War of the Spark is here and that means it's time for the best set review in the universe! Today I'll be covering all the Blue and White cards from War of the Spark. This set has the most playable Standard cards I've ever seen from any set. It also has a handful of uncommons that are stronger than rare and mythic rare cards. Exciting stuff happening in War of the Spark, but before we get started, keep in mind I'm rating all these cards for Standard playability. I may mention Modern/Legacy applications, but my goal is focused on Standard.
Each card will be listed by color/guild, then alphabetically by name.
Each card will given a rating of 1-5. If a card would receive a 0, meaning it will see no play in that format ever, its rating is left off the list.
Rating - Explanation - Standard - Examples
0 - Will never see play in this format (Sphinx's Decree, Crafty Cutpurse (Most Rivals of Ixalan cards)).
1 - Unlikely to see play. (Amplifire)
2 - Could see fringe play, or occasional sideboard card. (Crushing Canopy, Disdainful Stroke)
3 - Commonly played, staple in a single deck, or frequent play in several decks. (Thought Erasure, Shock)
4 - Format staples. Sees play in multiple decks, one of the best cards in the format. (History of Benalia, Wilderness Reclamation)
5 - If you're in these colors, you should almost assuredly be playing that card. (Teferi, Hero of Dominaria)
2.5 - A good card for ramp or midrange decks. Obviously X being 10 is game over but even X being 3 is pretty good, especially since the tokens have vigilance. | |
3.5 - An excellent three-mana walker that curves perfectly from small creatures or into a Sorin, Vengeful Bloodlord. This card gives Mono-White a better game against Mono-Red. | |
2.5 - Mostly playable just because of Gideon Blackblade. Problem is Gideon Blackblade is great in a creature deck and the Triumph is good with a Gideon out. So it will be hard to get your opponent to constantly attack with two or more creatures while you have creatures of your own out. | |
3 - This card is too strong, in my opinion, to not find some sort of home. Turning all your creatures into spells that make 4/4 tokens is absurd for 5 mana. At the very least I hope it finds a hope in some Vannifar list. | |
2 - In a Planeswalker deck I'd rather just play more planeswalkers than cast Ignite the Beacon. While better than Call the Gatewatch, you are still spending 5 mana to not impact the battlefield. | |
1 - Too expensive to see competitive play for what it does. However, it is a decent option to grab with Karn, the Great Creator. Especially since Karn can just animate himself and allow you to attack for 16 in the air. | |
3 - The best three-mana enchantment removal we have at the moment. Just a nice answer for a wide variety of threats that also happens to smooth your draws out with Scry 1. | |
2 - A solid sideboard card but too random to play main deck unless the metagame changes drastically which I don't foresee happening. A dead card against Mono-Red, White, Blue, and Green is not what I want. If Hero of Precinct One becomes tier one, then this a great answer to that deck. | |
2 - A sweet card but ultimately just a bad Cataclysmic Gearhulk. Maybe decent as a Silence for creatures/planeswalkers but I'd rather just play Cleansing Nova if I'm looking to stop creatures. | |
2 - In Standard just a solid aggressive threat that dodges Pyroclasm affects. Tomik's passive will be better in older formats where things like Life from the Loam, Ghost Quarter, Wasteland, and Rishadan Port are played. | |
2.5 - Basically a Shalia in planeswalker form. However it does give your opponent the opportunity to mess up and cast burn spells on you, unlike Shalai. A solid card against Mono-Red forcing them to deal with your Wanderer before hurting you. If you can play a Shalai or Spark Double then it's lights out for your Mono-Red opponent. She's also a great answer to drakes and Rekindling Phoenix. | |
3 - A solid creature in decks with lots of instants and sorceries like drakes or maybe even a Ral, Caller of Storms deck. Being a 1/3 is huge as it allows you to block a lot of creatures from Mono-White and Mono-Red decks. This in turn gives you time to cast your spells. | |
3 - When I first saw this card, I read it as Amass 2 and just thought it was a bad card. However, it's not Amass 2, it's Amass X making it essentially an uncounterable Torrential Gearhulk that always hits Hieroglyphic Illumination. | |
2 - Good enabler for Legendary Sorceries and a fine target to have in your Neoform/Vannifar deck. Blue Elvish Visionary is pretty good but nothing insane. | |
2.5 - Mind Spring with upside is very playable, especially in ramp/midrange Blue decks. Making X ten or more is just super gross at basically becomes a 7 mana spell that draws 10 cards and gives you no maximum hand size for the rest of the game. | |
2 - Powerful ability in the right deck. It can make a planeswalker ultimate very quickly or even allow you to take a bunch of turns with Magistrate's Scepter. | |
3 - We all know reducing spell costs is extremely powerful and Kefnet does that while also providing card advantage since you get to keep the card you reveal. All that on a 4/5 flying body for 4 mana. Talk about power creep! | |
2.5 - Jace does one thing well but that's all he does. Still a sweet card but not being able to protect itself tagged with a restrictive casting cost make it not as playable as one would think. | |
2 - An answer to the Gods and to Niv-Mizzet. A solid sideboard card for when the occasion arises. | |
2 - Another card that is situational but a great Sideboard card. Protects your planeswalkers from things like The Elderspell or if you just want to counter a Banefire. | |
3 - Narset is an excellent card. In the right deck it's Impulse twice that also stops your opponent's from drawing more than one card per turn. Almost every deck in Standard has ways to draw extra cards, even Red Deck Wins in Risk Factor, and Narset is great at shutting those cards down. | |
2 - It's nice to cast Expansion on spells like Chemister's Insight and Mastermind's Acquisition but it's better to Narset's Reversal those cards. It can also bounce uncounterable spells like Commence the End Game and Banefire! Don't forget that if you reversal a Jump-Started spell that you'll get a copy and your opponent's spell will still be exiled. | |
1.5 - A potential sideboard card for Mono-Blue but it being Crew 2 make me believe it's not good enough. Especially since it also costs double Blue. Sorry Silent Submersible but you're no yellow submarine. | |
2.5 - You're doing it wrong if you're not copying legendary permanents with Spark Double. This card is powerful but like unlike other Clone spells, it requires you to already have something on the battlefield to do something. So it's terrible when you're behind and insane if you are in a stalemate or you're ahead. | |
2 - Competes with Chemister's Insight but a tap out deck might want this over Chemister's Insight . Also sweet with Wilderness Reclamation but what spell isn't? |
Top 5 White and Blue Cards
- Gideon Blackblade
- Commence the Endgame
- Narset, Parter of the Veils
- God-Eternal Kefnet
- God-Eternal Oketra
This was what I was talking about. An uncommon that competes with the mythic rare God cards. Narset, Parter of the Veils is a subtly powerful card that I believe will see more play in Standard than both Kefnet and Oketra. That's pretty amazing and I hope that Wizards continues to make cards this powerful at uncommon level. It really does help new players that are getting into Magic. The Blue and White cards are solid from War of the Spark. Make sure to tune in to tomorrow where I'll go over the Black and land cards from War of the Spark.
As always, thanks for reading,
Ali Aintrazi