Last updated on November 25, 2025

Delver of Secrets / Insectile Aberration | Illustration by Matt Stewart
When you think of blue, you probably don’t think of aggressive creature decks. In fact, you probably don’t think of creatures at all. Despite blue’s typical strategy of control and spell-based interaction, it has some of the most powerful and format-defining creatures in the game.
Today I’m going over what makes the best blue creatures great, what they’re played with, how they work, and where they fit into the list on a broader scale. For some cards we’ll have to go way back to a time before Modern Horizons reshaped much of the game.
Ready? Let’s go!
What Are Blue Creatures in MTG?

Hullbreacher | Illustration by Sidharth Chaturvedi
Blue creatures have the creature card type and only blue and generic mana in their casting cost. I’m specifically looking at blue color identity, so cards with other mana pips in their rules text are disqualified. It also means something like Tamiyo, Inquisitive Student won't appear here.
I’m searching for “creature” in the typeline, which includes some of the gods and other cards which aren’t creatures unless they’re in play and have met some condition. These are certainly very respectable and powerful creatures, so just because they aren’t always a creature doesn’t mean they aren’t worth talking about. If you happen to disagree, you can just pretend they’re not there!
I’ll also be discussing each creature in the context of what they’re used in, and what you’re getting for the mana cost. There's heavy weighting towards Commander, but Constructed all-stars will appear appropriately high as well.
#44. Trinket Mage
Trinket Mage is a card you probably own multiple of and have played countless times. It’s used in Commander almost exclusively, but its consistency, wide level of use, and importance in finding cheap mana rocks makes it a very powerful and useful creature. It’s certainly not the best, and I’m sure you could think of ways it could be better, but it’s a strong start!
#43. Thieving Skydiver
Thieving Skydiver is another cheap creature that deals with artifacts. You can’t kick Skydiver for 0, which is an important drawback from making it too powerful, but it’s still strong nonetheless. Stealing cheap artifacts is always a big change in advantage. Not only are you gaining a flier and a cheap artifact to put to use—usually a Sol Ring if you’re playing Commander—but you’re also taking something away from your opponents.
The attachment bonus if it’s an equipment is nice, especially if you manage to steal something like Colossus Hammer, but it’s mostly just the sprinkles and icing on top. It’s not the selling point.
#42. Thassa, Deep-Dwelling
Thassa, Deep-Dwelling is the best iteration of Theros‘s take on Poseiden. It’s not too hard to turn this blue enchantment god into a creature, and the flicker effect on your end step is a great way to get consistent ETB triggers in blue or Azorius blink decks.
I don’t dislike the tap ability, either; it’s not limited to once per turn and it doesn’t require Thassa to tap. Still, it’s mostly just kind of there. While I’m sure you’ll have the chance to put it to some use, it’s a little costly and isn’t the focal point of this creature.
#41. Venser, Shaper Savant
Venser, Shaper Savant is really just a classic. It’s been around for a long time, seen plenty of reprints, and still sees some play. While it used to be included in decks here and there in other formats, it’s mostly just an inclusion alongside blink commanders for its powerful ability.
It’s one of the only cards that goes beyond just blinking some permanent you control and actually hitting any permanent or spell. That wide targeting scope makes it quite strong despite the 2/2 statline for 4 mana.
#40. Hydro-Man, Fluid Felon
Blue has very few mana dorks, but Hydro-Man, Fluid Felon is one of the strongest. Blue loves instants, so it isn’t a huge deal that you only get to access the mana on your opponent’s turn; that’s when you want to cast powerful spells like Cryptic Command and Mystic Confluence anyway. It’s pretty narrow since you need a heavily instant-speed plan and want to be a very blue-centric deck—if not strictly mono-blue—but it has its charms.
#39. Vendilion Clique
In addition to having some of the best art in Magic, Vendilion Clique has seen play just about everywhere for its utility and attacking potential as a 3/1 flier. Currently, you only really see this card in faerie decks, cubes, and Commander decks, but it still holds its own and provides a ton of information for the caster. Personally, I really enjoy playing this in Commander purely for the political potential of revealing what cards are in a player’s hand!
#38. Talrand, Sky Summoner
Talrand, Sky Summoner has been around for a long time and is still one of the more popular mono-blue commanders out there. A single 2/2 flying drake may not seem like much at first, but once you start really churning spells and practically storm off each turn, you’re going to quickly build up an army of fliers.
#37. Mulldrifter
Mulldrifter is one of the most straightforward value-oriented creatures out there. It can be cast on the cheaper side with evoke, is card-positive, and is a decent body as a 2/2 with flying. While it’s mostly just a Cube card and Commander inclusion now, it still fits in most decks as a great way to spend 3 mana, and that’s a huge compliment for any creature.
#36. Ancient Silver Dragon
Ancient Silver Dragon is a massive 8/8 flying dragon that had me at “roll a D20 dice – do something”. Yes, it’s luck-based, but on average you’re much closer to a 7-8 than a 1-2. And which other creature do you know that allows you to draw that many cards in a single hit?
#35. Archmage Emeritus
Next up is Archmage Emeritus, a 2/2 for that draws you a card whenever you cast or copy an instant or sorcery. Like Talrand, Sky Summoner, this magecraft card is heavily underestimated until you get to the point where you’re casting upwards of a dozen spells in a single turn. Emeritus has a huge benefit ceiling and very little downside.
#34. The Reality Chip
It feels weird to call The Reality Chip a creature, but it certainly is. Reconfiguring lets it play the role of a card advantage engine that helps inform you and lets you play from the top of your library. I personally enjoy this in blue-based control and combo decks in Commander. It’s cheap, holds most things back on turns 3-5, and can help you make better decisions along the way.
#33. Peregrine Drake
Peregrine Drake is basically only used as a combo piece in blue and Simic decks, but it fulfills that role quite well. Not only does it generate infinite mana if you have a way to flicker it or replay it for less than it costs to cast, but it also—at the absolute worst—is a free 2/3 flier. That isn’t a huge upside, but being able to get something into play in a worst-case scenario is still much better than a combo piece that’s otherwise dead in your hand.
#32. Glen Elendra Archmage
I like Glen Elendra Archmage for the same reason I like Subtlety. It fulfills both important roles of blue tempo decks as a cheap flier that can also disrupt your opponent’s interaction. This is truly the heart of blue and the persist ability makes sure it sticks around for just that much longer to keep your opponents down.
#31. Phyrexian Metamorph + Other Clones
I'm ranking Phyrexian Metamorph here, but I’m also including some permanent-copying clones as honorable mentions. Notable comps include Spark Double, Phantasmal Image, Sakashima of a Thousand Faces, and Clever Impersonator.
While each one does it slightly differently, whether its mana cost, what they can target, or their base stats, they’re all similar enough that I think they’re equal in ability. Sure, some may be much stronger in specific decks or situations, but their base ability is approximately the same.
#30. Jin-Gitaxias, Progress Tyrant
I’ve really enjoyed Jin-Gitaxias, Progress Tyrant since its release in Kamigawa: Neon Dynasty. It really fits the bill not only as a Phyrexian Praetor, but also as to what a 7-mana blue battlecruiser should be. It counters just about everything, does it every single turn, and is a massive pain for your opponents. What’s not to love?
#29. Mockingbird
Mockingbird is a flying Clone variant that can be better than its brothers and sisters in various situations. This Bloomburrow bard’s a bird in addition to its other creature types, it flies, and it clones cheap creatures really well, while having synergies with X spells and ninjutsu – you can bounce it back to your hand and copy another creature later.
#28. Spellskite
Spellskite is a must-include on this list, and I think it would be wrong to rank it any lower. It’s a crucial sideboard (and sometimes mainboard) card for decks of any color thanks to its Phyrexian mana activation cost as a way to stop combo or infect decks in their tracks. At many points in Modern’s lifespan, and for many decks, this was the ace in the hole against decks like infect or Splinter Twin.
#27. Kappa Cannoneer
Though I hesitate to call Kappa Cannoneer truly broken, it rarely feels fair. It often costs far less than 6 mana despite being an incredibly powerful threat, and it’s a devil to interact with between the immense ward cost that makes it hard to target and the triggered ability that makes it impossible to block. If you want your artifact deck to end the game quickly, this is your card.
#26. Etherium Sculptor
Etherium Sculptor completely defines the deck that it’s included in and provides some of the best value in a 2-mana creature. In addition to being an artifact itself, it provides a mana discount to your artifact spells. Blue is often the main driver of artifact decks, and this provides a solution to the color that’s balanced around not having mana dorks. It really makes you feel like you’re getting away with something when you have this in play.
#25. Consecrated Sphinx
Consecrated Sphinx has been around for quite a long time. It’s always fit in as the bomb flier in Commander that forces everyone else at the table to look at their hand for some kind of removal spell. If your opponents happen to come up short on killing the sphinx, you’re going to be outdrawing them and immediately pulling very far ahead.
#24. Chrome Host Seedshark
Chrome Host Seedshark sees ample play in formats like Cube and Pioneer as a cheap threat that converts instants and sorceries into powerful bodies via incubate. With the Seedshark on, every removal spell, counterspell, or card draw spell you cast gives you future Phyrexian tokens, while keeping the draw-go aspect of your deck intact.
#23. Tishana’s Tidebinder
Impactful flash creatures pair beautifully with blue’s countermagic and draw spells, which makes Tishana's Tidebinder an exceptional tempo threat. Shutting down permanents for as long as you control it provides a window of opportunity with which you might win the game or find a proper answer. Even if your opponent removes this, countering the ability of a permanent often does enough: Imagine catching the enters ability of Portal to Phyrexia, or a planeswalker ultimate.
#22. Enduring Curiosity
Magic is rife with Coastal Piracy riffs, but Enduring Curiosity might be one of the strongest. Flash is incredible since your opponents often block very differently when they know you draw a card upon dealing damage, plus it plays around countermagic. And this Piracy effect can trigger itself. And the first removal spell often isn’t good enough to remove it. The difference in power level is astonishing considering they each cost the same amount of mana.
#21. Spellseeker
Spellseeker plays a very specific role and does it well. It’s only a 1/1 for , but you’re basically just playing it because it’s a tutor for any instant or sorcery costing 2 or less. That hits so much in blue’s arsenal, let alone other colors, and its ability makes it worthwhile in just about any control deck or combo deck. What’s better than drawing the perfect answer?
#20. Emry, Lurker of the Loch
Emry, Lurker of the Loch has seen lots of play in blue artifact decks across just about every format its legal in. It’s potential for early game tempo, card advantage, recursion, and price discounts on your artifacts all add up to an exceptional creature when you factor it in as a 3-drop. It’s a very well-rounded creature and fits blue’s overarching themes and strategies well as a 1/2 merfolk wizard.
#19. Floodpits Drowner
Floodpits Drowner is a perfect tempo card. A cheap flash creature you can hold up alongside countermagic or removal slots into the archetype perfectly, especially when it comes with a powerful disruption ability. That can be a removal spell itself or pressure as the situation dictates. That high level of flexibility is crucial in tempo decks that walk the line between aggro and control.
#18. Faerie Mastermind
A 2/1 flash flier used to be above the curve, and now it’s a common trace in uncommon and rare fliers. What sets Faerie Mastermind apart is that it shuts off your opponents' card draw, else you’ll get extra cards, and you can flash it in response to their loot/draw effect. Times this right and voilà, you’ve drawn an extra card. It works very well in multiples, too.
#17. Quantum Riddler
Quantum Riddler has taken numerous formats by storm. The key interaction lies in warp: You can play this as a 2-mana card, then flicker it with cards like Ephemerate and Phelia, Exuberant Shepherd to get a 4/6 flier that drew two cards for a frankly unfair amount of mana. It even has a greater ceiling since it potentially draws multiple cards. It’s basically Mulldrifter power crept to 2025’s high standards.
#16. Urza, Lord High Artificer
Urza, Lord High Artificer didn’t disappoint when it was revealed to be the classic character’s first creature. It not only provides blue with a ton of mana in artifact decks, which goes a long way in controlling a game or board state, but it also works as an infinite combo engine with its activated ability. Oh, and the Construct is great, too. I’ve played this card a lot in cEDH, and it’s a game-defining piece in any pod it comes down in.
#15. Abhorrent Oculus
Abhorrent Oculus has become a strong element of combo decks in formats with cards like Unearth and Helping Hand to reanimate it on the cheap. But even without those tricks, it’s pretty easy to cast: A deck with fetch lands and some cheap cantrips has no trouble getting this into play quickly and overwhelming the board with an army of manifests.
#14. Murktide Regent
Murktide Regent is the namesake card of a deck that ebbs in an out of being top-tier in Modern. This is one of the best dragons in Magic: It has the potential to come into play as a 2-mana 8/8 flier, and it often does. The right deck, which is full of cheap instants and sorceries, can easily delve this into play as early as turn 2 as a 4/4 or 5/5. I don’t care what your opponent is playing; unless they have the right kind of a removal, such a big flier that has virtually no downside in a deck that isn’t playing Snapcaster Mage is great.
That said, it has virtually no use outside of Modern and Legacy Izzet decks. It’s not as effective in Commander against multiple opponents who probably have graveyard hate, and it’s not legal anywhere else. While it’s very good at what it does, it lacks in versatility and the ability to branch out into other decks and colors. Let’s be honest, this is the major focus of Izzet Murktide, but just about nothing else.
#13. Brazen Borrower
Brazen Borrower comes in high due to its consistency and potential as a 3/1 attacker for 3. Petty Theft is a great adventure spell, probably one of the best, and it works perfectly alongside Borrower’s statlines and the strategy at play in blue tempo decks. Returning a nonland permanent for just is incredible when you have targets without ETB abilities to hit.
#12. Harbinger of the Seas
Harbinger of the Seas is a blue Magus of the Moon with a much more relevant creature type, merfolk. It also fits what merfolk decks try to do, a mix of aggression and disruption, and you can get the most out of your islandwalk-granting merfolk like Lord of Atlantis this way. There’s also a nice synergy to be had with Carpet of Flowers in blue-green decks, generating a massive amount of mana.
Deadeye Navigator quickly becomes the most worrisome threat when it enters the battlefield across the table from you. It has such sheer combo and value potential by being able to flicker a creature for just that it must be dealt with promptly and effectively.
While it doesn’t end games itself, there’s a long list of other, single cards that absolutely do when soulbound with it. Even if you’re not going to get one-shot by an infinite combo, the value of that many ETB triggers will surely begin to overwhelm you.
#10. Subtlety
While Subtlety is certainly one of the weakest elemental incarnations out of Modern Horizons 2, it’s still a lot stronger than most players give it credit for. When it enters the battlefield, it puts a creature or planeswalker spell from the stack back on either the top or bottom of the owner’s library.
It’s pure tempo. It fills both roles of a mono-blue deck: Be a 3-power flier that can go in for beats every turn while also delaying and stalling your opponent’s threats and development. It’s still a quite strong creature, even if it has harsh competition in Modern.
#9. Hullbreaker Horror
Hullbreaker Horror is a major combo piece in Commander—and previously Standard—to lock out opponents and go infinite. It works specifically well in decks with Polymorph, which can get it into play early on. To actually win, it requires that you assemble multiple other pieces to generate excess mana and have a spell to play an infinite number of times. Despite that requirement, effective cEDH decks can still consistently assemble this combo and win in the first few turns, making it an exceptional creature.
#8. Thought Monitor
Thought Monitor is a 2/2 flier for with affinity for artifacts and an ETB ability that draws you two cards. This is the perfect piece for Legacy and Modern affinity decks to keep the engine fueled and running. It single-handedly revitalized those decks into competitive lists labeled as “8-cast” and has done an incredible job since being released. It also fits well into blue-based artifact decks as a way to draw cards cheaply and get a nice creature in play.
#7. Gilded Drake
Despite being monetarily inaccessible, Gilded Drake is still one of the strongest blue creatures. It doesn’t copy a creature, but instead swaps places with a different creature. The drawback is you’re giving them a 3/3 flier, but more often than not, you’re going to be taking control of something far more powerful and crucial to their game plan.
#6. Hullbreacher
Until its ban from Commander, Hullbreacher was a problem, to say the least. Its static ability of shutting down additional draws single-handedly stopped many infinite combos and generic abilities from functioning. It was so game-defining as a stax piece that it eventually got removed. You'll still see it as a mainstay of Vintage Cube alongside wheel effects like Echo of Eons and Memory Jar.
#5. Thassa’s Oracle
Thassa's Oracle is the most important combo piece for so many combo decks across Commander and Legacy. It simply wins you the game if you manage to have an empty, or in some cases near-empty library, which isn’t quite as hard as it seems. There are many ways to win with this in Commander, like pairing it with Demonic Consultation, and it’s the primary mover for Doomsday decks.
#4. Ledger Shredder
Ledger Shredder made a lasting impact across multiple formats as a cheap flier and card advantage engine. It connives whenever any player casts their second spell, which occurs just about every single turn in formats like Modern or Commander.
At the very worst, you get a +1/+1 counter and some slight card advantage, and at best, you get to seriously delay your opponent’s own game plans by having them choose not to feed the Shredder over playing good cards themselves.
#3. True-Name Nemesis
True-Name Nemesis was to Legacy what Hullbreacher was to Commander. It was a format-warping card that provided game-winning advantages to the player and had very little ways to interrupt it.
In True-Name’s case, it was the primary win condition for Grixis decks that backed it up with efficient interaction like Force of Will. It could only be killed easily by sacrifice effects and was a large component of many decks' sideboards.
#2. Snapcaster Mage
The runner up for today is none other than Snapcaster Mage, the strongest of the Magic Invitational Cards designed by MTG champions. While Snappy has certainly fallen from grace in the formats it used to dominate, it’s still one of the most efficient and incredible blue creatures.
It provides plenty of value through flashback; it can be a way to get a second Counterspell to hold off an incoming threat or even be an aggressive way to get an additional 3 damage from a Lightning Bolt. Even decks that don’t have a lot of blue cards can run Snap due to its versatility, cheap mana cost, and limitless potential.
#1. Delver of Secrets / Insectile Aberration
I can’t think of a more deserving creature to be in first place than Delver of Secrets. To this day, Delver defines and shapes formats as an efficient and effective early threat with incredible synergies with other tempo-oriented cards. Even at its earliest point, Delver was an all-time favorite in Standard and Modern.
Its power comes from the deck’s ability to consistently flip it into a 3-power flier on turn 2. When it’s backed up with cheap counterspells and card advantage engines, it’s incredibly hard to beat. That is, unless you reveal a land 4 turns in a row!
Best Blue Creature Payoffs and Synergies
Blue’s creatures often have strong ties to noncreature spells, typically either artifacts or instants and sorceries. These are crucial to maximize the impact of your creatures.
Cheap cantrips—spells that replace themselves like Consider, Ponder, and Brainstorm—put cards in the graveyard for threats like Murktide Regent and Abhorrent Oculus that rely on a stocked graveyard for fuel.
Blue’s flash creatures play well alongside countermagic like Counterspell and Memory Lapse and card draw like Brainsurge. A mix of interaction and flash creatures gives you all the control, and you have more options over how you use your mana than you’d have if you need to choose between tapping out for a 2-mana creature or holding up Counterspell.
As for artifacts, you often want really cheap ones. Cards like Mishra's Bauble, Chromatic Star, and Currency Converter flood the board with cheap artifacts to fuel cards like Thought Monitor, Kappa Cannoneer, and Urza, Lord High Artificer.
Blue has many cards with strong enters abilities like Quantum Riddler and Tishana's Tidebinder that thrive alongside flicker spells like Essence Flux and Ghostly Flicker to get the most for your mana.
Wrap Up

Snapcaster Mage | Illustration by Ryan Alexander Lee
That’s all I’ve got for you today on blue creatures. Blue is my favorite color to play in Magic, and even though creatures aren’t usually at the forefront of blue decks, it still has some of the most powerful creatures in the game.
What do you think of the creatures in blue’s arsenal? Are you overwhelmed by how many excellent and deck-defining choices there are? Let me know your thoughts in the comments below or come chat about it in the official Draftsim Discord.
Until next time, stay safe, and stay healthy!
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