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Friday, October 20, 2017

Set Review: Commander 2014 Part 2 – Blue

July 13, 2015 by  
Filed under Review

Battle of Wits

The constant struggle to control all.

Hi and welcome back to Commander 2014 set review as we move on for this article taking a look at the new Blue cards added in this set. As with the previous article, we shall look at each card in regard to their political, self value. We would also talk a little about how each might fare or impact in normal variant. So without further ado, shall we begin.

Blue:

There are 8 mono Blue cards in the set as follows:-

Æther Gale

Æther Gale

  • In my view, this is actually quite a powerful late game threat neutralizer. The only drawback is that it is a Sorcery and thus the element of surprise is not there. Since the six targets do not necessary be from the same player, you can cast this spell and bounce nonLand permanent threats all over the table. Political wise, this spell gives some great impact to the game as you bounce and neutralize six targets for everyone; be it blockers, Artifacts and/or Enchantments stopping people from doing stuff.

  • This spell might have made it in Legacy if it was an Instant. Not being so, it is quite high cost even for its effect and not game winning enough to be make an impact.

Breaching Leviathan

Breaching Leviathan

  • A not bad late game play. The Leviathan provides a good Creature lockdown for a turn. It is pretty good team up with other Blue players whereby you can tap down nonBlue blockers and allow their and your Creatures to attack. Since the tapped Creatures are tapped down for a turn, the Leviathan can also be use in combo with Sunblast Angel; where you can cast Leviathan first to tap and lock down the Creatures, and then cast the Angel when the turn comes back to you.

  • Not too impressive in normal variant given its high casting cost and its ETB effect dependent on it to be casted from hand to trigger. It might have been worthy if its ETB ability was just trigger on it entering battle instead. That way it might still be use for reanimation decks.

Domineering Will

Domineering Will

  • This is by far the most versatile political card I seen from Commander Set. The power of the spell lies in it being an Instant. In this regard you can either use this spell to neutralize either an attack on you or another player. The spell becomes even more powerful in multiplayer games where you can grab Creatures from other players to help you block attackers. Especially good to use to get rid of Creatures whose presence on the battlefield alone can be troublesome to everyone.

  • The spell does not work that well in normal variant due to the fact that it can only target nonattacking Creatures. Attacks in Legacy are usually a single powered up Creature or the whole army attacking which effectively leaves this spell with little targets to grab.

Dulcet Sirens

Dulcet Sirens

  • This is an interesting political Creature and first of its kind. Where the previous versions (Alluring Siren; Maddening Imp; Nettling Imp; Norrit; Shipwreck Singer) of the Sirens will mainly just forcing Creatures to attack, Dulcet Sirens are actually more designed with multiplayer in mind as they force target Creature to attack specific opponent. This can works both ways. One hand you are redirecting an attacker away from you; on the other hand you can also get rid of those Creatures which your opponents will not attack with. The Morph cost is not too relevant here but notable for being fairly low.

  • The ability of forcing Creatures to attack is not so powerful in normal variant Legacy. More ever attacking Creatures in Legacy tend to be equipped with one or two Swords which sometimes even protects the Creatures from being target by the Siren.

Intellectual Offering

Intellectual Offering

  • The Blue part of the Offering cycle. This is the best of the cycle which the effects can be easily neglected when cast at the right time. In a way, this spell is something like a Time Walk, giving you a chance to use your resources a second time, especially if you have a lot of mana rocks on the battlefield. If casted during your turn, opponents are not able to cast the cards he or she draws if they are not Instants. Untapping of all nonLand permanents is even easier to counteract since you can always choose the player with the least number of nonLand permanents to untap. On another note, the effects are very good for gaining allies with the big card draw and untapping of nonLand permanents since you will be helping up to two opponents at once.

  • Not that useful in normal variant. It may even be a little dangerous to be sharing the effects of the spell with your opponent.

Reef Worm

Reef Worm

  • A very interesting token producer. Like a food chain, the Worm replaces itself with tokens which also replace themselves till it reaches the top of the “food chain”. The Worm can create some insane actions when combine with reanimation to keep bringing the Worm resulting in an army which replaces themselves when they die.

  • The Worm has created some talk too in normal variant. There are many ways to abuse the Worm here all involving having the Worm going in and out of the graveyard for more action. Recurring Nightmare is one such example where you can keep getting the Worm back and create Fish, Whale, Kraken tokens along the way. Combo of Goblin Bombardment and Pandemonium is also interesting choices to build decks around. Definitely an interesting Creature in normal variant too.

Stormsurge Kraken

Stormsurge Kraken

  • Blue Lieutenant Creature. As with most Lieutenant Creature, the Kraken is effectively a 5cc 7/7 Creature with Hexproof with the Commander on the battlefield. The Kraken pretty much protects itself since Hexproof is its in-build ability. It is a pity though that it does not have Trample or other attack evasion ability given its big body. To compensate that though, it has an ability to discourage defending players to block by allowing its controller to draw two cards when it is blocked. A very Blue orientated ability. A very recommended beatstix.

  • Not that effective in normal variant as the Kraken main strength comes from its Lieutenant ability. Without that being active, it is just a 5cc 5/5 with Hexproof which doesn’t do much.

Well of Ideas

Well of Ideas

  • The super card advantage political tool. With the card advantage given to everyone as it stays on the battlefield, opponents will be least likely to take you out for a while; provided you do not add damage to those card draws with Underworld Dreams or the likes. Otherwise, it is a very nice card advantage to everyone especially its controller since its controller is still the one drawing more cards than other players.

  • Rather high cc to be consider in normal variant. Although not drawing as much cards, other cards like Howling Mine do almost the same thing and at much lower cc. Also giving card draws to opponents is not something advantageous in Legacy.

 

And with that we are done with the Blue cards and come to the comment time. Do leave a comment of what you might think of the cards otherwise; or if I had missed out some interesting ways to use them. Also as usual, you may also share ways you may have found to break the cards in either EDH or normal variant. I shall end this article here for Blue. Do stay tune for review of the rest of the set. Till then…..

 

This is yours truly, Edward “Reaper King” Leong, signing off.

:D~

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