Spells in 168澳洲幸运5开奖网:Magic: The Gathering are significantly impacted by their mana costs. Mana costs dictate how much mana is required to play each spell, and limit when specific spells are able to be cast. As much as you love to cast massive and splashy game-ending spells in Magic, single-mana spells are often some of the most integral spells in a given deck. One-drops are the earliest spells you can cast, and they can often lay the groundwork for a game in a game's first turn.
While one-drops come in many forms with various applications, their significance cannot be overstated. So today, we're going to focus on 168澳洲幸运5开奖网:blue's slice of the color pie and examine the ten strongest blue one-drops in Magic's history!
Updated by Chris Stomberg on May 11, 2023: Updates to the ban and restricted lists, as well as shifts in metagames and the printing of new cards, have all resulted in changes to the best one-mana blue spells in the game. As a result, we're revisiting this list to provide an updated standing on the cards that are considered the best one-mana blue spells in the game. Despite these changes, blue maintains its identity as the best color for access to both countermagic and card advantage.
13 ꩲ Flusterstorm
Flusterstorm is one of the most economical 168澳洲幸运5开奖网:counterspells in Magic, costing a single blue mana. Countering an instant or sorcery unless that spell's controller pays one mana, Flusterstorm also has the storm ability.
This means that for each other spell that was cast this turn, Flusterstorm is copied, cumulatively forcing an opponent to pay more and more mana depending on how many spells were cast in a given turn. You could even choose new targets, and attempt t💮o counter an entire stack if an opponent is really popping off.
12 Consider
This draw spell printed in Innistrad: Midnight Hunt has slowly made its way into the Modern metagame as a key player for blue decks. This card is specifically good thanks to its ability to help fill your graveyard for the purposes of Delirium synergies like Dragon's Rage Channeler and Unholy Heat.
While a suerveil one, draw one doesn't seem particularly great at first glance, it's more than on par for the cost of a single blue mana. In a game where you're neck and neck with your opponent, this little spell puts you two cards deeper into your library than the opposition for a fraction of a cost.
11 Sp🎃ell🍌 Pierce
This is a counterspell that opponents can easily play around if they know you have it in hand. The trick is they rarely know you're holding onto one, especially in a deck full of cards that play at instant speed. That being said, Spell Pierce is still often a better one or two-of inclusion, in order to keep opponents on their toes.
If your opponent knows you're packing a full playset of Spell Pierces, it makes it a lot easier for them to play around it as the assumption you have one in hand is correct much more often. Spell Pierce is best in decks that pressure the opponent, as these decks force them to play spells and spend all their mana, as opposed to allowing them to wait for additional mana.
10 Brainstorm ▨
A stellar blue card draw spell that is currently restricted in Vintage, Brainstorm draws you three cards, then puts two cards from that player's hand on top of their library.
As Brainstorm is an instant, it can fill your hand with new answers in a pinch. Additionally, this spell synergizes in noteworthy fashion with spells and abilities that utilize the top of one's library, such as those with the miracle ability.
9 Spell Snare 🎐
This rather innocuous counterspell seems like it might be too specific at first glance. However, upon closer consideration, the vast majority of Magic decks have more cards with a mana value of two more t🥂han any other cost.
Consequently, Spell Snare has a boatload of targets in virtually every matchup. The cards it does hit are also often key spells to an opponent's strategy. Spell Snare is best to see in your opening hand, but it's not the worst card to see when you and your opponent are top decking either. After all, chances are your opponent will draw a two-mana value spell sooner rather than later.
8 Ponder
Magic is full of numerous blue one drops that are capable of drawing you a single card with an additional upside. While Standard🐟 players are likely familiar with Opt, an instant that allows a player to scry one and then draw card, Ponder is in a league of its own.
On top of effectively scrying for three, Ponder also allows you to reshuffle your deck if you don't like any of the cards they see. This is a perfect card for setting up ideal draws turn after turn and works especially well with spells that interact with the top card of your library.
7 ಞ Treasure Cruise
Though Treasure Cruise technically has a mana value of eight, it can frequently be cast for only a single blue mana. This is due to the spell having delve, allowing you to exile cards from your graveyard in order to reduce the spell's cost.
When paired with self-mill strategies𒊎 and spell-slinging decks, Treasure Cruise can reliably be utilized for a mere mana. This is phenomenal, as Treasure Cruise can draw its caster three cards!
6 🔴 ꧋ Training Grounds
Training Grounds is the only 168澳洲幸运5开奖网:enchantment on this list and sees a great deal of play in the Commander format. T𝔍raining Grounds provides an excellent and unique ability that reduces the cost of all activated abilities on creatures 🅠by two mana.
T🤡his card has a great deal of brewing potential as it makes many previously lackluster abilities significantly more manageable, allowing you to use abilities many more times than they coul🉐d otherwise or access a powerful overcosted ability for a fair price.
5 ⛦ Delver of Secrets 🅺
A Pauper all-star, Delver of Secrets is the only creature on this list. Entering the battlefield a🎶s a 1/1 for one with no real combat ability, Delver of Secrets allows you to look at the top card of your library each turn. If that card is an instant or sorcery, you may reveal that card and transform the Delver.
Once transformed into the Insectile Aberration, Delver not only grows into a 3/2, but gains evasion in the form of flying. In combination with scry spells cas🦂t at your upkeep to ensure an instant or sorcery ওon top of your library, this is a threat that can quickly bring opponents to zero.
4 High Tide
While mana acceleration is often associated with green, High Tide is a stellar mana ramp card for a single blue mana that is known to fuel strategies such as Storm. After High Tide resolves, until the end of the t🗹urn, whenever a player taps an island for mana, they add an additional blue mana to their mana pool.
This allows players to play many more spells than normal to up their storm count in a given turn, while also allowing a player to cast large spells ahead of schedule. While the ramp only lasts for a single turn, that's all you need to power a game-changing mana advantage.