46
General Magic / Best Two Mana Spells in Ixalan Standard – BLUE
« on: December 30, 2017, 12:57:32 am »
Ixalan Standard does not contain a plethora of strong blue creatures, not in a normal sense. Blue seldom has cards that fit that definition. The best blue spells are full of tricks and have interesting capabilities that change the game in ways none of the other colors do. I will still write up the blue creatures I have on my list, even though they come with an asterisk, as they are a bit more situational.
There are other cards I placed on my list that do not meet the criteria to be on this list, but are still important cards in the set that either bring a core function to the environment like Censor. 1U for a counterspell that can be over ridden for 1 mana is not very strong at all in nearly every situation except when your opponent taps out to cast a spell. This is an iconic card that many people will take a risk on playing, knowing that they can just cycle it as soon as they need to or find it no longer helpful. Perilous Voyage is another card that is the right power for the right price. What makes it worth mentioning is that it targets any non-land permanent, including enchantments (I want to send your Cast Out on a Perilous Voyage!) at instant speed. Plus if you send their Longtusk Cub on a Perilous Voyage in response to the third energy pump during the Declare Blockers reaction phase, you get to scry 2. Tricky? Yes. Overpowered? No.
Creatures
*Aether Swooper – A 1/2 Artificer with Flying for 1U is better than average. It also generates two energy when it enters the battlefield. It can use that energy next turn when it attacks to create a 1/1 Servo. That combination of abilities puts Aether Swooper right on the cusp of of the best cards. If you can by chance get a second servo out of the deal then that is extra bonus good. Too bad it wasn't a thopter that this flyer was generating, if it was, there would be no asterisk on this card.
*Baral, Chief of Compliance – I have only seen this card used a few times in an Ixalan Standard deck. It is far more popular in Modern currently. As a 1/3 Human Wizard for 1U, it is cost efficient. Its ability can be a huge bonus to any deck that has ten or more Instants and Sorceries in it. As it does not fit in just any deck, it does come with an asterisk. It is not an activated ability either, so it takes effect as soon as Baral, Chief of Compliance enters the battlefield. Even if your opponents response is a Fatal Push, if you have Instants in your hand, they could be casted at the Baral discount. The second ability that lets you draw cards is such a specific scenario that it has little impact on the value of the card in general. Even in the UR Gifts deck that is very popular in Modern, that ability is not likely to be triggered.
*Shielded Aether Thief – A 0/4 creature for 1U is a fair cost, but as it has almost no attack value it would likely not get any broad play. The Shielded Aether Thief comes with Flash, which allows it to be a surprise blocker which gives it tactical value, like a combat trick. Then when it blocks you get an energy point. Again those pieces alone are just not quite enough to make the list, but it gets here (with an asterisk) because after your next turn, you can tap it and pay 3 energy to draw a card (preferably after blocking again and getting a second energy). Pull that off even once and this card delivered well above its cost. The whole concept here though, is a situational scenario. Depending on your meta, this card may be better off starting in your sideboard.
Spells
Cartouche of Knowledge – I have kept in mind that Auras, by their nature, are situational. You cannot just whip out this spell and cast it if you do not have a creature to target. It is also a bit risky when you cast an Aura, in that if your opponent can eliminate the target of the spell, they just got a twofer. Auras do become permanents when completed, and their effect remains on the battlefield, unlike an Instant or a Sorcery. So every turn that the Cartouche of Knowledge remains in play, your creature continues to have the benefits. PLUS, you get to draw a card when it comes down. Nice, an Aura that is a cantrip.
Riddleform – For 1U you get an Enchantment that can become a 3/3 Flier any time you cast a noncreature spell. That is not to be confused with Instant and Sorcery spells like Prowess triggers on. Artifacts, Planeswalkers, and Enchantments also allow Riddleform to activate. This card certainly does partner well with creatures that have Prowess. Riddleform also has the ability to Scry 1 for a 2U cost that does not require a tap to use, which is easy to forget about. That extra ability is what puts this card on the list. As a this card will often be in a deck that holds up mana to react on your opponent's turn, you can use it to scry during their end of turn if there is still mana available for use.
Search for Azcanta – One of the nice things about Enchantments is that most decks do not have a good way to deal with them main deck. Some may have sideboard cards to help, but most of the time the Enchantments get to stay. Search for Azcanta provides a modified Scry ability before your draw phase. If you chose to not keep the card on the top, it does go the graveyard instead of the bottom, but I would almost consider that better than a normal Scry. Certainly a deck can take advantage of that, beyond the fact that eventually it will trigger the transformation of Search for Azcanta. In the early game, this can really help keep a good curve going, or help find answers if the cards in your hand are not quite doing the job. Once it transforms in the Azcanta, the Sunken Ruin it is an island at the very least or a reusable card engine that looks 4 cards deep for a card that is not a land or creature. The rest go on the bottom of your library. From a late game standpoint this card is excellent for finding combo cards, removal, or big game finishers.
Sideboard
*Essence Scatter and *Negate – I will speak to both of these cards cards at the same time. I am not convinced that they really should be on my list of the best cards, but these two cards are staples in the Standard format and will be used in many decks as long as they are legal. Either of these two cards and easily be worth their weight in mana, and later in the game can destroy spells that cost much more than 1U. In the early game they are more of a break even spell, but if timed right they can eliminate combat tricks and shut down early attempts at large creatures. Great defense against nasty Hydras, Gods, and Dragons.
There are other cards I placed on my list that do not meet the criteria to be on this list, but are still important cards in the set that either bring a core function to the environment like Censor. 1U for a counterspell that can be over ridden for 1 mana is not very strong at all in nearly every situation except when your opponent taps out to cast a spell. This is an iconic card that many people will take a risk on playing, knowing that they can just cycle it as soon as they need to or find it no longer helpful. Perilous Voyage is another card that is the right power for the right price. What makes it worth mentioning is that it targets any non-land permanent, including enchantments (I want to send your Cast Out on a Perilous Voyage!) at instant speed. Plus if you send their Longtusk Cub on a Perilous Voyage in response to the third energy pump during the Declare Blockers reaction phase, you get to scry 2. Tricky? Yes. Overpowered? No.
Creatures
*Aether Swooper – A 1/2 Artificer with Flying for 1U is better than average. It also generates two energy when it enters the battlefield. It can use that energy next turn when it attacks to create a 1/1 Servo. That combination of abilities puts Aether Swooper right on the cusp of of the best cards. If you can by chance get a second servo out of the deal then that is extra bonus good. Too bad it wasn't a thopter that this flyer was generating, if it was, there would be no asterisk on this card.
*Baral, Chief of Compliance – I have only seen this card used a few times in an Ixalan Standard deck. It is far more popular in Modern currently. As a 1/3 Human Wizard for 1U, it is cost efficient. Its ability can be a huge bonus to any deck that has ten or more Instants and Sorceries in it. As it does not fit in just any deck, it does come with an asterisk. It is not an activated ability either, so it takes effect as soon as Baral, Chief of Compliance enters the battlefield. Even if your opponents response is a Fatal Push, if you have Instants in your hand, they could be casted at the Baral discount. The second ability that lets you draw cards is such a specific scenario that it has little impact on the value of the card in general. Even in the UR Gifts deck that is very popular in Modern, that ability is not likely to be triggered.
*Shielded Aether Thief – A 0/4 creature for 1U is a fair cost, but as it has almost no attack value it would likely not get any broad play. The Shielded Aether Thief comes with Flash, which allows it to be a surprise blocker which gives it tactical value, like a combat trick. Then when it blocks you get an energy point. Again those pieces alone are just not quite enough to make the list, but it gets here (with an asterisk) because after your next turn, you can tap it and pay 3 energy to draw a card (preferably after blocking again and getting a second energy). Pull that off even once and this card delivered well above its cost. The whole concept here though, is a situational scenario. Depending on your meta, this card may be better off starting in your sideboard.
Spells
Cartouche of Knowledge – I have kept in mind that Auras, by their nature, are situational. You cannot just whip out this spell and cast it if you do not have a creature to target. It is also a bit risky when you cast an Aura, in that if your opponent can eliminate the target of the spell, they just got a twofer. Auras do become permanents when completed, and their effect remains on the battlefield, unlike an Instant or a Sorcery. So every turn that the Cartouche of Knowledge remains in play, your creature continues to have the benefits. PLUS, you get to draw a card when it comes down. Nice, an Aura that is a cantrip.
Riddleform – For 1U you get an Enchantment that can become a 3/3 Flier any time you cast a noncreature spell. That is not to be confused with Instant and Sorcery spells like Prowess triggers on. Artifacts, Planeswalkers, and Enchantments also allow Riddleform to activate. This card certainly does partner well with creatures that have Prowess. Riddleform also has the ability to Scry 1 for a 2U cost that does not require a tap to use, which is easy to forget about. That extra ability is what puts this card on the list. As a this card will often be in a deck that holds up mana to react on your opponent's turn, you can use it to scry during their end of turn if there is still mana available for use.
Search for Azcanta – One of the nice things about Enchantments is that most decks do not have a good way to deal with them main deck. Some may have sideboard cards to help, but most of the time the Enchantments get to stay. Search for Azcanta provides a modified Scry ability before your draw phase. If you chose to not keep the card on the top, it does go the graveyard instead of the bottom, but I would almost consider that better than a normal Scry. Certainly a deck can take advantage of that, beyond the fact that eventually it will trigger the transformation of Search for Azcanta. In the early game, this can really help keep a good curve going, or help find answers if the cards in your hand are not quite doing the job. Once it transforms in the Azcanta, the Sunken Ruin it is an island at the very least or a reusable card engine that looks 4 cards deep for a card that is not a land or creature. The rest go on the bottom of your library. From a late game standpoint this card is excellent for finding combo cards, removal, or big game finishers.
Sideboard
*Essence Scatter and *Negate – I will speak to both of these cards cards at the same time. I am not convinced that they really should be on my list of the best cards, but these two cards are staples in the Standard format and will be used in many decks as long as they are legal. Either of these two cards and easily be worth their weight in mana, and later in the game can destroy spells that cost much more than 1U. In the early game they are more of a break even spell, but if timed right they can eliminate combat tricks and shut down early attempts at large creatures. Great defense against nasty Hydras, Gods, and Dragons.