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Commander /100 distinct cards /October 8, 2026

Best Mono-Blue Commanders

Start with Talrand for spells, Urza for artifacts, or Svyelun for Merfolk. Explore 100 distinct commanders by deck plan, with bracket advice and a separate look at current competitive evidence.

Affiliate disclosure: TCG Spikes may earn a commission from qualifying TCGplayer purchases. Links do not determine our recommendations.

SpellsTalrand

Useful spells become a flying army.

ArtifactsUrza

Artifacts provide mana beside a Construct.

MerfolkSvyelun

Attack draw and creature-type protection.

Quick picks, choosing a commander and beginner builds

Best Mono-Blue Commanders at a Glance

Editorial first choices by deck theme
ThemeStarting commanderMain reason
ArtifactsUrza, Lord High ArtificerThe artifact commander that supplies mana and a body
Instants, Sorceries and SpellcastingTalrand, Sky SummonerUseful spells build a flying army
Card Draw and Large HandsMinn, Wily IllusionistSecond-card draws create Illusions with a death payoff
Wizards and Creature EnginesAzami, Lady of ScrollsEvery untapped Wizard can become a card
Merfolk and DevotionSvyelun of Sea and SkyMerfolk support with dependable attack draw
Mill and Self-MillBruvac the GrandiloquentThe straightforward commander for a milling plan
Copies and Ability MultiplicationOrvar, the All-FormSmall targeted spells create permanent copies
Blink and Entering CreaturesThassa, Deep-DwellingRepeat one creature's entry every end step
Flying Armies and SphinxesDonal, Herald of WingsFlying creature spells bring an additional small copy
Sea Creatures and Land PlansNezahal, Primal TideOpposing noncreature spells fill your hand
Combat Damage and EvasionTetsuko Umezawa, FugitiveSmall power or toughness makes creatures unblockable
Top-Library Access and Delayed CastingThe Reality ChipAttach the commander for broad top-library access
Counters, Scry and ProliferationTekuthal, Inquiry DominusProliferation happens twice
TheftEmpress GalinaRepeatable theft for legendary permanents
Graveyard SpellcastingLier, Disciple of the DrownedYour graveyard becomes a second spell hand
Control and Resource DenialTeferi, Temporal ArchmageUntap several permanents from a planeswalker commander
Big Mana and Expensive SpellsBraids, Conjurer AdeptLarge permanents arrive through a shared upkeep offer

How to Choose a Mono-Blue Commander

  • Choose the resource your deck needs. A commander that supplies cards leaves a different gap from one that only supplies creatures or damage.
  • Build a finish that uses those resources. A large hand, graveyard or token board does not win until your cards convert it into a result.
  • Keep useful early plays. Six- and eight-mana commanders need lands, acceleration and interaction before the main engine arrives.
  • Price the whole list. One color simplifies the mana base, but premium artifacts, tutors and franchise printings can still be expensive.
  • Plan for removal. Keep cards that work after the commander dies and choose whether graveyard exile, artifact removal or a sweeper is the larger risk.
  • Explain the intended game. Before shuffling up, tell the other players if your deck uses repeated resource denial, fast infinite combos, poison or extra turns.

Compare other colors in Best Commanders in MTG, Best Mono-White Commanders and Best Mono-Red Commanders.

Best Mono-Blue Commanders for Beginners and Budget Builds

Approachable build directions, not priced decklists
CommanderStarting planWhat to budget for
Talrand, Sky SummonerGood spells followed by Drake combat.Card draw, protection and manageable spell costs.
Sai, Master ThopteristUseful artifacts and a flying token board.Artifacts that do useful work without Sai.
Svyelun of Sea and SkyMerfolk development and attack draw.A playable creature curve and recovery.
Tetsuko Umezawa, FugitiveSmall evasive attackers with useful hit triggers.Actual draw payoffs and protection from sweepers.

These are understandable starting plans, not current-priced shopping baskets. Check total deck cost and complexity before calling a list budget-friendly. A cheap commander can still lead a costly or difficult deck.

Brackets, optimized builds and current competitive evidence

Mono-Blue Commander Brackets

These are suggested build directions, not certifications of unseen decklists. The commander alone does not determine a bracket. The complete list, intended pace, Game Changers, combinations and resource denial matter.

Current bracket distinctions
BracketBuild directionImportant boundary
2: CoreUnoptimized development and straightforward combat.No Game Changers. Respect the complete current restrictions.
3: UpgradedStronger synergy with visible development and recovery.At most three Game Changers; check early two-card infinites, mass land denial and extra-turn restrictions.
4: OptimizedFaster mana, efficient tutors, stronger interaction and compact finishes.An optimized casual deck is not automatically a tournament cEDH list.
5: cEDHComplete lists built for competitive play.Use recorded events and exact current lists, not commander reputation alone.

Wizards’ current rules, brackets and Game Changers are the authority. A list with an easily available early combo does not become Bracket3 simply because its pilot promises to wait.

Best Mono-Blue Commanders for Bracket 3

Check the actual list before making the label. Removing fast tutors or a denial package changes the experience more than choosing a less famous commander.

Best Mono-Blue Commanders for Bracket 4

These commanders permit stronger builds; the rest of the cards still have to execute the plan. Any advertised infinite line needs every cost, target and timing step checked.

Best Mono-Blue Commanders for cEDH

Begin with current Urza lists, then compare Emry, Orvar and Temporal Archmage for their distinct engines. A blue commander having access to counterspells is not sufficient evidence that it belongs in cEDH.

EDHTop16 filtered profiles: past six months, events with at least fifty players
CommanderReported entriesSample limit
Urza, Lord High Artificer6148 event records returned; further records were not inspected. Entry totals are not wins.
Emry, Lurker of the Loch1212 event records returned. Entry totals are not wins.
Orvar, the All-Form8Returned records include a lower-bracket event. Do not treat this as a clean cEDH-only sample.
Teferi, Temporal Archmage1010 event records returned. Entry totals are not wins.
Azami, Lady of Scrolls55 event records returned. Entry totals are not wins.

An entry is a deck appearing at an event, not necessarily a different player. It is not a game win rate. We publish no aggregate conversion rates: event labels and incomplete returned records limit the comparison. Named results show what happened at those events, not the chance your deck will win. Follow the links to inspect the recorded lists and filters.

Selection, source limits and shopping information

Mono-Blue Commander Selection Method

  • Selection: 100 distinct, legal, released, paper commanders with blue-only whole-card identities. We sampled 400 EDHREC census rows and checked 322 Oracle records, then chose a thematic shortlist with working internal destinations. This is not an exhaustive ranking of every legal commander.
  • Order:each theme begins with an editorial starting recommendation, followed by alternatives. Numbers restart in every category. Resource production, required support, recovery and a finish matter more than a universal power score.
  • Omissions:the broad census supplied candidates rather than a mandatory popularity cutoff. Cards without a verified working site destination were replaced by eligible nearby candidates. Paired census entries were checked again through individual profiles.
  • Popularity:EDHREC totals below describe collected public decks over the past two years, checked October 8, 2026. They are not player counts, sales, victories or a complete census of all decks.
  • Tournaments:the separate comparison uses six-month filters and events with at least fifty players. Partial samples and lower-bracket labels remain visible. No tournament entry total is presented as a win rate.
  • Rules:each profile links its current Oracle text and exact printing. Both faces matter for eligibility. A spell being cast, a permanent entering and an attack being declared are different events.
  • Experience:these recommendations use rules, public deck patterns and recorded events. They are not first-hand playtesting, personal tournament finishes or controlled matchup results.
  • Shopping:portrait links open verified internal singles pages. Each button targets the pictured printing and an available foil or nonfoil finish. Check condition, stock and shipping; no live price or cheapest-cart claim is made.

EDHREC’s methodology explains its public-deck collection. New cards, bans and results can change the recommendations. Review the complete current rules before building a costly list.

Find a Mono-Blue Commander

Best Mono-Blue Commanders for Artifacts

Urza turns artifacts into mana, Emry reuses the graveyard, and Sai supplies flying bodies. Useful artifacts matter more than simply increasing a count.

1. Urza, Lord High Artificer

Urza, Lord High Artificer card, CMM number 130
Commander Masters #130. Art by Grzegorz Rutkowski.

The artifact commander that supplies mana and a body

Urza makes an artifact-sized Construct and lets your untapped artifacts produce blue mana. That means even artifacts without their own mana ability can help cast the next spell, giving an artifact-heavy board a useful purpose beyond individual card text.

His five-mana library activation is a separate resource sink, not a guaranteed combo. A growing board also makes sweepers important. Start with useful artifacts, interaction and a finish; current tournament lists are evidence for a competitive build, not proof that every Urza deck belongs there.

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2. Emry, Lurker of the Loch

Emry, Lurker of the Loch card, EOC number 71
Edge of Eternities Commander #71. Art by Livia Prima.

Cast artifacts repeatedly from the graveyard

Emry becomes cheaper as your artifact count rises, mills cards on entry and grants graveyard casting access through a tap ability. Inexpensive artifacts with useful sacrifice abilities can become repeatable resources instead of one-time investments.

You still pay the artifact's casting costs and follow timing rules. The tap activation also needs Emry ready, so repeated casting requires additional support. Use the graveyard as a resource while keeping an independent plan against exile and removal of the commander.

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3. Lady Octopus, Inspired Inventor

Lady Octopus, Inspired Inventor card, SPM number 35
Marvel's Spider-Man #35. Art by Fariba Khamseh.

Card draw builds free artifact-casting capacity

Lady Octopus gains ingenuity counters from the first and second cards you draw each turn. Once enough counters accumulate, tapping her can cast an artifact from hand without its mana cost, giving recurring draw a concrete development payoff.

The artifact's mana value must fit the actual counter total, and the tap needs a ready commander. Later draws that turn do not add more counters through this ability. Balance small useful artifacts with larger targets instead of leaving the hand clogged during setup.

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4. Leonardo da Vinci

Leonardo da Vinci card, ACR number 20
Assassin's Creed #20. Art by Wangjie Li.

Discard an artifact to build a flying copy

Leonardo's draw-and-discard activation can turn an artifact card into a flying Thopter copy. Useful artifact abilities remain the reason to choose the discarded card, while his other activation can make your Thopter board large enough to threaten combat.

The copy normally begins as a 0/2, and the team-sized combat boost costs five mana. He does not simply put the original artifact into play. Keep enough cards in hand to support the size boost and choose artifacts whose copied abilities justify the setup.

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5. Mm'menon, the Right Hand

Mm'menon, the Right Hand card, EOE number 68
Edge of Eternities #68. Art by Joshua Raphael.

Artifacts fund spells cast outside your hand

Mm'menon lets you cast artifact spells from the top of the library and grants your artifacts a restricted blue-mana tap ability. That ties a growing artifact board to continued topdeck access, giving existing permanents a use beyond their printed abilities.

That mana can only cast spells from outside your hand, so it does not fund every spell you draw. A land or unsuitable card on top can interrupt access. Include top-card management and ordinary draw to keep the engine moving when the revealed card is not usable.

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6. Sai, Master Thopterist

Sai, Master Thopterist card, CMM number 118
Commander Masters #118. Art by Adam Paquette.

Artifact spells become flying bodies

Sai adds a flying Thopter whenever you cast an artifact spell, turning mana rocks and utility artifacts into a combat or sacrifice board. His paid sacrifice ability also gives excess artifacts a route into card draw when the hand runs short.

It costs two artifacts and mana to draw one card, so the exchange is not free. Artifact tokens entering without being cast do not trigger the Thopter ability. Use artifacts that do useful work first, then let the extra bodies support recovery or a finish.

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7. Arcum Dagsson

Arcum Dagsson card, 2XM number 41
Double Masters #41. Art by Pete Venters.

Sacrifice an artifact creature for an exact artifact

Arcum gives a target artifact creature's controller an opportunity to exchange it for a noncreature artifact from the library. Targeting your own expendable artifact creatures turns the commander into a deliberate toolbox for engines or finishing pieces.

If you target an opponent's creature, that opponent gets the search. The commander also needs to tap, giving removal a clear window before an activation. Include sufficient sacrifice material and verify the exact chosen artifacts rather than treating every artifact card as an eligible search.

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8. Drafna, Founder of Lat-Nam

Drafna, Founder of Lat-Nam card, BRO number 47
The Brothers' War #47. Art by Lie Setiawan.

Reuse artifacts and copy them while casting

Drafna can return your artifact to hand or copy an artifact spell you control. Entry abilities, cast rewards and a copied permanent therefore become different reasons to use the same artifact, giving the deck a flexible value or combo direction.

The copy activation needs the artifact spell still on the stack and taps Drafna. Copying that spell is not casting it, so the copy does not trigger cast rewards. Returning an artifact is also a paid action. Calculate the mana needed for the whole reuse sequence, and choose artifacts that provide useful value instead of looping merely for its own sake.

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9. Unctus, Grand Metatect

Unctus, Grand Metatect card, ONE number 75
Phyrexia: All Will Be One #75. Art by Andrew Mar.

Tapped blue creatures filter cards

Unctus gives your other blue creatures draw-and-discard triggers when they become tapped and boosts your other artifact creatures. His paid color-and-type change can make a suitable creature qualify for both parts of the package during your turn.

The commander is excluded from the granted tap trigger, and the filtering is not a net extra card. The type-change activation is sorcery-speed. Use creatures with productive ways to tap and a real graveyard or artifact payoff rather than tapping merely to trade cards in hand.

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10. Donatello, Mutant Mechanic

Donatello, Mutant Mechanic card, TMT number 36
Teenage Mutant Ninja Turtles #36. Art by Zoltan Boros.

Animate artifacts and preserve their counters

Donatello puts three counters on an artifact and can turn a noncreature artifact into a Robot. If a counter-bearing artifact later goes to your graveyard, his other trigger can move those counters onto another artifact or creature.

The animation activation is sorcery-speed and taps him. Animating a useful mana artifact makes it vulnerable to creature removal, so choose targets deliberately. The recovery trigger needs the artifact to enter your graveyard; exile does not move the counters along through that ability.

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11. Urza, Powerstone Prodigy

Urza, Powerstone Prodigy card, BRO number 69
The Brothers' War #69. Art by Donato Giancola.

Artifact discards produce restricted mana resources

Powerstone Prodigy draws and discards through a paid tap, then makes a tapped Powerstone when you discard artifact cards. That lets a graveyard artifact deck improve card quality while developing resources for later artifacts or activated abilities.

The Powerstone trigger happens only once each turn, even if several artifact cards are discarded together. Its mana also cannot cast nonartifact spells. Choose an artifact-focused use for those tokens and retain actual card advantage beyond the commander's filtering.

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12. Muzzio, Visionary Architect

Muzzio, Visionary Architect card, CNS number 23
Conspiracy #23. Art by Volkan Baǵa.

A large artifact expands your search window

Muzzio looks at a number of top cards determined by the greatest artifact mana value on your board, then can put an artifact from those cards directly into play. One expensive artifact can therefore support finding more without paying each casting cost.

The search window uses one greatest value, not the sum of all artifacts. Four mana and a tap are needed for each activation, and cast triggers are skipped. Keep enough qualifying artifacts and early resources so a small initial window still has useful hits.

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13. Krang, Master Mind

Krang, Master Mind card, TMT number 43
Teenage Mutant Ninja Turtles #43. Art by Narendra Bintara Adi.

An artifact board reduces cost and increases power

Krang uses artifact affinity to become easier to cast, refills a small hand toward four on entry and gains power from your other artifacts. That gives an artifact swarm an inexpensive late-stage attacker without requiring a large hand to be held back.

The refill only occurs when you have fewer than four cards, and affinity reduces generic mana rather than the blue requirements. He also needs evasion or a combat plan. Build useful inexpensive artifacts first, then use the commander as a payoff rather than a replacement for card engines.

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Best Mono-Blue Commanders for Instants, Sorceries and Spellcasting

Talrand builds an army, Baral discounts spells, and Eluge rewards the first spell each turn. Start with good interaction and draw, then choose the missing engine.

1. Talrand, Sky Summoner

Talrand, Sky Summoner card, OTC number 116
Outlaws of Thunder Junction Commander #116. Art by Svetlin Velinov.

Useful spells build a flying army

Talrand gives each instant or sorcery you cast a flying Drake, letting interaction and draw contribute to a combat finish. The deck can spend slots on good spells first and still develop creatures without a large separate token package.

He rewards casting, not merely copying a spell already on the stack. Four mana means an unprotected commander can be removed before the first payoff. Leave mana for protection and ways to rebuild, rather than using every spell simply to maximize the Drake count.

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2. Eluge, the Shoreless Sea

Eluge, the Shoreless Sea card, BLB number 49
Bloomburrow #49. Art by Chase Stone.

Flooded lands discount a spell on every turn

Eluge puts flood counters on lands when he enters or attacks, then uses your flooded lands to discount the first instant or sorcery you cast each turn. Cheap interaction on opponents' turns can make that discount work several times around the table.

Only lands you control count toward the discount, even though a flood trigger can target someone else's land. Later spells that turn receive no reduction from this ability. Build a reliable Island base and a spread of useful instants rather than one enormous casting turn alone.

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3. Baral, Chief of Compliance

Baral, Chief of Compliance card, AER number 28
Aether Revolt #28. Art by Wesley Burt.

A cheap discount for an interactive spell deck

Baral reduces generic costs on your instants and sorceries, making a blue interaction package easier to deploy while leaving mana open. Countering a spell with your own spell or ability also offers a draw-and-discard exchange to improve card quality.

The reduction does not remove blue symbols, and the filtering is not net card advantage by itself. Build actual sources of cards and a finish alongside counterspells. A table can still defeat a deck that answers individual threats without developing a winning plan.

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4. Octavia, Living Thesis

Octavia, Living Thesis card, OTC number 103
Outlaws of Thunder Junction Commander #103. Art by Simon Dominic.

Spells in the graveyard enable an 8/8 combat plan

Octavia becomes much cheaper after eight instant or sorcery cards reach your graveyard. Her magecraft then changes a target creature's base size to 8/8, allowing modest evasive creatures to become serious attackers during a spell-heavy turn.

The size change lasts only for that turn and sets a base rather than erasing every modifier. Copies of spells can trigger magecraft, unlike Talrand's casting-only trigger. Build a useful early spell deck and targets that can actually connect once they grow.

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5. Geralf, the Fleshwright

Geralf, the Fleshwright card, OTJ number 50
Outlaws of Thunder Junction #50. Art by Chris Rahn.

Several spells in one turn build increasingly large Zombies

Fleshwright makes a Zombie for each spell after your first during your own turn. Later Zombie entries add counters according to earlier Zombies entering that turn, so a sequence of inexpensive spells can build both numbers and size.

The spell trigger is limited to your turn, unlike some other blue casting commanders. One spell on each opponent's turn does not make Zombies here. Keep enough card draw and mana to sustain the chain, then plan an actual attack or other payoff for the board.

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6. Ojer Pakpatiq, Deepest Epoch

Ojer Pakpatiq, Deepest Epoch card, LCI number 67
The Lost Caverns of Ixalan #67. Art by Chris Rahn.

Instants from hand get another casting opportunity

Ojer gives instants cast from your hand rebound, letting useful draw and interaction offer a later free cast. His death return as a land also provides a route back to the creature face, making the commander harder to exhaust through ordinary destruction.

Rebound requires the instant to resolve through the appropriate exile route; a countered spell does not rebound. The later cast still needs legal targets, so a counterspell often has no useful target during your upkeep. Sorceries and spells cast from other zones do not get this benefit. The land needs its time counters removed before transforming back, so recovery takes planning.

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7. Gran-Gran

Gran-Gran card, TLA number 54
Avatar: The Last Airbender #54. Art by Arou.

Lessons in the graveyard enable broader discounts

Gran-Gran filters when she becomes tapped and discounts your noncreature spells after three Lesson cards reach your graveyard. That gives a Lesson package a specific resource goal while useful tap effects help stock and organize the hand.

The discount requires the Lessons still present, so graveyard exile can switch it off. The tapped trigger draws and discards rather than generating a net card. Choose Lessons and tap support that serve the deck before the condition is met instead of adding weak cards solely for the count.

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8. Gandalf, Friend of the Shire

Gandalf, Friend of the Shire card, LTR number 50
The Lord of the Rings: Tales of Middle-earth #50. Art by Dmitry Burmak.

Cast sorceries at useful instant-speed moments

Gandalf grants your sorceries flash-like casting timing, allowing a spell deck to use normally sorcery-speed effects during opponents' turns. Ring temptations can also draw when another creature is selected as Ring-bearer.

The draw needs the Ring to tempt you and the Ring-bearer choice to exclude Gandalf. He does not make spells cheaper or counter threats himself. Choose sorceries that gain real value from flexible timing and an actual Ring package if you want that separate card engine.

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9. Kaho, Minamo Historian

Kaho, Minamo Historian card, CMM number 101
Commander Masters #101. Art by Greg Staples.

Store three instants as a deliberate toolbox

Kaho searches up to three instants into exile on entry, then casts a chosen stored spell through a mana-value payment and a tap. That gives a spell deck a known package of interaction or setup rather than relying entirely on random draws.

The permission concerns cards exiled with that Kaho, so leaving and returning creates a new object with different linked cards. You still pay the chosen spell's mana value. Protect the commander and select a balanced package instead of storing only expensive effects you cannot activate.

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10. Geist of Saint Thalia

Geist of Saint Thalia card, FRA number 214
Reality Fracture #214. Art by Ryan Pancoast.

A flying body with a broad noncreature discount

Geist of Saint Thalia reduces the generic cost of your noncreature spells, allowing artifacts and enchantments as well as instants and sorceries to benefit. Flying gives the commander a combat role while the discounted spells develop the rest of the deck.

The reduction does not remove colored mana symbols, and the commander does not draw cards on its own. Decide whether the list needs that broader discount more than Talrand's bodies or Baral's filtering. Include a real resource engine and finish alongside the cheaper spells.

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Best Mono-Blue Commanders for Card Draw and Large Hands

Minn and Alandra reward specific draw numbers. Other choices rely on combat, searches or tapping. A full hand still needs mana and a finish.

1. Minn, Wily Illusionist

Minn, Wily Illusionist card, AFC number 16
Forgotten Realms Commander #16. Art by Dmitry Burmak.

Second-card draws create Illusions with a death payoff

Minn turns your second draw each turn into an Illusion, allowing draw on opponents' turns to produce a board. When an Illusion dies, its power can determine the size of a permanent you put into play from your hand.

The permanent must already be in your hand, and the dying Illusion's actual power sets the limit. Extra draws beyond the second do not make additional Illusions that turn. Build both the recurring draw plan and a useful hand of permanents rather than only token multipliers.

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2. Vnwxt, Verbose Host

Vnwxt, Verbose Host card, DFT number 73
Aetherdrift #73. Art by Izzy.

Reach maximum speed for doubled card draw

Vnwxt offers no maximum hand size immediately, then doubles your card draws once speed reaches four. That gives a blue draw deck a reason to cause an opponent to lose life during several of your own turns before its largest payoff arrives.

Speed increases once per your turn, so multiple hits in one turn do not complete the setup. The commander does not supply those hits or draw spells by itself. Choose a dependable early life-loss plan and preserve interaction while the engine develops.

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3. Kami of the Crescent Moon

Kami of the Crescent Moon card, VOC number 107
Crimson Vow Commander #107. Art by Darrell Riche.

A low-cost shared draw commander

Kami gives every player an extra card in their draw step, making it an easy commander to understand and a possible starting point for draw-based politics. The low casting cost leaves mana available to develop your own payoff or hold interaction.

Three opponents receive additional cards too. The shared draw does not become an advantage merely because your commander costs less. Choose a clear way to use the larger hands, such as a documented draw payoff, and keep the table's increased access to answers in mind.

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4. Katara, Waterbending Master

Katara, Waterbending Master card, TLE number 93
Avatar: The Last Airbender Eternal #93. Art by Yueko.

Opponent-turn spells build an experience-based hand

Katara gains experience when you cast during opponents' turns, then can draw according to your accumulated experience when she attacks. Interaction becomes long-term development, and the experience counters remain on you through ordinary commander removal.

The attack draw is optional and is followed by one discard. You need Katara able to attack safely after building those counters, so evasion and protection matter. Keep a usable curve instead of holding every spell for another player's turn at the expense of development.

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5. Alandra, Sky Dreamer

Alandra, Sky Dreamer card, MKC number 94
Murders at Karlov Manor Commander #94. Art by Caroline Gariba.

Two draws make a Drake, five draws make a combat turn

Alandra offers a flying token for your second draw each turn and a much larger reward when you reach the fifth. A draw-heavy deck can therefore build a board gradually and later use a full hand to increase the Drakes' combat size.

Both rewards happen at specific draw numbers, not after every additional card. You still need a Drake board ready to attack and enough cards in hand when the size trigger resolves. Separate the routine second-card plan from the more demanding fifth-card finish.

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6. Wan Shi Tong, Librarian

Wan Shi Tong, Librarian card, TLA number 78
Avatar: The Last Airbender #78. Art by Ryota Murayama.

A flash threat that rewards opposing searches

Librarian draws when opponents search and also gives counters and cards according to the X paid when he enters. Flash lets you choose when to invest mana, making him a flexible threat in games where searches happen regularly.

The entry draw is half X rounded down, not equal to X. Search triggers depend on what opponents actually do. Retain ordinary draw and interaction so the deck can function in a table with few tutors or after the commander is removed.

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7. Arcanis the Omnipotent

Arcanis the Omnipotent card, FDN number 741
Foundations #741. Art by Justin Sweet.

Three cards from one tap

Arcanis gives a straightforward draw engine: tap him for three cards. Untapping support can increase that return, while the paid return-to-hand ability offers an escape from some removal and a way to reuse the commander later.

Six mana and summoning sickness delay the first ordinary activation. Returning him to hand is also expensive, so it is not blanket protection when you are tapped out. Build enough early mana and interaction to reach the engine without falling far behind.

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8. Atemsis, All-Seeing

Atemsis, All-Seeing card, M20 number 46
Core Set 2020 #46. Art by Ryan Pancoast.

Win through a hand with six different mana values

Atemsis can cause a damaged opponent to lose when you reveal cards with at least six different mana values. Her own draw-and-discard activation helps organize that hand, making this an unusual draw deck with a concrete diversity requirement.

The trigger requires damage to an opponent, but not specifically combat damage. Six cards of the same value do not satisfy it. Plan hand construction and a reliable damage route, then protect the commander instead of assuming a large hand automatically qualifies.

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9. Syr Elenora, the Discerning

Syr Elenora, the Discerning card, MOC number 239
March of the Machine Commander #239. Art by Mila Pesic.

A hand-sized attacker with immediate entry value

Syr Elenora draws on entry and sets her power according to your hand, making normal blue card development contribute directly to combat. Her additional targeting cost adds a modest obstacle to some opposing spells.

That cost applies to opposing spells targeting her, not every opposing ability or sweeper. Five mana for a creature whose size relies on the hand also asks for recovery and evasion. Use the entry card as useful value, but do not confuse a full hand with a protected lethal attacker.

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Best Mono-Blue Commanders for Wizards and Creature Engines

Azami taps Wizards for cards, Naban repeats entry triggers, and Geralf converts toughness into flying Zombies. Choose the interaction rather than only the creature type.

1. Azami, Lady of Scrolls

Azami, Lady of Scrolls card, CMM number 74
Commander Masters #74. Art by Ittoku.

Every untapped Wizard can become a card

Azami lets an untapped Wizard you control be tapped to draw, making utility Wizards and the commander herself part of a shared card engine. You can develop a creature package whose ordinary abilities remain useful when card draw is not the priority.

This is Azami's ability using another Wizard as a cost, not a tap-symbol ability printed on each Wizard. Newly entered Wizards can pay that cost. Five mana and dependence on a creature board still demand protection and a plan for turning a large hand into a win.

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2. Naban, Dean of Iteration

Naban, Dean of Iteration card, DOM number 58
Dominaria #58. Art by Ryan Alexander Lee.

Wizard entries repeat useful triggers

Naban makes a triggered ability of your permanent trigger again when a Wizard entering caused it. That supports Wizards with useful entry abilities and other permanents that reward those entries, creating a small commander with a clear creature-type engine.

The trigger source does not have to be the entering Wizard, but the entering creature does need to be a Wizard you control. Cast triggers do not qualify merely because the spell is a Wizard. Select support by its actual entry interaction rather than its name alone.

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3. Geralf, Visionary Stitcher

Geralf, Visionary Stitcher card, VOW number 61
Innistrad: Crimson Vow #61. Art by Bryan Sola.

Turn high toughness into a flying Zombie

Visionary Stitcher sacrifices another nontoken creature and makes a Zombie sized by that creature's toughness. Since your Zombies gain flying, inexpensive high-toughness creatures can become attackers rather than only defensive bodies.

The sacrifice cannot use a token, and tapping Geralf limits the ordinary activation pace. You need cards to replace the material being consumed. Favor creatures that were useful before being sacrificed, and avoid confusing toughness with power when calculating the resulting Zombie.

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Best Mono-Blue Commanders for Merfolk and Devotion

Svyelun supports Merfolk development, Mihail grants top-library access, and Namor builds Merfolk through spells. Callaphe is a devotion alternative.

1. Svyelun of Sea and Sky

Svyelun of Sea and Sky card, LCC number 175
The Lost Caverns of Ixalan Commander #175. Art by Seb McKinnon.

Merfolk support with dependable attack draw

Svyelun draws on attack and helps protect other Merfolk with ward. Controlling two other Merfolk also grants her indestructibility, so the creature-type package supports both cards and resilience without requiring every creature to deal combat damage.

Her ward benefit applies to other Merfolk, not herself. Indestructibility also depends on keeping the two supporting Merfolk. Choose a useful Merfolk curve and recovery against sweepers rather than assuming the commander protects the whole board from every kind of answer.

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2. Namor the Sub-Mariner

Namor the Sub-Mariner card, MSH number 69
Marvel Super Heroes #69. Art by Chris Rallis.

Blue spells supply Merfolk and grow the commander

Namor makes Merfolk according to the number of blue mana symbols in noncreature spells you cast. That lets spells develop a creature-type board, and his own power follows the Merfolk count rather than a fixed starting size.

Generic mana does not add tokens, and creature spells do not trigger this ability. A wide Merfolk board also needs protection from sweepers. Choose useful blue spells first, with support that helps both the tokens and Namor turn their size into successful attacks.

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3. Emperor Mihail II

Emperor Mihail II card, LCC number 155
The Lost Caverns of Ixalan Commander #155. Art by PINDURSKI.

Cast Merfolk from the top and pay for extra bodies

Emperor Mihail lets you inspect the library's top and cast Merfolk from it, giving a creature-type deck continued access beyond its hand. Every Merfolk cast also offers a paid token, supporting both a wider army and Merfolk-count payoffs.

A non-Merfolk top card can halt access, and each extra token costs mana. The tokens are not being cast, so they do not restart that ability. Use top-card management, good Merfolk and ordinary draw instead of expecting the commander to empty the library unaided.

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4. Callaphe, Beloved of the Sea

Callaphe, Beloved of the Sea card, THB number 45
Theros Beyond Death #45. Art by Zack Stella.

Devotion grows a threat and taxes some removal

Callaphe's power follows your devotion to blue, while your creatures and enchantments make opposing targeted spells cost more. A blue-symbol-heavy permanent deck can therefore build an attacker and make some exchanges more expensive.

The protection is a spell-cost increase, not ward against abilities or immunity to sweepers. Colorless artifacts do not contribute blue devotion. Select useful blue permanents and a way through blockers rather than filling slots with symbols that do not advance a coherent plan.

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Best Mono-Blue Commanders for Mill and Self-Mill

Bruvac improves actual milling, The Mindskinner replaces damage, and Neerdiv links tapping to graveyard activity. Milling opponents can help their graveyard plans too.

1. Bruvac the Grandiloquent

Bruvac the Grandiloquent card, RVR number 35
Ravnica Remastered #35. Art by Ekaterina Burmak.

The straightforward commander for a milling plan

Bruvac doubles cards an opponent would mill, making ordinary milling effects more threatening without requiring a combat hit. He is a clear choice when library depletion is the actual win plan rather than a side effect of a creature deck.

The effect does not double every card sent to a graveyard, and it does not apply to your own milling. Graveyard decks may enjoy the extra material. Pick effects with actual milling instructions and keep answers for reshuffling, recovery and graveyard-based victories.

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2. The Mindskinner

The Mindskinner card, DSK number 66
Duskmourn: House of Horror #66. Art by Abz J Harding.

Your damage becomes milling for the entire table

The Mindskinner changes damage your sources would deal to an opponent into milling for every opponent. Its own unblockable body makes a clear starting point, while other creatures or damage sources can increase the number of cards moved.

Normally, the damage is prevented, so it does not reduce life or count as commander damage. If an effect says damage cannot be prevented, the damage happens and the milling still happens. Milling can help opposing graveyard decks, so include graveyard interaction and a genuine library-exhaustion finish.

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3. Neerdiv, Devious Diver

Neerdiv, Devious Diver card, J25 number 36
Foundations Jumpstart #36. Art by Yuchi Yuki.

Tapping and graveyard activity grow a milling engine

Neerdiv mills a target player according to its power whenever it becomes tapped. Casting from the graveyard or activating a graveyard card then draws and adds a counter, linking self-mill and repeatable tap effects to gradual growth.

A plain return from the graveyard is not the specified casting or activation event. You also need a way to tap the commander profitably. Choose graveyard cards that are actually usable in mono-blue and keep recovery against exile so the second ability remains relevant.

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Best Mono-Blue Commanders for Copies and Ability Multiplication

Orvar copies permanents through targeting, Gogo copies abilities, and Loki changes an existing army. Verify the exact sequence rather than treating these effects as interchangeable.

1. Orvar, the All-Form

Orvar, the All-Form card, KHM number 70
Kaldheim #70. Art by Chase Stone.

Small targeted spells create permanent copies

Orvar turns an instant or sorcery targeting another permanent you control into a copy of one of those permanents. Lands, mana artifacts and creatures can all be useful choices, making inexpensive targeting spells part of a flexible resource engine.

One spell targeting several permanents still creates a copy of only one through that trigger. Orvar himself is excluded from the ordinary target condition. Select support for a specific resource or finish, and account for removal that makes the original target unavailable.

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2. Gogo, Master of Mimicry

Gogo, Master of Mimicry card, FIN number 54
Final Fantasy #54. Art by Thea Dumitriu.

Copy a useful ability several times

Gogo can multiply an activated or triggered ability you control, making entry effects, draw triggers and other valuable abilities worth building around. He offers a toolbox of possible targets rather than requiring one creature type or spell category.

The cost contains X twice, so three extra copies cost six mana as well as tapping him. Mana abilities cannot be targeted, and Gogo's own copying ability cannot be copied. Pick effects that justify that payment instead of describing the commander as unrestricted multiplication.

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3. Taigam, Master Opportunist

Taigam, Master Opportunist card, TDM number 60
Tarkir: Dragonstorm #60. Art by Joshua Raphael.

Your second spell gets a copy and a delayed return

Taigam copies the second spell you cast each turn, then suspends the original with four counters. That makes low-cost setup plus a valuable second spell a deliberate sequencing plan, with another casting opportunity several upkeeps later.

The original does not resolve normally now; it is exiled while the copy can resolve. Count actual spells cast that turn, not copies placed on the stack. Four time counters also mean the delayed reward is not next turn's guaranteed play.

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4. Council of Reeds

Council of Reeds card, MSC number 28
Marvel Super Heroes Commander #28. Art by Vlad Petruchik.

Build multiple copies of the same legend

Council of Reeds removes the creature legend-rule restriction for your board and makes another Council copy at combat if you cast a noncreature spell that turn. Existing copies can create a rapidly increasing board of the same legendary creature.

The combat condition must be satisfied, and the commander does not supply the spell or protect the copies. The copies also ignore the creature legend rule. Losing just one Council does not remove that protection while another remains; losing the last such effect can force a major cleanup. Keep a finish and recovery rather than assuming a large copy count is safe indefinitely.

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5. Loki, Lord of Misrule

Loki, Lord of Misrule card, MSC number 628
Marvel Super Heroes Commander #628. Art by Toni Infante.

Turn the board into copies of a chosen creature

Loki can make all your other creatures copy one chosen creature you control for the turn while avoiding legendary copies. A useful evasive or combat-payoff creature can therefore become a team-wide plan without first casting several copies.

The activation is sorcery-speed, taps Loki and lasts only until turn's end. It does not make new bodies or replay entry triggers on creatures already present. Supply an actual creature board and choose a target for the abilities that work during that temporary transformation.

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6. Kitsa, Otterball Elite

Kitsa, Otterball Elite card, BLB number 54
Bloomburrow #54. Art by Zoltan Boros.

Filtering becomes spell copying once power is sufficient

Kitsa offers draw-and-discard from one tap ability and copies an instant or sorcery from another once her power is at least three. Prowess gives noncreature spells a natural way to reach that threshold, making timing and spell order part of the plan.

The copying activation checks power before you can activate it and costs mana plus a tap. You cannot use both tap abilities without an untap method. Keep actual draw and useful spells in the deck rather than assuming temporary prowess boosts alone create unlimited copying.

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7. Sakashima the Impostor

Sakashima the Impostor card, SOK number 53
Saviors of Kamigawa #53. Art by rk post.

Copy a useful creature while keeping a distinct name

Sakashima can enter as a copy of any creature while retaining his own name and a paid delayed return-to-hand ability. The distinct name can allow him to sit beside a copied legend under the normal legend rule.

He does not make the legend rule disappear for your whole board. Four mana for the return ability also delays the actual return until the next end step. Choose useful copy targets and understand that the deck's available creatures, including opponents', influence his role.

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Best Mono-Blue Commanders for Flying Armies and Sphinxes

Donal adds small copies, Hermes supplies Birds, and Unesh supports larger Sphinxes. Evasion needs cards, protection and a finish behind it.

1. Donal, Herald of Wings

Donal, Herald of Wings card, VOC number 3
Crimson Vow Commander #3. Art by Wayne Reynolds.

Flying creature spells bring an additional small copy

Donal copies a nonlegendary flying creature spell once each turn, with the copy becoming a 1/1 Spirit. Useful entry and other abilities make those smaller copies valuable beyond their combat size, supporting a flyer deck with a resource plan.

Legendary creature spells are excluded, and the once-per-turn limit makes flash useful if you want several opportunities around the table. A second flyer spell on your own turn does not make another copy. Choose qualifying creatures with abilities that remain useful at 1/1.

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2. Cynette, Jelly Drover

Cynette, Jelly Drover card, J25 number 35
Foundations Jumpstart #35. Art by Daisuke Tatsuma.

A simple flying-creature lord with its own token

Cynette creates a flying Jellyfish on entry and death, then boosts your flying creatures. That makes it an approachable commander for a small flying army, with ordinary entry or death reuse producing more bodies as the deck develops.

The boost does not grant flying to ground creatures. A deck full of small flyers still needs cards, removal and a way to rebuild after a sweeper. Pick creatures with useful abilities as well as evasion instead of treating the lord effect as a complete game plan.

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3. Unesh, Criosphinx Sovereign

Unesh, Criosphinx Sovereign card, HOU number 52
Hour of Devastation #52. Art by Adrian Majkrzak.

Sphinxes supply discounts and divided card piles

Unesh reduces the generic cost of your Sphinx spells and turns each Sphinx entry into a four-card pile choice. The cards not chosen enter the graveyard, so the deck can gain useful hand selection while also setting up recovery.

An opponent splits the piles, and neither pile is guaranteed to contain the exact mix you want. Six mana is a high starting point for the engine. Include early mana and good Sphinxes rather than filling every creature slot with a costly flyer solely for its type.

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4. Hermes, Overseer of Elpis

Hermes, Overseer of Elpis card, FIC number 36
Final Fantasy Commander #36. Art by Darius Zablockis.

Noncreature spells create a vigilant Bird army

Hermes makes a flying vigilant Bird when you cast a noncreature spell, letting interaction, artifacts and other support develop the battlefield. Attacking with Birds then scries, helping organize later draws while keeping vigilant bodies available on defense.

The attack trigger happens for one or more Birds together, not once per Bird. Scry is selection rather than a new card. Keep actual draw sources and a combat payoff in the deck so the growing army can close a game rather than only trade favorably.

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5. Mu Yanling, Wind Rider

Mu Yanling, Wind Rider card, DFT number 52
Aetherdrift #52. Art by Justyna Dura.

Flying Vehicles and combat draw from one commander

Mu Yanling brings a Vehicle on entry, grants flying to your Vehicles and rewards flying combat damage with cards. That connects a Vehicle package to the evasion and draw it needs while leaving room for other useful flying creatures.

The draw happens once for one or more creatures damaging a particular player, not once for each creature in that group. Vehicles still need crew or another animation effect. Balance pilots, Vehicles and recovery so neither half is stranded in hand.

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6. The Lord of the Eagles

The Lord of the Eagles card, HOB number 46
The Hobbit #46. Art by Zezhou Chen.

A flying army discounts a very large commander

The Lord of the Eagles becomes cheaper according to the total power of your flying creatures. Flash allows a flexible arrival, making an established flyer board a route to a large additional threat rather than only a set of small attackers.

The commander is mostly a large flying body, so the supporting deck must provide cards, interaction and a finish. Reducing generic cost does not replace every colored requirement. Keep the flyer plan useful if opponents remove the board before you can cast the Eagle.

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Best Mono-Blue Commanders for Sea Creatures and Land Plans

Nezahal draws, The Watcher builds Tentacles, and Kiora makes an Octopus after setup. Patron and Cosima support land development before the large creatures arrive.

1. Nezahal, Primal Tide

Nezahal, Primal Tide card, CMR number 401
Commander Legends #401. Art by Sam Burley.

Opposing noncreature spells fill your hand

Nezahal cannot be countered as a spell and draws when opponents cast noncreature spells. A busy table can supply substantial cards, while discarding three cards temporarily exiles the creature and returns it at the next end step.

The escape costs real cards and leaves a delay before return. Seven mana is also a large investment despite the uncounterable spell. Keep sufficient early ramp and interaction, and do not assume three opponents will always cast the kinds of spells that replenish the protection cost.

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2. The Watcher in the Water

The Watcher in the Water card, LTR number 75
The Lord of the Rings: Tales of Middle-earth #75. Art by Chris Cold.

Opponent-turn draw builds Tentacles before the Kraken wakes

The Watcher makes Tentacles when you draw during an opponent's turn, giving instant-speed draw a board-building role. Tentacle deaths then help untap a Kraken and can stun an opposing nonland permanent, supporting both development and disruption.

Nine stun counters are a real initial delay, and each attempted untap removes a counter instead of immediately waking the creature. Multiple draws can make Tentacles, but you still need ways to use or sacrifice them. Keep the early deck functional before the large commander is available.

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3. Patron of the Moon

Patron of the Moon card, BOK number 45
Betrayers of Kamigawa #45. Art by Scott M. Fischer.

Put lands from hand into play repeatedly

Patron of the Moon offers a paid activation that can place two lands from hand onto the battlefield tapped. That makes draw and land-return effects part of a mono-blue mana plan, with a large flying commander as a later combat presence.

The lands must already be in your hand, and tapped entry limits immediate reuse without support. Seven mana is expensive unless the offering condition is arranged. Build the hand supply and exact land interaction first instead of describing the activation as unlimited free ramp.

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4. Cosima, God of the Voyage

Cosima, God of the Voyage card, KHM number 50
Kaldheim #50. Art by Micah Epstein.

Land entries become a delayed draw-and-counter reward

Cosima can leave for a voyage at upkeep, gathering counters from land entries until you choose to return her. That gives a land-focused blue deck a way to turn ordinary development into a later hand refill and larger commander.

While exiled she is not a blocker, and returning early produces a smaller reward. Her Vehicle face offers a different land-access plan after combat damage. Decide which face supports the deck, and keep enough actual land entries and protection to make the voyage worth the time.

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5. Kiora, the Rising Tide

Kiora, the Rising Tide card, FDN number 45
Foundations #45. Art by Julian Kok Joon Wen.

Self-mill prepares a large attacking Octopus

Kiora draws and discards on entry, helping organize the hand and fill the graveyard. Once threshold is met, attacking can make an 8/8 Octopus, providing a large board reward from a commander whose entry already advanced the setup.

The trigger needs at least seven graveyard cards when it resolves, so opposing exile can prevent the token. The named Octopus is legendary, making repeated copies subject to the legend rule unless another effect changes it. Keep attack protection and a useful graveyard plan beyond the token.

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Best Mono-Blue Commanders for Combat Damage and Evasion

Tetsuko opens attacks, Grazilaxx makes hits productive, and Piper produces Clues. Work out both how attackers connect and how their reward becomes a win.

1. Tetsuko Umezawa, Fugitive

Tetsuko Umezawa, Fugitive card, FRA number 221
Reality Fracture #221. Art by Tuan Duong Chu.

Small power or toughness makes creatures unblockable

Tetsuko opens a combat route for creatures with power or toughness at most one. Useful 1-power attackers and high-power creatures with a single toughness can both qualify, letting the deck focus on combat-damage rewards rather than expensive evasion pieces.

A power or toughness boost can change whether a creature qualifies. Check the creature at the relevant combat point rather than assuming its printed number is permanent. Choose attackers that produce cards or pressure, and retain recovery because small bodies remain vulnerable to sweepers.

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2. Charix, the Raging Isle

Charix, the Raging Isle card, ZNR number 49
Zendikar Rising #49. Art by Viktor Titov.

Islands turn an enormous defensive body into power

Charix begins with very high toughness and can exchange some of it for power according to your Island count. That makes a simple Island-heavy deck capable of threatening commander damage while retaining a substantial blocker before an activation.

Every activation reduces toughness too, so enough repeated activations can kill Charix. Count the current Islands and remaining toughness before paying again. He needs evasion and card access, because a large body alone can be stopped by a small expendable blocker.

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3. Malcolm, Alluring Scoundrel

Malcolm, Alluring Scoundrel card, LCI number 63
The Lost Caverns of Ixalan #63. Art by Fesbra.

Combat filtering grows into free casting

Malcolm supplies flying and flash, then draws and discards after combat damage while adding chorus counters. Repeated connections build toward permission to cast the discarded card without its mana cost, making early evasive attacks part of a later payoff.

Four counters are required for the free-casting offer, and removal can interrupt that progress. The trigger still needs a combat hit. Use protection and worthwhile discarded spells, but keep the ordinary draw-and-discard benefit useful before the large reward is active.

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4. Sun Quan, Lord of Wu

Sun Quan, Lord of Wu card, CMM number 123
Commander Masters #123. Art by Xu Xiaoming.

Give the whole army an unusual form of evasion

Sun Quan grants horsemanship to your creatures, which makes blocking difficult in most Commander boards. He is a direct option for a combat deck that already supplies useful attackers and needs a commander to help those attackers connect.

He does not draw cards, produce the army or guarantee that no opponent has horsemanship. Six mana for team evasion is a meaningful cost. Use creatures with combat-damage rewards and enough development to make his arrival more than an expensive empty-board play.

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5. Piper Wright, Publick Reporter

Piper Wright, Publick Reporter card, PIP number 36
Fallout #36. Art by Rafater.

Combat damage supplies Clues and growing creatures

Piper investigates according to the combat damage she deals to a player, giving a power boost a direct card-resource benefit. Sacrificing Clues then places counters on a creature you control, allowing the recovered cards and growing threat to support each other.

Clues usually need two mana to turn into a card, so a large token count is not immediately a large hand. You also need Piper to connect. Add evasion and spare mana rather than spending every resource on power while leaving the Clues unused.

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6. Grazilaxx, Illithid Scholar

Grazilaxx, Illithid Scholar card, CLB number 723
Commander Legends: Battle for Baldur's Gate #723. Art by Alexander Mokhov.

Attack for cards with a safer blocked-creature choice

Grazilaxx offers a return-to-hand option when one of your creatures becomes blocked, helping preserve useful entry creatures. When your creatures damage a player, he draws, making evasive attackers and reusable creatures natural parts of the same plan.

The draw groups one or more creatures damaging the same player, so several attackers there normally give one card. Returning a blocked creature also gives up that creature's damage. Choose attacks for the actual card and entry value rather than assuming every combat trades nothing for several cards.

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7. Thassa, God of the Sea

Thassa, God of the Sea card, LCC number 176
The Lost Caverns of Ixalan Commander #176. Art by Jason Chan.

Top-card selection with paid unblockable attacks

God of the Sea provides an upkeep scry and a cheap activation that makes a creature unblockable for the turn. That supports combat-damage commanders or utility attackers without requiring Thassa herself to be a creature.

Devotion governs her creature status, but the scry and evasion abilities work while she is an enchantment. She does not supply cards or attackers on her own. Build enough useful creatures and actual draw to turn the selection and evasion into sustained progress.

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8. Ms. Marvel, Kamala Khan

Ms. Marvel, Kamala Khan card, MSH number 67
Marvel Super Heroes #67. Art by Smirtouille.

Targeted spells draw cards and enlarge the attack

Ms. Marvel draws when you cast a spell targeting a creature you control, then gains a temporary ability linking her base power to your hand size. Useful protection and targeting spells can therefore fuel cards while preparing a combat-damage threat.

The trigger does not require Ms. Marvel herself as the target, but the growth lasts only for the turn. Copies not cast do not independently meet the casting condition. Keep cheap useful targets and evasion rather than filling the deck with spells that only increase her apparent size.

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9. The Indomitable

The Indomitable card, LCC number 75
The Lost Caverns of Ixalan Commander #75. Art by Samuel Perin.

A legendary Vehicle that rewards each connected creature

The Indomitable draws for every creature you control dealing combat damage to a player, making a wide evasive board a source of several cards. Its own trample can help a crewed attack connect while the Pirate or Vehicle recovery condition offers graveyard casting.

It needs crew or another animation method to attack as a Vehicle. Graveyard casting requires three qualifying tapped Pirates or Vehicles and still costs mana. Build enough pilots and appropriate permanents so the recovery text is an actual option rather than a largely unused line.

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Best Mono-Blue Commanders for Top-Library Access and Delayed Casting

The Reality Chip grants broad attached access. Fblthp and Jacob set aside cards for later. Their timing and available zones differ.

1. The Reality Chip

The Reality Chip card, NEO number 74
Kamigawa: Neon Dynasty #74. Art by Campbell White.

Attach the commander for broad top-library access

The Reality Chip lets you inspect the top of the library immediately, then allows lands and spells from there while attached to a creature. That gives a low-cost commander a substantial card-access role once you supply a host and reconfigure mana.

Attachment uses sorcery timing, and a host leaving can switch off the casting permission. Ordinary land limits and spell timing still apply. Pick durable useful hosts and ways to clear an awkward top card so the engine does not stall behind a land you cannot play.

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2. Fblthp, Lost on the Range

Fblthp, Lost on the Range card, OTJ number 48
Outlaws of Thunder Junction #48. Art by Brian Valeza.

Plot cards from the library for later turns

Lost on the Range lets you see the top card and plot eligible nonlands from there. That can turn mana spent now into a future casting turn, while clearing a usable card from the top without first drawing it.

Plotting uses sorcery timing, and a plotted card cannot be cast for free on the same turn it was plotted. It also follows plot's later sorcery-speed permission. Build a plan for those delayed spells rather than presenting this as immediate unlimited topdeck casting.

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3. Jacob Hauken, Inspector

Jacob Hauken, Inspector card, VOW number 65
Innistrad: Crimson Vow #65. Art by Aurore Folny.

Set aside cards before a free-casting transformation

Jacob draws and exiles a card from your hand, building a private stockpile. Paying the transformation cost turns that into an enchantment that adds a card each upkeep and can use one of its exiled cards during each of your turns.

The free access is once per your turn, not one free spell for every stored card. The six-mana transformation payment is part of the tapped activation's resolution. Choose cards worth delaying and maintain normal early development while the stockpile grows.

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4. Alrund, God of the Cosmos

Alrund, God of the Cosmos card, KHM number 40
Kaldheim #40. Art by Kieran Yanner.

A large hand and foretold cards grow the commander

Alrund grows with cards in your hand and your foretold cards in exile, then looks for a chosen card type among two end-step reveals. That gives draw and topdeck organization a combat payoff as well as a modest recurring selection plan.

A type guess can miss both cards, so manipulation helps but does not guarantee a refill. The Raven face offers a different combat-and-scry option after returning to hand. Choose which route fits the deck and keep actual draw rather than counting the end-step selection as unconditional cards.

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Best Mono-Blue Commanders for Counters, Scry and Proliferation

Tekuthal improves proliferation, Matoya rewards filtering events, and Eligeth replaces scry with draw. Stun counters affect future untaps rather than current combat damage.

1. Tekuthal, Inquiry Dominus

Tekuthal, Inquiry Dominus card, EOC number 78
Edge of Eternities Commander #78. Art by Martin de Diego Sádaba.

Proliferation happens twice

Tekuthal replaces one proliferate event with two, making loyalty, +1/+1, stun and poison counters possible reasons to choose the commander. A deck with several productive counter types can get more from each proliferate spell than a single narrow package.

Proliferate adds counters of types already present rather than creating a new kind. His protection activation also removes three counters from other permanents, so it consumes some of your setup. Establish useful counters before buying a large number of proliferate effects.

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2. Princess Yue

Princess Yue card, TLE number 95
Avatar: The Last Airbender Eternal #95. Art by Masateru Ikeda.

Scry support that can survive as a land

Princess Yue provides repeated scry from a tap ability, allowing a deck with scry payoffs to organize its top card. After dying as a nonland creature, she returns tapped as Moon, offering a different resource role instead of an ordinary commander recast.

Once returned as a land, dying again does not satisfy that same nonland-creature condition. Scry also improves selection rather than putting a card in hand. Choose payoffs and useful tap support, and remember that the transformed resource has a different practical role.

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3. Eligeth, Crossroads Augur

Eligeth, Crossroads Augur card, CMR number 66
Commander Legends #66. Art by Yigit Koroglu.

Replace scrying with drawing

Eligeth turns a scry instruction into that many drawn cards, making ordinary repeatable scry effects into a much larger card engine. Flying provides a useful body, and partner permits another commander if you want a compatible mono-blue pairing.

The replacement means you do not also perform the original scry. Six mana creates a real setup period, and your support must work before Eligeth arrives. The count shown here is his solo profile; a particular partner pair has a separate public-deck total.

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4. Matoya, Archon Elder

Matoya, Archon Elder card, FIN number 62
Final Fantasy #62. Art by Luisa J. Preissler.

Scry and surveil also draw a card

Matoya adds a card after each scry or surveil event, turning inexpensive filtering into hand development. Both mechanics can fit, allowing you to choose between topdeck organization and graveyard stocking according to the rest of the list.

You draw one card per event, not one for each card inspected. Scrying three is therefore not three extra cards through Matoya. Choose repeatable effects and a clear use for the resulting hand rather than assuming the commander converts every large filtering spell into a huge draw burst.

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5. Lulu, Stern Guardian

Lulu, Stern Guardian card, FIC number 38
Final Fantasy Commander #38. Art by Arou.

Stun attackers and keep their counters relevant

Lulu adds a stun counter to a chosen creature attacking you, then offers paid proliferation to extend counters already present. That gives a defensive blue deck a way to slow repeated attacks while supporting another counter-based plan.

A stun counter does not remove a creature from the current combat or prevent the current damage. Proliferation also costs four mana each time. Keep actual answers to lethal attacks, and choose other productive counter types so Lulu does more than delay one creature.

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6. Tui and La, Moon and Ocean

Tui and La, Moon and Ocean card, TLE number 96
Avatar: The Last Airbender Eternal #96. Art by Douzen.

Tapping draws, untapping grows

Tui and La reward becoming tapped with a card and becoming untapped with a counter. Repeatable ways to perform those actions can build both hand resources and a growing commander, allowing utility artifacts to support a clear two-part engine.

An untap instruction on an already untapped permanent does not make it become untapped. You need actual state changes rather than just repeated untap wording. Choose productive tap outlets and protection so the commander can use those changes without depending only on attacks.

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Best Mono-Blue Commanders for Theft

Galina takes legends, Thada searches for artifacts after combat, and Memnarch pays to broaden his targets. The expected threats and setup budget determine the choice.

1. Empress Galina

Empress Galina card, INV number 54
Invasion #54. Art by Matt Cavotta.

Repeatable theft for legendary permanents

Empress Galina gains control of a legendary permanent through a paid tap ability. Opposing commanders are obvious targets, but legendary artifacts, lands and other permanents can be relevant too, giving the deck a focused table-dependent control plan.

The target must actually be legendary, and the activation needs Galina ready to tap. Removal can prevent the first activation after she arrives. Give her protection or haste support and a useful deck around her, because not every opposing threat falls within that target restriction.

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2. Memnarch

Memnarch card, ARC number 112
Archenemy #112. Art by Carl Critchlow.

Turn a permanent into an artifact, then take it

Memnarch can make a permanent an artifact and then gain control of a targeted artifact. That gives mono-blue a repeatable route to stealing many kinds of permanents, making a large mana supply central to the deck's control plan.

The two activations require substantial mana, and turning something into an artifact does not itself take it. Seven mana for Memnarch is another commitment. Build ramp and protection, then choose targets that materially change the game rather than spending a turn on minor resources.

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3. Thada Adel, Acquisitor

Thada Adel, Acquisitor card, WWK number 40
Worldwake #40. Art by Andrew Robinson.

Combat searches an opponent for an artifact

Thada Adel can search the damaged player's library for an artifact and offer it for play that turn. Islandwalk makes that especially useful against blue opponents, turning a successful attack into a chosen resource instead of a random borrowed card.

The artifact still needs to be played before the permission expires, and casting it still costs mana. An opponent without an Island may block normally. Keep evasion alternatives and a usable mana budget rather than assuming the stolen artifact always arrives for free.

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Best Mono-Blue Commanders for Graveyard Spellcasting

Lier supplies widespread flashback but disables countering for everyone. Jace and Bilbo offer narrower access, while Kairi rewards a death.

1. Lier, Disciple of the Drowned

Lier, Disciple of the Drowned card, TDC number 157
Tarkir: Dragonstorm Commander #157. Art by Ekaterina Burmak.

Your graveyard becomes a second spell hand

Lier grants flashback to your instant and sorcery cards and prevents spells from being countered. A deck full of useful draw, bounce and other interaction can reuse those spells after the first casting, giving each graveyard card another paid purpose.

The uncounterable rule applies to opponents' spells too, so a conventional counterspell package becomes a poor fit. Flashback spells still cost mana and normally leave through exile. Choose other forms of interaction and keep a defense against graveyard removal.

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2. Jace, Vryn's Prodigy

Jace, Vryn's Prodigy card, ORI number 60
Magic Origins #60. Art by Jaime Jones.

A cheap filter that becomes spell recovery

Vryn's Prodigy draws and discards before transforming once the graveyard contains enough cards. The planeswalker face can then offer a turn of access to an instant or sorcery, making a cheap setup creature useful later in an interactive spell deck.

Recovered spells still cost mana and are exiled if they would return to a graveyard. The transformed face cannot repeatedly use that loyalty ability without rebuilding loyalty. Protect the planeswalker and select spells whose timing fits the granted turn of access.

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3. Bilbo, Thief in the Night

Bilbo, Thief in the Night card, HOB number 33
The Hobbit #33. Art by Nia Kovalevski.

Attack to reuse a spell from the graveyard

Bilbo reduces costs for spells cast outside your hand and grants graveyard casting access for an artifact, instant or sorcery when he attacks. That ties a small combat plan to reuse of good spells instead of asking for a large creature army.

The spell still has a cost, with only generic mana reduced by the discount. Instants and sorceries cast through the attack permission are exiled if they would return to the graveyard. Protect the attack and use a manageable curve so the permission can be exercised.

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4. Kairi, the Swirling Sky

Kairi, the Swirling Sky card, NEO number 60
Kamigawa: Neon Dynasty #60. Art by Tyler Jacobson.

A large flying body with a flexible death reward

Kairi's death can return nonland permanents to hand or mill and recover two instants or sorceries. That gives sacrifice or clone-based decks a useful choice between disrupting a board and preparing another spell turn.

The bounce option has a combined mana-value ceiling of six, not six per target. The recovery option still needs suitable cards in the graveyard after milling. Choose which line your deck can support and keep enough early interaction to reach a six-mana commander.

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Best Mono-Blue Commanders for Control and Resource Denial

Teferi untaps resources, Progress Tyrant has once-per-turn limits, and Blind Seer supports narrow color interactions. Control still needs real answers and a route to victory.

1. Teferi, Temporal Archmage

Teferi, Temporal Archmage card, CMM number 125
Commander Masters #125. Art by Tyler Jacobson.

Untap several permanents from a planeswalker commander

Temporal Archmage is explicitly allowed as a commander and can untap up to four permanents through a loyalty ability. Mana rocks and lands give that ability a resource role, while his card-selection ability helps find the next useful play.

The commander costs six mana and needs protection from combat. Additional activations require an actual enabling interaction; loyalty abilities are not freely repeatable by default. The current competitive sample is separate evidence for specific lists, not a guarantee for any deck with mana rocks.

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2. Jin-Gitaxias, Progress Tyrant

Jin-Gitaxias, Progress Tyrant card, NEO number 59
Kamigawa: Neon Dynasty #59. Art by Chase Stone.

A large spell engine with a limited counter shield

Progress Tyrant copies one of your qualifying spells each turn and counters one opposing qualifying spell each turn. It is a strong late-game resource swing for artifacts, instants and sorceries, with useful rewards on several players' turns.

Each ability triggers only once per turn. An opponent can cast a lesser qualifying spell before a more important one, and creature spells that are not artifacts are outside the rule. Artifact creature spells do qualify. Seven mana needs ramp and a protection plan; this is not an unconditional lock on everything the table casts.

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3. Jin-Gitaxias, Core Augur

Jin-Gitaxias, Core Augur card, IMA number 62
Iconic Masters #62. Art by Eric Deschamps.

A huge hand refill with opposing hand pressure

Core Augur supplies seven cards at your end step and reduces opposing maximum hand sizes by seven. Flash helps choose the entry point, making this a dramatic late-game resource card for a ramp or defensive deck.

Maximum hand size is enforced during cleanup, not as immediate discard on entry. Some effects remove that limit altogether. Ten mana requires substantial development, and you need protection before counting on the next refill or treating smaller opposing hands as a complete lock.

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4. Blind Seer

Blind Seer card, INV number 47
Invasion #47. Art by Dave Dorman.

Change colors to support narrow interaction

Blind Seer changes the color of a spell or permanent for the turn, allowing color-specific answers and protection effects to become more flexible. This is a specialist toolbox for players who want to choose precise interactions rather than an automatic draw engine.

Changing color does not change color identity, card type or ownership. You still need the separate card that benefits from the change and mana for both steps. Check the exact target restrictions of the proposed interaction before describing a color-change activation as removal by itself.

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Best Mono-Blue Commanders for Big Mana and Expensive Spells

Braids offers shared entry, Jalira searches a restricted creature pool, and other choices unlock larger casting turns. Every shortcut has a cost, delay or opposing benefit.

1. Braids, Conjurer Adept

Braids, Conjurer Adept card, CMM number 76
Commander Masters #76. Art by Zoltan Boros & Gabor Szikszai.

Large permanents arrive through a shared upkeep offer

Conjurer Adept lets each player put an artifact, creature or land from hand onto the battlefield at upkeep. Your list can prepare valuable entry effects and expensive threats, making the shared offer part of a deliberate big-permanent plan.

Opponents receive the same permission and may benefit before your next upkeep. Spells are not being cast, so cast triggers do not happen. Use protection and interaction to manage the generosity rather than assuming your largest creature is better than everything in three opposing hands.

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2. Jin-Gitaxias

Jin-Gitaxias card, MOM number 65
March of the Machine #65. Art by Ekaterina Burmak.

Noncreature spells support a powerful Saga sequence

This Jin-Gitaxias draws when you cast noncreature spells with mana value at least three. A full hand enables transformation into a Saga that increases the hand further, clears many creatures and eventually offers a large free-casting turn.

Transforming costs mana, requires seven cards in hand and happens at sorcery timing. The final chapter is several steps away, so it is not immediate entry value. Keep protection and useful spells available throughout the sequence rather than relying entirely on the last chapter.

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3. Jalira, Master Polymorphist

Jalira, Master Polymorphist card, A25 number 63
Masters 25 #63. Art by Steve Prescott.

Sacrifice a body for a nonlegendary creature

Jalira exchanges another creature for the next nonlegendary creature revealed from your library. A carefully limited nonlegendary creature package can make that outcome deliberate, while tokens supply affordable material to sacrifice.

Legendary creatures revealed are passed over, so the deck's actual eligible targets matter more than total creature count. The activation costs mana and taps Jalira. Decide whether you want a focused target package or varied outcomes before filling the list with unrelated creatures.

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4. Yue, the Moon Spirit

Yue, the Moon Spirit card, TLA number 83
Avatar: The Last Airbender #83. Art by Yuumei.

Waterbending pays toward one large noncreature spell

Moon Spirit can cast a noncreature spell from your hand through a paid tap activation. Waterbending allows your other artifacts and creatures to help with the generic payment, so a developed board can support a large spell without ordinary mana alone.

Yue herself must still tap for the activation, and only a noncreature spell is eligible. The permission is not a general ability to cast the whole hand. Choose meaningful targets and useful supporting permanents rather than creating a board solely to pay one activation.

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Mono-Blue Commander Guide Sources