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Best Kamigawa: Neon Dynasty Commander Cards – Blue

Welcome back to my look at the best Kamigawa: Neon Dynasty Commander cards. I’ll be continuing on my analysis color-by-color as usual, and this time I’ll be looking at the highlights in blue.

Check out the other colors here:

White / Blue / Black / Red / Green / Gold, Artifacts and Lands

 

 

Header - Blue

Acquisition Octopus

Acquisition Octopus

Sea creature decks may be amused by the ability to play a low-cost Octopus, but overall the utility here is all about the reconfigure. If you’re looking for a card draw Octopus, Sea-Dasher Octopus is still the best option.

Anchor to Reality

Anchor to Reality

Only getting an Equipment or Vehicle is a little restrictive, but you can transmute a very small artifact or creature (or even a token) into something huge like Kaldra Compleat. I like the idea of a “fair” Tinker – only a few cards like Kaldra Compleat and Batterskull come in and do serious work on their own off of this, and more often this will be a true tutor effect that gets different cards in different situations. Decks that want to play Ichor Wellspring as a catalyst for greater effects are likely to try this out.

Behold the Unspeakable

Commanders like Vega that draw lots of cards but don’t necessarily have great ways to win may enjoy this, but I think waiting three turns for your finisher is a lot to ask. That said, the first chapter is a fun defensive option against decks that go wide, and the second can really power you up if you have a way to dump your hand for value or just enough mana to cast all of your spells already. 

Covert Technician

Covert Technician

The intersection between the ninjutsu mechanic and artifact decks is a little tenuous, so I think this may be a bit too specific to have much of an effect. That said, if you’re pecking in with little artifact creatures like Silver Raven to get your ninjutsu going, it may be a great way to keep your enablers on board and working as intended.

Discover the Impossible

Discover the Impossible

The art on this card is absolutely fantastic, and the effect compares somewhat interestingly to Supreme Will. I do think this card is worse off since you don’t get the guaranteed flexibility, but digging one card deeper is kind of nice, and the ability to use this as a response that might do something other than Mana Leak is encouraging. Spellslinger decks may want this just to trigger two casts off of a single card, but you’ll have to make sure your density of instants costing two or less is extremely high. You need at least 27 qualifying instants to have an 80 percent chance of getting a hit, so if your deck isn’t built accordingly, you might actually discover that using this optimally is impossible.

Go-Shintai of Lost Wisdom

Go-Shintai of Lost Wisdom

See my review of the first Go-Shintai, but with added pessimism since just sprinkling in a little milling is very awkward.

Inventive Iteration

This card is terribly slow. Just a bounce to start off gives us very little value on cast, and even if you get to the transformed side, Commander is a format where so many mana costs are valid that you’ll be hard-pressed to really lock anyone out. 

Invoke the Winds

Invoke the Winds

I love a control effect that isn’t bound by the sadness of being an Aura, and while this only plays at sorcery speed, grabbing any artifact or creature can be a huge boon. The other exciting bit of upside with cards like this is copying them – if you’re looking for something to play alongside your copy of Radiate, this is the card for you.

Jin-Gitaxias, Progress Tyrant

Jin-Gitaxias, Progress Tyrant

Geez. At least this doesn’t counter creatures, but any kind of passive counterspell tends to be pretty unfun in social Commander settings in my experience. The copy effect is pretty fun, and all you have to do to kill this is have the ability to double-spell, so it’s probably not as unpleasant in practice as it appears, but I’m still not going to play this in my lower-powered lists. 

Kairi, the Swirling Sky

Kairi, the Swirling Sky

Aside from being an oppressive Limited bomb, this looks like an amazing Commander value card – are all of the Dragon Spirits just value-fests? I think the choice of best mode is much clearer in Commander, though the bounce mode will let you get rid of most tokens along with returning a few permanents. Most blue decks will have some decent instants and sorceries to recur after this Dragon dies, and the mill makes it easier to get a hit even if you’ve been Bojuka Bogged

Mindlink Mech

Mindlink Mech

Copying any creature with a powerful attack ability is the best play, with cards like Ethereal Valkyrie, Demilich and Frost Titan being some of the better blue-based options. That said, this is a lot of work to just get an attacking copy of something.

Mirrorshell Crab

Mirrorshell Crab

This isn’t an amazing card, but it’s a fun surprise out of a Sea Creatures deck. 

Mnemonic Sphere

Mnemonic Sphere

A Courier’s Capsule with fake cycling? Sign me up. I love the idea of discarding this to the channel ability and then bringing it back to use from the battlefield. This is also the kind of card that Silas Renn decks may want just to increase the number of cards that are beneficial to return from graveyard to hand. 

Mobilizer Mech

Mobilizer Mech

If you’re going heavy on Vehicles, this looks pretty inspiring since it allows you to effectively double-crew. That said, crew 3 is a lot, and you might be better served by simply playing stronger cards in general and just not dealing with crewing this in the first place. I think I’ll have to play with this in a Vehicles deck before figuring out whether or not it’s worthwhile. Cosima decks that want to play The Omenkeel and focus on Vehicles might be interested in this, actually.

Moon-Circuit Hacker

Moon-Circuit Hacker

I think you need to be deep on ninjutsu before you start playing most Ninja creatures in Commander, but if you’re there, this looks great, even relative to Ninja of the Deep Hours. As long as you have ways to return this to your hand, you can keep leveraging the unrestricted draw effect, and there are plenty of good options like Walker of Secret Ways, Grazilaxx and Cunning Evasion to keep things moving between your hand and the battlefield. With the focus on things entering this turn, Cavern Harpy may see more play in Ninja decks as well!

Prosperous Thief

Prosperous Thief

You won’t get a Treasure for each Ninja or Rogue dealing damage, just one per damage step, which means that without the help of first/double strike you’ll just be getting one per combat. Still, the extra mana you’ll get plus the ability to just leave this Thief at home while other creatures attack is pretty good. You can just bop someone with your Changeling Outcast or Kaito token and get a Treasure if you really need to!

The Reality Chip

The Reality Chip

Grist has a new competitor for weirdest commander, though this one at least has “creature” printed on its type line. I haven’t totally figured out what I want to do with this card, but I love the idea of my commander being a Future Sight effect. Building a fun mono-blue deck can sometimes be a struggle, but for the sake of this weird Jellyfish, I’ll be giving it a try!

Reality Heist

Reality Heist

Having (effectively) affinity for artifacts puts this in competition with Thoughtcast, but if your artifact density is high enough, this is a serious contender. Make sure to pack as many artifacts as you can, including artifact lands, because you’ll need 36 or more artifacts in your deck to hit the 80 percent threshold I consider acceptable for having at least two hits in your seven.  

Replication Specialist

Replication Specialist

A second Mirrorworks is a great thing for artifact decks, especially for commanders like Brudiclad that thrive on having token copies of things. Unfortunately, since it’s not an artifact itself, it’s not as good for Tawnos decks. If you have the choice, play this before you play your Mirrorworks so you can copy your copier. 

Tameshi, Reality Architect

Tameshi, Reality Architect

We’ve talked about this one at length in a full article, but it’s great in an artifact or enchantment-focused list that has a way to leverage the lands returning to your hand and works fantastically as a commander itself.

Tezzeret, Betrayer of Flesh

Tezzeret, Betrayer of Flesh

The cost reduction on one activation per turn is an interesting wrinkle – while it doesn’t let you go infinite with Monoliths, it allows for some fun mana ramp with them as well as some cool interactions with Staff of Domination as well as free activation of cards like Mirage Mirror every turn. The +1 is a great source of card advantage if you have enough artifacts (and of course, ways to bring them back from the yard) and the -2 is kind enough to permanently convert artifacts into solid defenders for Tezzeret. The emblem will help you win the game in a hurry as well. All in all, while I’m often down on planeswalkers in social Commander, I find this Tezzeret has enough overall power to be a significant player in artifact decks.

Thousand-Faced Shadow

Thousand-Faced Shadow

The tokens this makes aren’t temporary – they stick around! My hopes of infinites involving this card were dashed by the “from your hand” clause, but getting value by copying other unblocked Ninja creatures, especially ones that care about dealing combat damage to players, is generally going to be the best choice. This card might actually break out of the Ninja archetype as a cool copy effect that can be returned to hand with cards like Erratic Portal for repeated activation.

 

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