Top 7 Blue Commanders in Magic: The Gathering

Updated on October 15, 2019
Jeremy Gill profile image

Jeremy casts spells in between his careers as a chemical analyst and campus manager.

Commanders in Magic

I absolutely love playing Commander format! When doing so, players pick one legendary creature (some Planeswalkers work as well) to serve as your commander, a card available to you throughout your match. Additionally, your deck consists of a whopping 100 cards, only one copy of each card (besides basic lands) is allowed per deck, and you can only use the colors of your commander in your deck.

I enjoy Commander because its one-per-deck condition diversifies matches, ensuring there's always something new with each draw. Today we'll examine six awesome mono-blue Commanders for anyone looking to harness their aquatic powers!

Best Blue Commanders in Magic: The Gathering

7. Arcanis the Omnipotent
6. Kira, Great Glass-Spinner
5. Padeem, Consul of Innovation
4. Teferi, Mage of Zhalfir
3. Thassa, God of the Sea
2. Teferi, Temporal Archmage
1. Jace, Vryn's Prodigy

Arcanis the Omnipotent
Arcanis the Omnipotent

7. Arcanis the Omnipotent

Arcanis costs a substantial 6 mana to cast, and only possesses 3 Power and 4 Toughness, but brandishes an awesome effect: You can tap him to draw three cards. Basically, this equals an extra three cards per turn, ensuring you always have options to pick from.

Arcanis also has an effect that lets you return it to the hand, allowing it to avoid spells or effects that would destroy it (but then you'd have to recast him).

In short, an expensive but useful Commander, perfect for replenishing hands.

Kira, Great Glass-Spinner
Kira, Great Glass-Spinner

6. Kira, Great Glass-Spinner

Kira's a bargain Commander, demanding only 3 mana to enter the fray (albeit as a puny 2/2). It has Flying, preventing it from being blocked by Creatures without Flying or Reach. However, its main effect will counter the first spell each turn that targets each Creature you control, making it much harder to eliminate them.

Kira's effect shields your summons, but be aware it also prevents you from targeting them with buffs, so build your deck accordingly.

Padeem, Consul of Innovation
Padeem, Consul of Innovation

5. Padeem, Consul of Innovation

Padeem won't tax your resources too much, expending 4 mana for a 1/4 Creature. His abilities greatly benefit Artifact decks. First, he bestows Hexproof to your Artifacts, preventing them from being targeting by opposing spells.

Also, he lets you draw a card each turn if you control the Artifact with the highest (or tied for highest) Mana cost. Use Padeem's effects to take an early lead and seize victory with Artifacts.

Teferi, Mage of Zhalfir
Teferi, Mage of Zhalfir
Thassa, God of the Sea
Thassa, God of the Sea

4. Teferi, Mage of Zhalfir

Teferi takes 5 Mana to play but has some nice abilities. First, with Flash, you can cast him at any time, including your opponent's turn. Second, he grants your Creatures Flash, letting you also play them whenever best suits you. Finally, he forces your opponent to cast only when they could play a Sorcery card (which basically means on their turn), hampering the effectiveness of Instants and nullifying Flash.

Teferi impresses with his control effects, but I do wish he was a little cheaper considering he's only a 3/4.

3. Thassa, God of the Sea

Another great deal, Thassa burns through 3 mana but stands as an impressive 5/5. Even better, it's Indestructible; very few cards can vanquish it. Thassa can spend 2 mana to make a Creature you control unblockable for a turn, which is nice, but what's nicer is its effect to automatically Scry 1 each turn. This lets you peek at the top card of your deck and put it on either the top or bottom, allowing you to cycle through your library to find what you need.

Thassa has some impressive traits, but note that it won't count as a Creature (preventing it from attacking or blocking) until your Devotion to Blue is at least 5, meaning there are 5 Blue Mana symbols in the Mana costs of permanents you control.

Teferi, Temporal Archmage
Teferi, Temporal Archmage

2. Teferi, Temporal Archmage

Teferi is one of few Planeswalkers who can serve as your Commander. His Temporal Archmage form costs 6 mana to play but wields several impressive abilities.

First, adding one Loyalty allows you to look at the top two cards of your deck and add one to your hand, a great way to gain Card Advantage. Subtracting 1 Loyalty lets you untap up to four permanents, especially helpful for reusing lands in a single turn. Subtracting a whopping 10 Loyalty gives you an emblem that lets you use Planeswalker abilities on your opponent's turn as well as yours, ensuring you finish them off quickly.

The Temporal Archmage is definitely one of my favorite Planeswalkers, I love all three of his effects.

Jace, Vryn's Prodigy
Jace, Vryn's Prodigy

1. Jace, Vryn's Prodigy

The best thing about Jace? He's cheap, costing a mere 2 mana. Though weak, he can tap to let you draw a card, then discard one, allowing you to cycle through your library until you find what you need.

Once 5 cards are in your Graveyard (easy to attain using his ability), Jace transforms into his Telepath Unbound Planeswalker state (see below).

Jace, Telepath Unbound
Jace, Telepath Unbound

Jace, Telepath Unbound

Jace's Planeswalker form enters with a sizable 5 Loyalty.

Adding 1 Loyalty allows you to weaken an opponent's creature by 2 Power. Subtracting 3 lets you play Instant or Sorcery cards from the Graveyard this turn, helping you recycle spent cards. Subtracting 9 grants you an emblem that places 5 cards from your opponent's library into their Graveyard whenever you cast a spell, allowing you to possibly achieve victory through deck destruction.

Jace's abilities don't impress quite as much as Teferi's, but for 1/3 the mana cost, he more than proves his worth.

Your Vote

Blue has long conquered Commander format, and these legendary Creatures help demonstrate why. Feel free to vote for your favorite, and I'll see you at our next countdown!

Which Commander do you prefer?

See results


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    • profile image

      Rex H 

      9 months ago

      Arcanis, the Omnipotent quadruples the number of cards you draw per turn. When I first got him, I thought: So he draws three cards. What’s the big deal? Answer: unlimited potential. My favorite thing to do is to copy him with my Clone (which is pretty easy to find once you have Arcanis out). With Arcanis cloned, I can draw 7 cards per turn. Then I have INFINITE POWER. I’ll admit I’m a little salty about him being in 10th. Even when not cloned, he ensures you will play a land every turn, and you will never be stuck drawing land over and over again.


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