Perhaps the most powerful of all the Magic: the Gathering colors is Blue. Be it taking extra turns, drawing cards, countering spells, or creating insurmountable card advantage, Blue has a plethora of ways to defeat even the strongest of opponents. Because so many of the most powerful Commander cards are Blue, there are a lot of hidden sleepers that are overlooked or forgotten. Today we are looking at the most powerful Blue Commander cards that you should consider running. Some of these cards do see Commander play, but they end up being cut way more than they should.
Here are 50 of the most underplayed Magic: The Gathering Blue Commander cards that you should consider for your blue deck:
Curfew is such a versatile card. For starters, it doesn't target, so if your opponent has a Voltron Commander in play, they'll have to return it to their hand regardless. Not only that, it hits all of your opponents. In the early game, this is a powerful tempo play to buy you the time you need to secure resources. It can also return your own creature to play, either saving it or re-using an ETB trigger.
Learn phasing. It's a powerful effect, and there are powerful phasing cards you'll see in Commander. Shimmer punishes basic land decks heavily and can remove a lot of your opponent's resources every other turn.
FYI: Phasing reads: (It phases in or out before its controller untaps during each of their untap steps. While it’s phased out, it’s treated as though it doesn’t exist.)
There are some pretty powerful combos that work with Shimmer. For instance, running an Urborg and naming Swamp.
As far as one mana cantrips go, Disrupt is one of the best. Drawing a card for one mana is a fair effect and getting to tax your opponent's mana base or countering a spell in the process is pretty sweet. Essentially, you're paying one mana and your opponent is paying one as well, so it's practically a 0 CMC draw effect in terms of tempo and resource allocation. If you're the kind of player that plays Lonely Sandbar, you should definitely be playing Disrupt. I don't think this card has been discovered by most Commander players, but it's time it should be.
Everyone knows about Bribery, but only 3% of Blue decks run it according to EDHrec. Run this card! There is no reason not to run this in Commander. It grabs the most powerful card in your opponent's deck for only 5 mana. There's bound to be some shroud, hexproof, indestructible or huge creature with evasion you can get. Playing this early off a mana dork usually leads to a quick win. It's one of my favorite and most powerful Commander cards and should be played way more often than it is.
Dream Tides is one of those annoying lockdown cards that people dread playing against. It has a lot of upside in conveniently locking down all green regardless of the untap tax.