Blue Creature Spells or Blue Creature Spell Cards in Magic Legends is a type of spell capable of summoning various creatures. Blue Creature Spells or Blue Creature Spell Cards resonate with the Blue Mana and the Mind Mage planeswalker, but it can still be equipped to the deck by other Planeswalkers (Classes)

Creature Spells or Spell Cards are the different armies of magical beings that a planeswalker can summon and bend to their will. Players can call forth massive beasts, brave warriors, divine entities, hordes of the undead, and various creatures that are around the multiverse. This page covers a list of all the Blue Creature Spells or Blue Creature Spell Cards in Magic: Legends.

Upgrading Spells

There are certain materials that are used to upgrade the level or potency of the player's spells, and those materials are identified as Aether and Spell Shards. Spell Shards are fragments of a card wherein you can increase the level of the card if you've collected enough shards. Spell Shards are obtained as loot wherein it can be given as a reward for completing certain quests or dropped by enemies or bosses.

Aether, on the other hand, can be obtained by collecting Unrefined Aether from completing Overworld Activities and Missions, or Battlepass rewards which then are automatically refined into Aether. Alternatively, you can also convert ZEN, a paid currency into Refined Aether. Each account has a daily Aether Refinement cap of 50,000, and a maximum Aether storage cap of 2,000,000.

Mana Color Specialization

Listed below are the various colors of mana that have their own specialization:

  • White: Healing, Control, Protection, Retribution.
  • Blue: Control, Efficiency, Manipulation, Defensive Creatures.
  • Green: Healing, Mana Ramping, Buffing Creatures, Strong Creatures.
  • Red: Damage, Aggression, Offensive Creatures, Enter the Battlefield Effects.
  • Black: Life Drain, Raising the Dead, Sacrifice for Gain, Single Target Damage.


Building your Spell Cards Deck

Players are given the freedom to build their deck of cards which includes various abilities such as summoning, magical attacks, and defensive or supportive effects. Players can choose and mix up to two colors of up to 12 cards which gives freedom of customization that can cater to a person's preferred playstyle or create various tactics and roles if you are in a team.


Magic Legends All Blue Creature Spells



 Click the header to sort the table.




Deeproot Stalker


Creature - 3/1 Merfolk

Hexproof (Can't be directly targeted by foes.)

Spawning Bed


Summon five 0/2 Camarid Eggs.

Activated AbilitySacrifice a random Camarid Egg and create a 1/1 melee Camarid.

Homarid Warrior


Creature - 3/3 Homarid Warrior

Activated Ability: Homarid Warrior gains +X/+0, where X is its toughness, for 8 seconds. (If this spell enters your hand while you control the creature, it becomes this ability instead.)

Academy Wizard


Creature - 3/2 Human Wizard

Whenever you draw one or more spells, Academy Wizard summons a 1/1 ranged Illusion (up to a max of 3).

Muse Drake


Creature - 1/3 Drake

On Summon: Draw a spell.

Alchemic Thaumaturge


Creature - 2/2 Human Wizard

Sorceries you cast cost 25% less mana.

Stitched Drake


Creature - 3/1 Zombie Drake

On Death: Draw a spell.

Homarid Shaman


Creature - 2/5 Homarid Shaman

Activated Ability: Draw a Spell. (If this spell enters your hand while you control the creature, it becomes this ability instead.)



Creature - 1/1 Jellyfish

Regenerate (If this creature would be destroyed, it instead heals to full and loses this effect.)

When Microzoa regenerates, it becomes a 2/3 Megazoa with Regenerate.

When Megazoa regenerates, it becomes a 4/5 Gigazoa.

Water Elemental


Creature - 4/4 Elemental

On Summon: Pulls nearby foes toward itself and briefly knocks them down.

Avatar of Frost


Creature - 5/7 Elemental Avatar

On SummonStun foes in a small area for 4 seconds.

Special Ability: Deals 628 damage and Stun nearby foes for 2 seconds

Illusory Allies


Creature - 1/2 Illusion Soldiers

Summon 3 illusions.

Lullmage Captivator


Creature - 1/3 Merfolk Wizard

On Summon: Take control of a nearby foe creature until this creature leaves the battlefield or combat ends.

Lorekeeper Sphinx


Creature - 3/6 Sphinx

This creature gains +X/+0 where X is the number of spells in your hand.

Special Ability: Deal 314 damage and knockback foes in a cone.


Nightveil Stalker

 Mythic  Creature - Spirit Assassin


On Summon: Deals 1,570 damage to a foe and Stun it for 2 seconds. 

Special Ability: Every third spell you draw, teleport to a foe, deal 1,570 damage, and Stun it for 2 seconds. Loses Hexproof for 6 seconds

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