Welcome to the MTG Kaladesh blue draft guide! Last time, I went over all the cards for white. Before I get into my rating for each card, here’s a brief overview of my MTG Kaladesh blue draft guide rating system.
- 1 – Bad card or only useful in the sideboard
- 2 – Passable, but not something I would pick early or often
- 3 – A solid card I’m happy to pick most of the time
- 4 – Powerful cards that provide a lot of value on their own
- 5 – Cards that will almost always win the game if your opponents can’t deal with them
Now that we know how I’ll be rating each card, let’s get straight into the ratings.
MTG Kaladesh Blue Draft Guide
Aether Meltdown – 2.5
There are several ways for creatures to gain +1/+1 counters in this set, but Aether Meltdown still does a great job at slowing down your opponent. Plus, the ability to target Vehicles is a very appealing upside. Solid pseudo-removal spell overall.
Aether Swooper – 3.5
Flyers seem really strong this time around. I really like Aether Swooper because it gives me a way to consistently get 1/1 servos, since it can fly over my opponent’s defenses.
Aether Theorist – 3
3-toughness will block your health for a little bit, but will get quickly overrun in a few turns. However, since the energy is so flexible, Aether Theorist will be one of the better commons.
Aether Tradewinds – 2.5
With so many enter-the-battlefield cards, it’s going to be easy to find value from Aether Tradewinds. Not to mention this spell can bounce back crewed Vehicles, which will set your opponent back 1-2 turns.
Baral, Chief of Compliance – 2
I think there is a good amount of spells that can support Baral, but the payoff he gives is lackluster. I’d look at this card as a decent addition, but definitely not something to prioritize.
Baral’s Expertise – 4
A bomb spell that can do whatever you need it to do. Regardless of how you use Baral’s Expertise, it will definitely swing the game into your favor.
Ceremonious Rejection – 1.5
An above-average sideboard card due to all of the artifact synergies.
Confiscation Coup – 5+
Any mind control effect is going to be a BOMB in limited. It’s an ability that allows you to remove your opponent’s biggest threat and take it for yourself. Of course, the card itself is limited to 4-mana creatures/artifacts. However, it’s barely a drawback since it’s easy to pick up a few common energy producers, such as Aether Theorist.
Disallow – 2.5
You shouldn’t ever prioritize counterspells, but Disallow is an exception. It’s slightly better than Cancel and can negate any energy shenanigans your opponents may have.
The era of Innovation – 2
Era of Innovation is a good build-around card if you’re able to pick up a few cheap artifacts.
Gearseeker Serpent – 3.5
I’ve consistently been able to cast Gearseeker Serpent on Turn 4 in a dedicated artifacts deck. This card is big, hits hard, and is one of the best payoffs for blue-artifact decks.
Glimmer of Genius – 3
Scry 2 and draw 2 allows you to dive 4 cards deep into your deck. This is absurd in limited, and will make your deck extremely efficient.
Glint-Nest Crane – 3
I’m a fan of any card that dives deep into your deck. The fact that this ability is slapped on a 2-mana flyer is absurd.
Hinterland Drake – 2.5
Not being able to block artifacts is a decent downside, because servos are prevalent in pretty much every game. That said, gaining an extra point of health is a good enough upside to add this card into most blue decks.
Ice Over – 2
Not the best removal spell in my opinion. This card needs your opponent to attack first and I’m not a fan of taking free damage. I’ll add Ice Over if I need removal, but can easily substitute it with another card.
Illusionist’s Stratagem – 3
Solid card. Again, lots of ETB creatures means lots of value from blink effects. Plus, it gives you a free draw. Value town!
Leave in the Dust – 2.5
A strong tempo card that’s reasonably costed. Never unhappy to have a copy or two in my draft deck.
Malfunction – 3.5
Premium blue removal. I’d recommend adding this card over Ice Over.
Metallic Rebuke – 2
This counterspell is okay because its mana cost can be reduced. However, as I mentioned previously, you never want to prioritize counterspells.
Metallurgic Summonings – 0 // 4.5
I would be hesitant to change my deck if I opened Metallurgic Summonings in pack 3, but this card is a scary spells-matter build around. Pick it early and build around it hard. Otherwise avoid it completely.
Minister of Inquiries – 0
Mill is very poorly supported in this set. Don’t waste your time.
Nimble Innovator – 2.5
A solid value creature with decent stats.
Padeem, Consul of Innovation – 3
Padeem is a great form of card draw, and can be a worthwhile build-around. Hexproof is a relevant keyword to have, especially if you have strong vehicles in your deck.
Paradoxical Outcome – 0
It’s just too unrealistic to create a cohesive deck around Paradoxical Outcome.
Revolutionary Rebuff – 1
Not being able to target artifacts is a major downside.
Select for Inspection – 2
A good tempo card for control decks looking to get to the late game.
Shielded Aether Thief – 3
Shielded Aether Thief is a great card to sink your energy counters into. Plus, it can come down at instant speed and surprise your opponent.
Shipwreck Moray – 3.5
Now, this is a solid card for control decks. It blocks early creatures effectively and can become an offensive creature in the mid to late game.
Shrewd Negotiation – 4
I love to trade my 1/1 servos for my opponent’s best creature. This card is good in any blue deck and is a lot stronger than you think.
Skyship Plunderer – 3
Auto-pick for every blue deck. It’s a 2-mana 2/1 flyer with a strong upside.
Tezzeret’s Ambition – 2.5
Even if you aren’t in a dedicated artifact deck, just being able to dig 3 cards deep is a decent ability. I don’t think you’ll have trouble getting cheap artifacts, though.
Thriving Turtle – 2.5
I like that this card can be both aggressive and defensive. Unless you have no energy synergies whatsoever, include this Thriving Turtle when you can.
Torrential Gearhulk – 4.5
This card is easy to include, and you don’t need to try and find a bunch of spells just to include Torrential Gearhulk into your deck. Just having a few spells that to potentially recast in the late game is already good value.
Trophy Mage – 3
Make sure you actually have artifacts to find with Trophy Mage. If you do, then it’s a reliable tutor that will make sure your deck is consistent.
Weldfast Wingsmith – 2
Not a very strong creature, unless you are in a dedicated UW flyers deck.
Wind-Kin Raiders – 4
Just like Gearseeker Serpent, this is a powerful payoff that I consistently cast on turn 4.
Whir of Invention – 1
You have to take into consideration that this card costs 3 blue mana. Unless you have a Mythic Gearhulk in your deck, there aren’t many targets that I’d want to pay this much mana to tutor for.