Top 10 Green and Blue Cards in Magic: The Gathering - HobbyLark - Games and Hobbies
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Top 10 Green and Blue Cards in Magic: The Gathering

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

What Are the Best Green and Blue Cards in Magic?

Green/blue spell remains my favorite color pairing for Magic's EDH format, combining the mana ramp and powerful creatures of green with blue's counter and removal prowess. But in addition to mixing monogreen and monoblue troops, you access a slew of potent green-blue blends with a variety of tricky effects to seize the advantage.

These spells tend to have low battle stats but potent removals, ramp, or other abilities, and many stack with the abundant elf, wizard, and merfolk subtypes. But with hundreds of potent turquoise troops available, which units reign supreme? These are the ten best green/blue spells in Magic: The Gathering!

Plasm Capture

Plasm Capture

10. Plasm Capture

CMC (Converted Mana Cost): 4

Unlike most cards, Plasm Capture specifically demands all its mana be particular colors, making it hard to mix into decks that contain more than just blue and green. However, it duplicates and actually improves on the counter prowess of the infamous "Mana Drain," albeit for twice the price.

At instant speed, you counter a target spell, skillfully negating any type of threat. Then, at your next precombat main phase, you add X mana (in any combination of colors) to your pool, where X is the CMC of the negated spell. Sure, Plasm costs more than Mana Drain, but unlike its renowned peer, it avoids the game's ban list and its stolen mana arrives in color. Ramp and countering in one potent package.

Experiment Kraj

Experiment Kraj

9. Experiment Kraj

CMC: 6

At first glance, Kraj doesn't seem terribly impressive. He costs six mana, wields an average 4/6 stats, and his uncommon ooze and mutant subtypes don't have many supports. However, Kraj gains the activated abilities of all other creatures who have +1/+1 counters on them—yours and your opponent's!

What is an activated ability, you ask? These are traits you that activate by paying some sort of cost, like spending mana or tapping. And speaking of tapping, Kraj can tap to place a +1/+1 counter on a unit, both strengthening it and letting him steal its triggered effects! Since he can duplicate almost anything, you can take Kraj decks in numerous routes, and his status as a legendary lets him serve as your commander in EDH format.

Nissa, Steward of Elements

Nissa, Steward of Elements

8. Nissa, Steward of Elements

CMC: X

Nissa's an unusual planeswalker who needs one green mana, one blue, and then X amount of any colors. The more mana you spend, the more loyalty Nissa begins with, a helpful trait that lets you adjust her strength according to your current mana availability. She can arrive with as a few as three mana, and even in these cases, she'll soon gain loyalty thanks to her +2, which lets you scry twice and rearrange your upcoming draws as needed.

Nissa also carries a 0 that lets you look at the top card of your deck and place it onto the field if it's a land or creature with a CMC less than or equal to Nissa's current loyalty. This offers an excellent way to swarm lands and weaker troops (remember, her scrying can set you up). Finally, Nissa's -6 untaps two lands you control and (for the rest of the turn) makes them 5/5 elemental creatures with flying and haste. An interesting ultimate, but I find it's typically better to conserve your loyalty and let your 0 continuously field powerful cards.

Bounding Krasis

Bounding Krasis

7. Bounding Krasis

CMC: 3

Like Kraj, Bounding Krasis bears two subtypes (fish and lizard) that aren't easy to combo with, but he soon proves his worth. A 3/3 unit is a nice trade for three mana, especially since Krasis bears flash, letting you cast him at instant speed and catch opponents off guard!

Additionally, when Krasis enters the field, you can either tap or untap any creature, an excellent trait that either dulls an opposing unit or rejuvenates an ally, controlling the field to your favor. Since Krasis's abilities lie in his speed and entrance effect, he's basically a mindless 3/3 beatstick once out, so you don't have to overly concern yourself with defending him.

6. Thrasios, Triton Hero

CMC: 2

Both one of the game's best merfolk and best partners, Thrasios lets you control two commanders in EDH if both possess the coveted partner ability, offering an extra available unit throughout your match. He wields a fair 1/3 for his low price, and by spending four mana of any color, you reveal the top card of your deck, fielding it if a land and placing it into your hand otherwise.

Combo Thrasios with creatures of other hues if you'd like to diversify your EDH decklist's colors, or to maintain your green/blue scheme, pair Thrasios with "Kydele, Chosen of Kruphix," a partner who shares Thrasios's wizard subtype. Kydele's tap effect adds mana for each card you've drawn that turn, adeptly building off Thrasios's potential draw ability, making them a formidable duo in EDH.

Murkfiend Liege

Murkfiend Liege

5. Murkfiend Liege

CMC: 5

The mixed forest/island symbols in Liege's mana cost mean you may spend either green or blue mana, making him easily accessible. He wields a respectable 4/4 stats for his cost, and Liege boosts the power and toughness of your other green and blue creatures by +1/+1! As icing on the cake, this stacks with cards that bear both, granting a total +2/+2 to your other cyan champions.

Best of all, Liege untaps all green and/or blue creatures you control during the untap step of other turns, refreshing your exhausted units to either tap again or block. Unlike the power boost, this also applies with Murkfiend himself, letting him swing and soon return to the ready position. An excellent warrior who I only wish had a better subtype than horror.

Prophet of Kruphix

Prophet of Kruphix

4. Prophet of Kruphix

CMC: 5

Prophet of Kruphix serves as an alternative to Murkfiend. Costing the same amount of mana, she doesn't give any power/toughness boosts, and her stats are a lackluster 2/3, but she untaps all creatures you control during other untap steps, not just blue and green ones. Even better, she also untaps your lands, essentially giving you full mana on every player's turn!

But her advantages don't end there. Prophet grants your other creatures flash, letting you cast them at instant speed (a perfect complement to her mana refresh), and her human/wizard nature adeptly combos with blue's best wizards. For her incredible powers, Prophet is (as of this writing) banned in EDH, but perfectly legal in modern and legacy.

Kiora, Master of the Depths

Kiora, Master of the Depths

3. Kiora, Master of the Depths

CMC: 4

Kiora's a fairly cheap planeswalker, costing just four mana and arriving with a corresponding amount of loyalty. Her best trait is her reliable +1, adding loyalty and untapping both a creature and land you control, refreshing multiple units at once, and doing wonders for mana ramp.

-2 is no slouch either, revealing the top four cards of your deck, putting a land and/or creature into your hand, then sending the rest to the graveyard. Her -8 ultimate utilizes the fight mechanic, letting you have entering creatures fight opposing creatures, then creates three enormous 8/8 octopus tokens. A solid effect, but that valuable +1 is what really cements Kiora as a green/blue powerhouse.

Edric, Spymaster of Trest

Edric, Spymaster of Trest

2. Edric, Spymaster of Trest

CMC: 3

Legendary Edric makes an excellent general for EDH. His 2/2 stats are rather low, but his passive effect more than compensates. Whenever a creature lands combat damage on an opponent, their controller may draw a card. This includes Edric himself as well as your other creatures, quickly granting an insane amount of card advantage.

In multiplayer, it also entices your rivals to attack other players and not you, as they can only receive extra cards by striking different spellcasters, making Edric a surprisingly effective diplomacy tactic. Throw in the valuable elf subtype (plus rogue for good measure), and you've got one heck of a monster.

Temporal Spring

Temporal Spring

1. Temporal Spring

CMC: 3

Simple, powerful, and surprisingly inexpensive, Temporal Spring offers a fantastic removal that bypasses defenses like indestructible. After spending just three mana, this sorcery places a target permanent on top of its owner's deck.

This can remove anything, from creatures to lands to planeswalkers, and since the unit doesn't bounce to hand but to the deck, you're essentially killing your opponent's next draw. As icing on the cake, Spring's sorcery status helps stock your graveyard for "threshold" and "spell mastery" abilities. Helpful and inexpensive, Spring has won me several matches in my Thrasios/Kydele and Eldric builds (among others); thankfully, despite its fierce powers, Spring remains surprisingly affordable, often costing less than a single dollar!

How to Support Green/Blue Decks in Magic

Remember, you're not limited to just blue/green duos; a cyan theme offers all monogreen and blue tricks as well. Be sure to pack in those forest and island lands to acquire the right mana colors, and remember the valuable dual-type "Tropical Island" can provide either.

With blue's insane counterspell prowess to green's ramp and huge creatures, these hues cover each other's weaknesses well, and I highly recommend trying them together for yourself. But for now, as we eagerly await Wizards of the Coast's next expansion of blue-green spells, vote for your favorite card, and I'll see you at our next MTG countdown!

© 2018 Jeremy Gill