Wilds Of Eldraine is the second set onMagic: The Gathering’sEldraine plane. You’ll see returning mechanics from the original Throne Of Eldraine set, such as Adventure and Food themes. Many powerful cards in Wilds Of Eldraine are sure to make an impact across multiple formats in the game, such as Pioneer and Pauper.
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The blue cards available in Wilds Of Eldraine have plenty of strong options, with some having the potential to be staples across the game. Blue often tends to have plenty of options, and Wilds Of Eldraine comes with a ton of cards to splash into various archetypes.
9Mocking Sprite
Mocking Sprite is a simple card, a part of the many cards that discount instant and sorcery spells by one. It is the easiest one to cast with mostly generic mana cost and also comes with flying. Its stats aren’t anything special, but this discount is a strong one.
Mocking Sprite is especially useful in Pauper, where Mono Blue Faeries isone of the best decks.It discounts your counterspells, making it even easier to interact with your opponent to stop them from setting up a board state while slotting in perfectly since it’s a Faerie itself.

8Spell Stutter
Spell Stutter is a fantastic counterspell for any Faerie-based deck. It’s a decent counterspell on its own,countering any spellunless an opponent pays two mana. The tax being raised by each Faerie you control makes it slot nicely into Faerie-heavy decks to make it useful late-game instead of just early on in it.
Spell Stutter is also a common, making it a very good include in Pauper, acting essentially as another copy of Spellstutter Sprite that has a higher potential to hit a specific card if you don’t have any Faeries on the battlefield.

7Quick Study
Quick Study is usually a strictly better Divination, which also lets you draw two cards, with Quick Study being an instant instead of a sorcery. Drawing cards is always strong, and being attached to an instant makes it very useful in control builds as a way to sink mana into after you don’t need mana up for interaction.
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The card has plenty of uses, and three mana is a fair cost for a card advantage card. It helps to ensure your control deck doesn’t run out of steam and can still draw into removal and counterspells late-game.
6Rowdy Research
In more aggressive blue decks, Rowdy Research can be discounted for a lot of mana,letting you easily draw three cards. Notably, Rowdy Research counts every creature that attacks on a turn, meaning it includes your opponent. Against decks that put a lot of small creatures on the battlefield, Rowdy Research becomes amazing and lets you quickly draw into your board wipes so you’re able to get a handle on the battlefield.
It’s also good if you’re playing a deck with a lot of creatures, such as Faeries. The discount is surprisingly easy to make steep, allowing you to cast it cheaply very often.

5Asinine Antics
A pseudo-board wipe for blue, Asinine Antics turns all your opponent creates into a 1/1 creature. Although they keep their abilities, this makes it easy to get rid of them with mass burn effects that deal one damage. In addition, it plays well into enchantment strategies that gain effects when one enters the battlefield.
Asinine Antics is useful during the combat step, as you may cast it with flash to turn a threatening battlefield of monsters into nothing more than 1/1 creatures that won’t do nearly as much damage as they would otherwise.

4Extraordinary Journey
Extraordinary Journey isa nice removal spellthat forces your opponents to essentially have to cast those spells again. It comes with the added bonus of giving you a card draw when it gets recast. It also gives you the draw effect on any card cast from exile, not just from Extraordinary Journey.
If you have a lot of mana, Extraordinary Journey can exile a lot of creatures from the battlefield and, in some cases, can even wipe it entirely. The cards Extraordinary Journey exiles stay exiled even if it leaves the battlefield, unlike other similar cards.

3Sleep-Cursed Faerie
Although Sleep-Cursed Faerie comes onto the battlefield with stun counters, there are plenty of ways to force it to untap to get rid of them quicker. Once all the stun counters are gone, you get a 3/3 creature with flying and ward two, making it much harder to block or remove from the battlefield. you may even spend mana to untap it and get rid of the stun counters faster.
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It’s rather easy to get rid of the stun counters, allowing you to quickly get it acting like a regular creature to start dealing big bursts of damage.
2Farsight Ritual
Farsight Ritual is very similar to another strong card Memory Deluge so the strength of this effect is already known. It lets you put two cards into your hand while the rest go to the bottom of your library.
Farsight Ritual can finda home in control decksthanks to its status as an instant card. you’re able to wait to cast it until your opponent’s end step, so it’s at a point where you don’t need interaction anymore. It lets you get any card you may need for any given situation, which is even easier if you can pay for its bargain cost.

1Virtue Of Knowledge
The best blue Adventure card, both effects of Virtrue Of Knowledge double your triggers. The Adventure is useful for specific effects while the enchantment side doubles up on your enter-the-battlefield triggers.
Virtue Of Knowledge has a low casting cost for both its effects, making it easy to put yourself into a position where you may take advantage of them. Doubling up on effects is always powerful, and having that attached to an Adventure is amazing. Enchantment removal is much harder to come by, allowing for Virtue Of Knowledge to stay on the battlefield for a hefty amount of time.
