Mono-Blue Commander usually does at least one of three things: draws cards, turns small advantages into a game-winning engine, or provides an efficient way to close the game. Ideally, it does all three, but beggars can't be choosers.

Card draw matters especially in Mono-Blue because your interaction pieces are often fairly specific. And since you always want to be able to find the right answer at the right time, a great Mono-Blue Commander should be able to keep the cards flowing and make sure you are never just sitting around with a handful of Islands.

Mono-Blue seldom wins through combat damage. That's not really the brand, so to speak.

Instead, Mono-Blue often wins by drawing four cards, untapping three permanents, copying a spell, flickering an Artifact multiple times, and then saying, "I would like to present an infinite loop from here."

And to help you get to that point in the game, a great Mono-Blue Commander should be able to give you repeatable value in one form or another. One extra card a turn is nice. One extra card every turn is a problem. And it's very nice to be the problem every once in a while.

Mono-Blue can control the table for ages, but at some point, you need a win condition. You simply cannot just counter spells forever and expect to be invited back to the table next week.

A great Mono-Blue Commander should be able to turn the corner and end the game once you've exhausted all your opponents' resources and willpower. That can mean milling entire libraries, flooding the skies with Flying tokens, drawing your deck, etc.

The exact win condition changes with each Commander, but the important part is that your Commander actually pushes the deck toward a finish instead of just keeping you afloat for literal hours.

Conclusion

Mono-Blue Commanders may have a reputation for being annoying, oppressive, and suspiciously proud of always leaving two Islands untapped, but that reputation exists for a reason.

Blue has some of the best card draw, stack interaction, Artifact synergy, and combo potential in all of Magic, and these Commanders show just how many different ways one color can ruthlessly Reach the finish line. Sometimes that means milling out every library at the table. Other times, it means drawing your entire deck and winning with a convoluted combo line.

So, whether you are here to mill, counter, draw, clone, cheat, tap, untap, or simply tell your opponents "no" over and over again, Mono-Blue has plenty of Commanders worth sleeving up.

Just be honest with yourself about what kind of Blue player you want to be.

Because once that first Island hits the table, everyone else is going to make assumptions anyway.

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