Blue Spells or Blue Spell Cards in Magic Legends is one of the five types of mana Spells. Blue Spells or Spell Cards resonate with Blue Mana and the Mind Mage planeswalker, which allows the player to manifest psychic spells to cloud the minds of your enemies and to conjure controlling effects that can quickly turn the tide of a battle to your favor. Although Blue Spells synergize well with the Mind Mage class, in Magic: Legends, players can still branch out and equip other color-specific spell cards such as Red, Green, Black, and White to their deck. This page covers a list of all the Blue Spells or Blue 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.
Spell 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 Spells
Blue Spells Comparison Table
Click the header to sort the table
Name |
Rarity |
Effect/s |
---|---|---|
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Common | Creature - 3/1 Merfolk Hexproof (Can't be directly targeted by foes.) |
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Common | Creature - 1/3 Drake On Summon: Draw a spell. |
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Uncommon | 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.) |
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Common | Creature - 3/1 Zombie Drake On Death: Draw a spell. |
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Uncommon | Creature - 2/2 Human Wizard Sorceries you cast cost 25% less mana. |
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Uncommon | Creature - 0/2 Camarid Summon five 0/2 Camarid Eggs. Special Ability: Sacrifice a random Camarid Egg and create a 1/1 melee Camarid. |
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Common | Creature - 1/2 Illusion Soldiers Summon 3 illusions. |
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Uncommon | 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). |
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Mythic | 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. |
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Uncommon | 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.) |
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Common | Creature - 4/4 Elemental On Summon: Pulls nearby foes toward itself and briefly knocks them down. |
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Rare | Creature - 1/3 Merfolk Wizard On Summon: Take control of a nearby foe creature until this creature leaves the battlefield or combat ends. |
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Rare | 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. |
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Rare | Creature - 5/7 Elemental Avatar On Summon: Stun foes in a small area for 4 seconds. Special Ability: Deals 628 damage and Stun nearby foes for 2 seconds |
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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 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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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 in their cost, press and hold to spend more mana.) |
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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 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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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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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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Common | Sorcery - Control Disorient foes at a target location for 8.0 seconds. (Disorient prevents actions and movement until damaged.) |
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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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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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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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Common | Sorcery - Control Deal 4070 damage to foes in a line and Stun foes in a line for 4 seconds. |
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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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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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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 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 | Enchantment For 30 seconds, whenever you cast a spell of a different type than the last spell you cast, draw a spell. |
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Uncommon | Enchantment For 30 seconds, creatures you control gain +0/+3 as long as you have three more spells in hand. |
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Mythic | Enchantment For 30 seconds whenever you cast a sorcery, gain a storm counter (up to a maximum of 3). Sorceries cost less for each storm counter you have. Remove all storm counters if a sorcery is not cast for 3 seconds. |