Blue black legendary creatures
Mark of Chaos Ascendant — During your turn, blue black legendary creatures, spells you cast from your hand with mana blue black legendary creatures X or less have cascade, where X is the total amount of life your opponents have lost this turn. At the beginning of your end step, gain control of target nonland permanent controlled by a player who was dealt combat damage by three or more Pirates this turn. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it.
Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls. Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. To mill a card, a player puts the top card of their library into their graveyard. The encore cost is equal to its mana cost. Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste.
Blue black legendary creatures
Design has steadily shifted more in favor of Commander, and the newest Lord of the Rings: Tales of Middle Earth Commander set is leaning into it. The main set features 72 legendary creatures in total, and while the Commander decks don't have quite that wild a number, the precons are packed full of powerful new options to run in as your commander. Here, I'll highlight all 36 of the potential legends you can place in your command zone, noting the worst all the way to the best. With this many new legends, you can expect that there will be some variance in quality, with some of them serving only to help bolster the "Legends Matter" subtheme that's present in The Lord of the Rings. Let's get into it! First might be the biggest whiff of the lot, and one of the most uninspiring legendary creatures we've seen in awhile. Clearly designed to fit into the 99 as a way to fetch up Islands, and rewarding for players that can Reanimate it or flicker it with Conjurer's Closet effects, but I don't want to be shelling out five whole mana every time and neither should you. Look elsewhere, even for your cyclers, and even in this set with Lorien Revealed. This and the Monstrosity are actively duking it out for the lowest value in the command zone, but at least Denethor can drop early, play with the monarchy, and does things like carry a Sword of Fire and Ice with some efficiency. His low CMC is about all he has going for him however, and I similarly wouldn't recommend running him even in decks that care about the Monarch token. Minas Tirith could do better and so can you! I love Shelob in theory, and I'm a strong proponent for grave hate— Kalitas, Traitor of Ghet has put in a lot of work for me over the years, but Kalitas this is not.
It's "fair" because it's in mono green, but she's even better than she looks.
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Riley ranks the best of the blue-black Commanders, covering everything from mill to zombies to rogues to ninjas! With around 1, potential commanders, there is no shortage of cards you can use to lead your EDH decks. Some, however, have risen to the top as the format has developed, and secured their positions as format favourites. Each colour pair has its own distinct identity, and there are commanders that embody that identity, or parts of it, in ways that have made them immensely popular generals. Today, we're looking at the top blue-black commanders - for more detailed information about any of these decks, check out EDHRec's page on top blue-black commanders! Runo is a weirdly specific commander that wants you to do something blue-black isn't always trying to do: play big creatures. Specifically, you want your deck to be filled with sea monsters, so as to get maximum value once Runo flips, and luckily there are plenty of them to be found!
Blue black legendary creatures
The Commander format in Magic: The Gathering has players construct decks around key legendary creatures, providing decks with distinct identities and consistency through a constantly available card. Your choice of Commander not only influences your deck's strategy but also dictates the types of cards a deck can contain: a Commander deck can only include cards within a Commander's color identity. The Grixis color identity of black, blue, and red has access to some of the best card draw effects, great control options, and stellar removal.
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Now, any kind of Overrun effect in your command zone is good, but when combined with the board that Merry can help spit out this is a heck of a thing. You may put that card into your graveyard. It's slower than the obvious competition in Vito, but having another option for a mono-black life drain deck, and one that doesn't have as much potential political bad blood, is notable. You once again get paid out for just doing what you want to be doing anyway, and do so in a satisfyingly political way. He drops in, gets big, deals a healthy chunk of damage, makes someone the monarch, and then sticks around as a double striking threat. At the beginning of your end step, draw a card if your library has more cards in it than target opponent's library. You may cast that card for as long as it remains exiled. It can only buff one creature, and will often just buff itself. Bribing the rest of the table with treasures is something that can truly, spectacularly backfire. The Lord of the Nazgul card is more than worthy of the top spot from the Commander set.
Kaldheim is a plane of gods and tales of valor. It only stands to reason that it is jam-packed with legendary creatures.
The first instant or sorcery spell you cast each turn has casualty 2. Mono green doesn't often get card advantage engines in the command zone, and Legolas is a potentially growing threat that can't be chump blocked on top. The token gains haste. The first nonlegendary artifact spell you cast each turn has casualty 2. You may reveal the first card you draw each turn as you draw it. Whenever you roll a 2, each opponent loses 1 life and you gain 1 life. As you cast that spell, you may tap two untapped creatures you control that share a color with it. Whenever you copy a spell, up to one target opponent may also copy that spell. Activate only during your turn. You may activate each of those abilities only once each turn. Playing massive, swingy creatures with powerful cast triggers feels good, and Suaron is very close to getting something like Artisan of Kozilek in the command zone.
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