Blue Sorcery Spells or Blue Sorcery Spell Cards in Magic Legends is a type of spell capable of conjuring magical abilities. Blue Sorcery Spells or Blue Sorcery Spell Cards resonate with the Blue Mana and the Mind Mage planeswalker, but it can still be equipped to the deck by other Planeswalkers.
With the use of a sorcery spell card, you can conjure spells such as calling forth a dragon that engulfs your foes in flames, heal yourself, your allies, as well as any summoned Creatures or control the minds of your enemies that are on the battlefield. This page covers a list of all the Blue Sorcery Spells or Blue Sorcery 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 Sorcery Spells
Click the header to sort the table.
Name |
Rarity |
Effect/s |
---|---|---|
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Common | Sorcery - Condition For 10.0 seconds, your creature with the lowest percentage health gains +0/+3 and Hexproof (This creature may not be targeted directly by foes). Additionally, if this target has 50% or less of its maximum health, draw a spell. |
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Common | Sorcery - Control Disorient nearby foes for 8 seconds, and then teleport to target location, and then deal 2,879 damage to nearby foes. (Disoriented prevents actions and movement until damaged.) Critical: Deals 100% additional damage to foes affected by a Control effect. |
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Common | Sorcery - Condition Deal 3575 damage to foes in front of you and create a hazard for 10 seconds. Foes in the hazard have Lesser Snare. (Snare reduces movement speed.) |
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Uncommon | Sorcery - Condition Charge forward and create a hazard that deals 4362 damage to foes inside it over 5 seconds. Foes in the hazard slide forward and have Lesser Snare. (Snare reduces movement speed.) |
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Rare | Sorcery - Condition For 4.0 seconds, you have Greater Swiftness, immunity to control effects, and the ability to pass through foes. Applies Lesser Snare to foes you pass through for 5 seconds. |
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Common | Sorcery - Control Deal 863 damage and pull enemies to target enemy or location and Root them for 2.0 seconds. (Root prevents movement.) |
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Common | Sorcery - Control Disorient foes at a target location for 8.0 seconds. (Disorient prevents actions and movement until damaged.) |
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Common | Sorcery Deal 9,999 damage to foes in a line. Critical: Deal 50% additional damage to foes affected by a control effect. Draw a spell. |
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Uncommon | Sorcery - Condition Create a hazard at target location for 6.0 seconds. Foes in the hazard have Greater Slow and Greater Snare. Allied creatures in the hazard have Greater Haste and Greater Swiftness. |
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Mythic | Sorcery - Condition For 3.0 seconds, you have Greater Swiftness. (Swiftness increases movement speed.) After 3.0 seconds, return to the amount of life and mana you had upon casting this spell. |
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Common | Sorcery - Control Deal 4070 damage to foes in a line and Stun foes in a line for 4 seconds. |
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Common | Sorcery Draw 3 spells. 40% chance to draw an additional spell. |
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Uncommon | Sorcery - Control You gain 5813 shield for 5 seconds. While the shield is active, Stun foes that damage you for 4 seconds. If any shield remains when this spell ends, deal 4169 damage and Stun nearby foes for 4 seconds. |
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Uncommon | Sorcery Create a moving hazard in front of you that deals 3,911 damage to foes inside it over 5 seconds. Foes in the hazard are pulled with the tornado. |
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Uncommon | Sorcery - Condition Create a hazard at target location that deals 6,783 damage to foes inside it for 10 seconds. Foes in the hazard have Greater Weakness. (Weakness reduces damage dealt.) |
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Rare | Sorcery - Condition Discard all spells in your hands, then draw that many spells. For 5.0 seconds, gain Lesser Swiftness. (Swiftness increases movement speed.) |
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Rare | Sorcery - Control Take control of target foe creature for 15.0 seconds. (Reduced duration on powerful foes.) |
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Rare | Sorcery - Control Take control of enemy creatures in an area around you for 10 seconds. (Reduced duration on powerful foes.) The radius increases with the amount of mana spent. (For spells with |
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Rare | Sorcery For 8.0 seconds, the creature you control with the highest power gets +2/+0. Draw a spell. If you control a creature with 4 power more than its toughness, draw wo spells instead. |