Welcome to yet another set review here on TCGplayer.com! This time of year is core set time and M15 happens to be an impressive one. We have a new card frame and some crazy cards to accompany it found across every single color in M15. This week, Mike Flores and I will be talking about every single card in Magic 2015 and evaluating it for play. I will be looking at both Constructed and Limited play, with Limited broken down further into Sealed and Draft.

Today, we will be discussing all of the blue cards in M15. From a new Jace to old favorites like Cancel, what does blue have in store for us? From there we will move throughout the colors and wrap the week up with my Top 8 constructed cards from M15. To help us out along the way though, we have a couple of scales that we will be using.

I have created my own Limited scale for this one to help make things clearer. While the official WotC scale works in some ways, it often tries to compare apples to oranges and things don't work out. Hopefully these new ratings make some sense, but I would love to hear feedback either way in the comments below.

With that all out of the way, here are the scales.


Constructed

5: Fives are ever-present cards that heavily warp a format or see heavy play across multiple formats. Jace, the Mind Sculptor, Deathrite Shaman, and Tarmogoyf are good examples of fives.

4: These cards tend to have support roles across multiple formats or be tier one cards in at least one. Spell Pierce is an example of the former while Thragtusk is an example of the latter. I expect to rate a lot of things as fours that are actually fives and vice versa while I feel out this new system but in both cases, these are going to be highly desired cards.

3: These are the bread and butter cards of a set, usually doing all of the essential things needed for a format, but doing them at a good rate. Cards like Oblivion Ring, Izzet Charm, or Diregraf Ghoul would be found here.

2: These cards are generally much more restrictive in use and application than a three, but they serve a similar purpose. You will see more sideboard or niche cards, like Skullcrack, Heartless Summoning, or Gladecover Scout.

1: These are not going to see much play, but they have an outside chance. These tend to be weak or narrow sideboard options or extremely narrow main deck cards. Most ones will not ever make it into a winning list, but they have potential to do so.

0: These are unplayable in constructed regardless of context. These tend to be the cards designed to balance limited, like Grizzly Bears or Siege Mastodon or are narrow with a poor output, like Artificer's Hex.

*Any card that gets an X.5 rating just means I can see it falling to either side of the equation given the right metagame or environment.


Limited

The limited scale used language such as "I draft this over..." but it applies to Sealed in a very similar manner. Essentially, for sealed you would read it as "I play this over..." instead. So for a five in sealed, you would play that card in your deck 100% of the time.

5: I will take and play this card over everything. Always. Examples: Umezawa's Jitte, Library of Alexandria.

4: I will take and play this over everything in its same colors and will heavily consider splashing it or switching colors as a result of drafting this or having it in my pool. Incredibly powerful cards that are more difficult to cast will generally get a four or 4.5. Examples: Fireball, Gideon Jura.

3: I will first pick this and take it over most commons/uncommons in its color. These are generally the baseline best commons in a set for each color, like removal, looters, and efficient creatures. Examples: Lightning Strike, Merfolk Looter.

2: I will draft and play these but do not value them highly. These are the typical 5th-8th picks that generally are the backbone of decks but do not do anything fancy. Inefficient removal and combat tricks tend to hover in the 2.5 area as well. Examples: Hill Giant, Divine Verdict.

1: I generally do not want to pick these highly or play them in my main deck. These cards are either bad or very niche and only go in specific strategies. In either case, there is a good chance these cards wheel when seen anywhere near the front end of a pack and very little value should be placed on these cards early. Reasonable sideboard cards can be found here, so you should not discount these entirely Examples: Demolish, Merfolk Spy.

0: These are cards that have no value and should not be played in 99.9% of situations. If you take one of these, you had better know what you are getting yourself into. Examples: Progenitus, Sway of the Stars.

Aeronaut Tinkerer

Constructed: 0

Conditional Wind Drake is not a very exciting card for any 75 card deck, even if you get an extra point of toughness for your troubles.

Draft: 1.5-2
Sealed: 1.5

Not an all-star by any means and because his conditional aspect can be a tough one to achieve, there are plenty of decks that will not play this. That said, if you can give him flying, he is worth your time.

AEtherspouts

Constructed: 1

This does not seem like a great answer to creature decks as it is a bit expensive and somewhat unreliable. That said, we have seen a little play from this type of effect against all-in decks like the Craterhoof Behemoth decks from last season. Aetherize is in Ravnica and should get the nod over this until it rotates.

Draft: 3
Sealed: 3.5

This is a relatively unique effect but it appears to be a total blowout. I cannot imagine the feeling of attacking five creatures into this. Because it is a rare, it is going to blow out players more often as they will not be tuned to play around it as often. Divine Verdict is a trick that everyone knows about and they still walk into it at times. Holding open five mana is difficult though, so you need to maneuver the game in the right way to set this up.

Amphin Pathmage

Constructed: 0

This is a worse-than-Hill Giant body with an ability that is not the most needed in constructed. Occasionally a deck will need a way to push some large threat through, but Rogue's Passage or Madcap Skills just seem like such better options than seven mana before your first successful attack.

Draft: 2
Sealed: 2.5

This is kind of a more expensive Agent of Horizons except the ability to move around the unblockability is a potentially scary thing for your opponent. While three mana is not something you will always have up, the opponent has to respect your bigger offensive threats coming through untouched which means this will likely eat a removal spell more often than not.

Cancel

Constructed: 1

Especially with Dissipate being in the same core set, I cannot imagine a deck that discovers it wants to play Cancel over the next year. That said, Counterspells always have a chance and Cancel is about the worst rate people are willing to still play these days.

Draft: 2
Sealed: 2.5

Again, with other countermagic in the format, there is not as much pressure to pick these up. You usually only want one to three Counterspells so if you pick up a Dissipate or something, the need for Cancel goes down. Still quite strong in bomb-heavy formats like Sealed.

Chasm Skulker

Constructed: 1

This is quite the interesting little package, but I wonder how viable it actually is. Barring any extreme shenanigans, this needs to sit in play for a few turns before it becomes a real threat and even then it lacks evasion. I do like that it is tough to deal with once it gets big by spawning out many babies, but I am not sure there are a lot of decks that want to durdle around with this in the meantime.

Draft: 3
Sealed: 3

This is going to start out small and have little impact of course. During this time, it will be weak to removal and not give you much in return. If you can keep it around though, it quickly places an insane amount of pressure on the opponent. Each turn that passes just snowballs your position. Watch out for exiling removal!

Chief Engineer

Constructed: 2

If nothing else, I am intrigued. Obviously the members of R&D have come to realize that the affinity mechanic is too powerful when attached to artifacts. Convoke is a sort of poor man's version of the mechanic when given to artifacts but that is not to say that there is not some potential abuse here. Free spells are still free spells so while Standard is not likely to harbor this, I would not be surprised to see it pop up somewhere.

Draft: 1
Sealed: 1

If you are in the department for a 1/3 for two mana than this is your man! Maybe he will save you on one or two spells throughout a game and that will be beyond what you should expect. Sometimes you will see this early and want to build around it, but it is not really worth the risk.

Chronostutter

Constructed: 0

This is a relatively new effect for blue to have access to, but with a price tag of six mana, do not expect it to be realizing any play.

Draft: 1.5
Sealed 1.5

While I do not think this is a bad spell to cast, I do think it is rather difficult to do so and have it be worth the six mana. This is basically a glorified Griptide, which is fine, but spending two additional mana makes it a lot worse, not to mention that the environment does not look nearly as susceptible to that type of tempo creating huge game-winning plays.

Coral Barrier

Constructed: 1

I generally give a nod to any creature that produces another creature at a reasonable rate. This does not seem awesome to me, but maybe blue control decks really could use the two bodies on defense or something.

Draft: 2
Sealed: 1.5-2

Draft tends to be more aggressive than sealed so this gets a slight boost due to it being quite strong on defense. Obviously the islandwalker can make this card in the right match up, so having this in your sealed deck offers the chance for bonus power. All around a solid role-player.

Diffusion Sliver

Constructed: 1.5

While this card is seeing no play outside of a sliver strategy, there is a pretty good chance you are wanting to turn each of your slivers into Frost Titans. Crystalline Sliver is far too powerful for today's world, but this works reasonably well as an alternative.

Draft: 1
Sealed: 1

There are very rare occasions where I would want this in my deck and they all involve cards that are either five colors or turn your slivers into Banishing Priest. Without a lot of synergy, do not run this little guy.

Dissipate

Constructed: 2

This is a solid all-around Counterspell that actually has some relevant application in Standard. Countering the Souls or an important Dredge card can be backbreaking. Reanimator has a chance of seeing play again too and this pulls double duty there.

Draft: 2
Sealed: 2.5

Basically the exact same card as Cancel with a little upside. The card being exiled will not typically matter, but it generally is not going to hurt you either. If you combo this with Warden of the Beyond though, you will certainly be a happy customer.

Divination

Constructed: 1.5

While Divination is not going to be good enough as an engine for the majority of decks, some decks just need access to cheap spells that produce card turnover. Blue/white control is essentially the only deck doing this right now and with Jace's Ingenuity entering the format, I am not sure Divination will even continue to remain a popular, but it is certainly playable.

Draft: 2.5
Sealed: 2.5

Card advantage is generally found in two-for-ones and combat tricks in limited so when you find a two-for-one that requires no additional work on your part, that is pretty solid. This should be near the top of the blue commons to keep your eye out for.

Encrust

Constructed: 1

I actually see this as a reasonable answer to specific artifact problems that blue might run into. The untap clause is still annoying, as you have to find a tapped target, but with artifacts, that is not true. Throw this on to a Cluestone or Elixir of Immortality and that thing is locked out of what it is supposed to do, regardless of its tap-state.

Draft: 2.5
Sealed: 3

In sealed, you are often scratching the bottom of the barrel while looking for answers to giant bombs or key permanents from an opponent, so this is a huge help for blue in that department. The same is not always true for draft where you have more cohesive game plans, but this is still reasonable removal regardless.

Ensoul Artifact

Constructed: 1.5

While this is obviously quite niche, it has a lot of bang for its buck should you find the right deck for it. This mimics Shrapnel Blast in many ways but as people already have figured out, an indestructible artifact just adds to the fun. Darksteel Citadel just got reprinted too!

Draft: 1.5
Sealed: 1

Again, you need to be very knowledgeable about what you are getting yourself into when you take a card like this. On the one hand, this turns into a very large creature that can win a limited game all on its own. On the other hand, this is likely to sit rotting in your hand without a target. You should probably have a minimum of five artifacts before this even becomes a thought.

Frost Lynx

Constructed: 0

Grey Ogres are long gone from the world of constructed and attaching a temporary Crippling Chill effect on to them is nifty, but hardly worth a second look.

Draft: 2
Sealed: 2

While I certainly can respect this guy's detain-like ability, the fact that the cat that is left behind is only a 2/2 is pretty lame. Kor Hookmaster was in a very aggressive format and was a tribe that matter in a color that wanted to be aggressive. Frost Lynx should be at its best when paired with aggressive colors as a splash.

Fugitive Wizard

Constructed: 0

Playing with any number of these in your deck will have you branded a fugitive in the Magic community quite quickly.

Draft: 0.5
Sealed: 0

You need to have the best reason in the word to run a vanilla 1/1. Maybe you are tribal with three copies of Obelisk of Urd or something, but otherwise, just steer clear of the lack of value here.

Glacial Crasher

Constructed: 0

We have seen Islandhome. Snow-Covered Islandhome. Artifacthome. And now we come full circle with the classic Mountainhome. Trample on, weary travelers, trample on!

Draft: 1
Sealed: 1.5

Obviously the value of this goes up significantly if you happen to be in red/blue as you can activate this yourself, but you can also just play it a as large blocker that turns on occasionally if you are desperate. Better in sealed due to the higher rate it will be turned on.

Hydrosurge

Constructed: 0

A combat trick that I have come around on in Limited, but not worth considering in a format where combat is minimal to begin with.

Draft: 1
Sealed: 1

This is a bad combat trick but it comes in a color that does not typically have combat tricks. My favorite use for this is in countering other people's combat tricks but sometimes you will also end up with a favorable trade as a result of these. Still not worth taking over anything of substance, however.

Illusory Angel

Constructed: 1

This is a powerful spell if you look solely at the mana cost to stat ratio and the drawback is something that can certainly be worked around. I wouldn't expect this to see a ton of play, but it might pop up from time to time.

Draft: 3
Sealed: 3

While this is a little harder to maneuver in limited, you will usually be happy holding on to a combat trick or removal spell and then firing this Angel off on turn five or six. It is not as though a 4/4 flyer is bad at that point in the game. That said, this can be an awful top deck so it is a risky card to include in your deck.

Into the Void

Constructed: 1

This is the type of card that blue tempo decks might like to have in their sideboard against the likes of decks like RG Monsters. I am not sure if four mana at sorcery speed is quite efficient enough, but it is an option going forward.

Draft: 3.5
Sealed: 3.5

Generally, any type of Undo effect where you get to bounce multiple guys is huge in limited and especially in core sets where that type of effect is rarer. There is a chance that this will not end up being the all-star that it might be in other formats, but after playing against it in Sealed this past weekend, I expect it to be big.

Invisibility

Constructed: 0

Maybe this sees play in some weak attempt at adding blue devotion enablers to the monoblue deck but they already have this effect in Thassa so I cannot imagine them reaching out to a two mana aura.

Draft: 1
Sealed: 1.5

This is not a particularly strong card but it can be a card that wins you a game no other card can. I like this in the sideboard against green/white decks with little removal. Sometimes it will be worth the main deck inclusion, either because you are hyper aggressive or because you have some synergy to contribute to the equation.

Jace, the Living Guildpact

Constructed: 2.5

So, while I will agree that the new Jace is one of his weaker forms, that does not push him out of constructed. This guy still offers some nice utility in being able to bounce anything and pseudo-scrying does have some real value to it, even if it is not as glamorous as drawing cards. I would expect this to be more of a utility walker than anything, but it should see some play.

Draft: 3-3.5
Sealed: 3-3.5

Planeswalkers are always strong in limited but Jace has the downside of only really doing one thing. Now, as we just discussed, Undo is totally reasonable, but not worth switching colors over or forcing or anything of that nature. If you can keep this around, it will be solid and might even get to ultimate.

Jace's Ingenuity

Constructed: 2

I really like this card and have since it was first released. While Sphinx's Revelation gets all the credit, this is a very reasonable rate for an instant speed draw three. I know we have had Opportunity around for a while now, but perhaps there is something to be said for a sleeker, five mana version in something like blue/white control. We will have to see!

Draft: 3.5
Sealed: 3.5

Drawing three cards feels pretty good. While Opportunity was a first pick bomb that you could never lose with, Jace's Ingenuity is only mostly that. I would take good rares or outstanding removal over this, but that's about it.

Jalira, Master Polymorphist

Constructed: 1

Just as Polymorph was abusable, this too offers some nice stories to be told with it. Granted, this takes a lot to work in the first place, but because you can run other legendary creatures in your deck without issue, that makes your creature count not need to suffer or consist of all tokens the way that Polymorph does. Not fetching legends does weaken your options, but there are still the Darksteel Colossus of the world!

Draft: 1.5-2
Sealed: 1.5-2

Just a 2/2 for four mana most of the time but if you can figure out a way to abuse the ability, then by all means. Sacrificing chump blockers or removal targets is free value at least and usually getting rid of anything like a Satyr Wayfinder will be nice as well. That all said, three mana to keep those options available to you is a tough thing to ask.

Jorubai Murk Lurker

Constructed: 0.5

This guy does not do much to impress, but I could see a three mana 2/4 with conditional lifelink being a reasonable defensive option sometime in the future. Reminds me a bit of Calcite Snapper, although worse.

Draft: 2.5
Sealed: 2.5

Let's just assume you are playing blue/black if you are playing this as it is not really worth discussing otherwise. Hopefully you can find something better than a 1/3 vanilla for three mana. As a 2/4 though, this holds the ground quite nice and lifelink is an ability that remains relevant throughout the game, especially with any other enhancements for it.

Kapsho Kitefins

Constructed: 0

Six mana for a 3/3 with a rather unexciting ability is just not constructed quality. Our next card gets +2/+3 at the expense of the bad ability and it still has very little shot at doing anything, so go figure!

Draft: 2
Sealed: 2.5

This is pretty expensive as far as 3/3 fliers go, but its ability can be rather nice at the top of a curve making all of your topdecked creatures have an immediate impact. If this were a mana cheaper, it would be worth taking quite early, but as is, you probably want exactly one of these in your deck.

Mahamoti Djinn

Constructed: 0

Shivan Dragon made an appearance at the Pro Tour about six years ago, but these vanilla relics of year's past are rarely the right call for a deck. There are generally special abilities attached on to a similar sized flier that actually does something.

Draft: 4
Sealed: 4

Gigantic fliers are still tough to take down in limited without direct removal. While Mahamoti might seem like he does nothing special, that extra point of toughness is quite key in being able to take down other flying bombs without dying itself. Hard to go wrong with this in your deck or pool.

Master of Predicaments

Constructed: 1

There are some cards that, no matter how good they actually are, make you smile and dream about actually playing with them. This is definitely one of those. And while the ability might look useless, if you end up casting free spells every single turn or playing a giant one just once, you can win a game pretty easily.

Draft: 4
Sealed: 4

Gigantic fliers are good, as we develop a bit of a theme here. This one rewards you with free mana some amount of the time, which is nice, but even without that, you have access to Air Elemental, which is good enough.

Mercurial Pretender

Constructed: 1

While there is not a lot of uses for a Clone in Standard ever since the legend rule change, this still might see some play due to Chord of Calling being a card. The bounce back ability is nice but the Clone aspect is the real reason this would get the nod.

Draft: 3
Sealed: 3.5

This is a very strong card under the right circumstances but those circumstances are not just givens. Because this can bounce back to your hand, it can copy creatures with 187 abilities just as well as giant bombs making it a Clone with added versatility. This is a great card to have in a long game where you have a ton of extra mana lying around.

Military Intelligence

Constructed: 1.5

This is one of those simple cards that actually gets me pretty excited. Sure, it is found in blue which is not the color known for attacking with many creatures, but Bident of Thassa already rewards those strategies and this is another tough to deal with permanent that goes right along and provides a little blue devotion while it's at it.

Draft: 2.5
Sealed: 2.5

I really like this card in any decks with a lot of evasion or with high toughness creatures. Attacking with your 2/5 vigilance turn after turn is relatively safe but will end up drawing you a card each time, for example. This is a more synergy-driven card than something like Divination, but it will pay off quickly in the right deck.

Mind Sculpt

Constructed: 0.5

Obviously only applicable in any sort of mill deck, this is a card that has just enough oomph to be in the discussion along with cards like Glimpse the Unthinkable or Sanity Grinding.

Draft: 0.5
Sealed: 0.5

These essentially make up an all-in strategy that should not be used the vast majority of the time. because the first or second Mind Sculpt is not likely to do anything while your traditional game of limited plays out, you need to have about five or six of these before they can become a reliable strategy. If you hit that threshold though, you have a pretty sweet deck with a lot of interesting cards in it that other drafters will not want.

Negate

Constructed: 3

Negate has become one of the staples of Counterspells that everyone seems to be content with. Without the likes of Mana Leak running around, Negate is often the best two-mana Counterspell in a format, particularly in any matchup where both sides are wielding countermagic.

Draft: 1.5
Sealed: 1.5

This is generally looking to stop a key removal spell or possibly a bomb like a planeswalker. I will occasionally run a single copy of this in the main deck but prefer to have access to it out of the board.

Nimbus of the Isles

Constructed: 0

I heard a rumor that WotC was going to print this in order to try to balance out Standard and suppress monoblack devotion a little. We will have to wait and see if it works or not.

Draft: 2.5
Sealed: 2.5

Just an all-around solid flier at the top of your curve. While you will often get trinket text to go along with this sized body these days, the 3/3 flier for five part is the staple that everyone expects and it delivers reasonably well here again.

Paragon of Gathering Mists

Constructed: 1

While not a super flashy lord in stats or abilities, this is still a lord so it has a chance of seeing some play. Flying to a single creature is a bit odd on a lord and shouldn't be the reason this sees play, but will come up.

Draft: 3
Sealed: 2.5

It is going to be harder to assemble a blue army in sealed as you cannot value blue creatures higher and therefore end up with more of them. That said, flying is a great ability to move around in limited and a lord is going to be solid as long as it is pumping up one or two other guys.

Peel from Reality

Constructed: 1

This is a card that I have always wanted to abuse in a deck but always end up shying away as it feels like it needs too much to go right to have any effect. Abyssal Persecutor is probably the best way to use this but cards like Spellstutter Sprite are pretty fun as well.

Draft: 2.5-3
Sealed: 2.5-3

This is a surprisingly strong effect to have in either format as it just has so much versatility. If you use this to save your own creature, you get a free Unsummon with it and if you use it offensively, you can reset enters the battlefield effects or even untap a creature by recasting it.

Polymorphist's Jest

Constructed: 1.5

This is a sort of unique one to evaluate but the best comparison is Sudden Spoiling which was pretty good in certain situations and saw sideboard play at the very least. This is blue, giving it some extra legs, so I wouldn't be surprised to see it pop up somewhere.

Draft: 3.5
Sealed: 3.5

One of the better combat tricks you can possess in either format. This is a one trick pony but it should generate you a pretty big swing in board position, once again aided by the fact that it is a rare and will not be readily on people's minds.

Quickling

Constructed: 1

I am a really big fan of Whitemane Lion and this is essentially just a blue version of the same card. Flying is a nice upgrade though and perhaps we will see this find a home, maybe as a Chord of Calling target.

Draft: 2.5
Sealed: 2

This has a lot of neat things you can find for it to do but at the end of the day you get an efficient flier regardless, making it quite appealing. There will be times where this gets stuck in your hand, but usually it should be quite the trick.

Research Assistant

Constructed: 0

Historically, Looters that cost mana to activate do not have a great time in constructed. Maybe you can take a single blue mana or something, but costing four mana is just far too much.

Draft: 2
Sealed: 2

A solid defensive two-drop that scales well into the late game as he brings a nice ability to filter your draw steps with. While you should not be snapping this up early like most looters, it is still very playable even with a four mana price tag.

Soul of Ravnica

Constructed: 2-3

For all of the Souls, I am looking primarily at what they give me if they do not stick around. Each one just wins the game if left unchecked, but people assume they will be dying immediately, so what do I get if it dies. In this case, an uncounterable draw three to five cards is pretty absurd. Obviously only certain decks can use this ability for anything, but it is still powerful nonetheless.

Draft: 4.5
Sealed: 4.5

This guy sort of makes Mahamoti look pretty bad by comparison, doesn't he? While his ability is likely to only draw you two cards in limited, a 6/6 flier with extra value attached is strong enough on its own to be worthy of a slammed first pick. You will probably enjoy this even if you never activate it.

Statute of Denial

Constructed: 0

If you were able to get this kicked every single time, it might be worth thinking about, but the fact that it is both unreliable in that regard and comes in at four mana are both hugely disappointing. I hope I am wrong on this one, but I don't see the small upside being worth the extra costs.

Draft: 2
Sealed: 2

Four mana is much harder to keep up than three mana is, but the upside on this is a real one in limited as you get to throw away an extra land for a new card. I would not mind playing one copy of this in my heavy blue decks, but it is one that might go down in value just because of the plentiful coutnerspells available.

Stormtide Leviathan

Constructed: 1.5

This essentially only has one or two places to call home, but it is a key role player in those. Reanimator is one place where you might want this effect to lockout a game for you. Of course any Show and Tell type of effect counts in that category as well. I have also played Stormtide as a sideboard card in ramp decks to win things like the mirror match when Primeval Titan was king.

Draft: 1.5
Sealed 2.5

If you can find the deck to cast this, it will win you many games. That said, you should probably not be taking this highly unless you know 100% that you will be playing it. If you get it late and are in the proper ramp colors to run this, than by all means. In sealed it is much more potent and can blank opposing bombs.

Turn to Frog

Constructed: 1

This is a really unique removal spell that could see some play against tough to deal with cards like Stormbreath Dragon or Blood Baron of Vizkopa. Imagine casting Turn to Frog on a Stormbreath Dragon and then Detention Sphere on the frog, taking out another Stormbreath Dragon!

Draft: 2
Sealed: 2.5

In sealed, any possible way to take out a bomb is going to have some extra value for you. In either world, this is a decent combat trick that can have some neat other uses at times. That said, on its own it is not a removal spell, so keep that in mind before you pick it too early.

Void Snare

Constructed: 1

While this is not the powerhouse that Vapor Snag proved to end up being, it has added versatility to it at the cost of being a sorcery. I can certainly see this being played in a similar manner to how Oust was played, for example.

Draft: 1.5-2
Sealed: 1.5-2

Sorcery speed bounce needs to be used in the right archetype to generate a true advantage. Tempo gain is not always worth the loss of a card. When a bounce spell is an instant, you know if can disrupt things like auras or combat tricks but with sorcery speed, you need to be proactive much more often.

Wall of Frost

Constructed: 1

I have always been a believer that this Wall is just good enough to see play. Imagine the effect this can have against a typical midrange deck trying to attack your planeswalkers. It also provides two blue devotion for you, which is a desired trait in and of itself.

Draft: 1.5
Sealed: 2

This is essentially a removal spell for ground creatures as it can block nearly everything until it is dealt with. This tends to throw off combat math quite a bit and allows even the slowest of decks to make it to the late game.

Welkin Tern

Constructed: 0

While I have given this guy the benefit of the doubt before, we really only see this type of creature see play when its creature type matters, which is not the case here.

Draft: 2.5
Sealed: 2

The aggressive game plan tends to work out better in draft where you can piece together a bunch of like-minded cards. In either environment, however, it is tough to be sad about a two-drop that flies. This is rather fragile and will often get stopped before it reaches the finish line by itself, but it usually will sneak in four to eight damage first.


Wrap Up

Well, that is it for blue this time around. There are some interesting cards like the Polymorphist that I really want to pay attention to because they do something relatively new and could easily be built around. We see a lot of the utility blue cards that we have come to expect and even picked up a few new ones to try out. And while Jace might not be the Mind Sculptor, he still has some applications and should not be written off completely.

Mike Flores will be here tomorrow with all of your black cards and you can check back here on Wednesday when I will return with all things red. Until then, thanks for reading!

--Conley Woods--