Cerulean Wisps

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Common

Combos Browse all

Cerulean Wisps

Instant

Target creature becomes blue until end of turn. Untap that creature.

Draw a card.

Price & Acquistion Set Price Alerts

SHM

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Cerulean Wisps Discussion

itsbuzzi on Jeskai Ascendancy Build In Progress

6 hours ago

Hey was just looking this up to test something out and noticed you just put this up. Not sure if you're looking for suggestions and although I don't play this deck my buddy does and we playtest exclusively so I'm pretty sure how it runs. It seems this list very much resembles that guy on the pro tours' deck as I can see the sideboard tech he included and the nagging thoughts. I assume you know what each piece does in the deck after looking it up so i'll just address the changes my buddy and I made.

Not in any order: So the deck dies to any hand disruption because you need to keep a decent hand but once they know what you are playing they know which pieces to take out. 4X Leyline of Sanctity are very important in the sideboard for this reason and helps against burn decks that beat you before you can combo off.

The manabase only needs a few shocks. All green to play manadorks and red, white, and blue for ascendancy. So Hallowed Fountain and Steam Vents are not really needed and you would want more fetches. All the shock lands include green so my buddy uses the red green fetch. Sorry the name eludes me at this moment.

Now for the instants. My buddy plays 1 more Cerulean Wisps because he really likes that card, all the Manamorphose helps out against blood moon because you can play right through it but otherwise the card is subpar compared to other cantrips so I suggested playing 1 Manamorphose in side and 3 main in case game one you need to fetch it from the sideboard you still can. Noxious Revival has proven to be a powerhouse and is the only way to get a combo off on turn 2 because it costs 0 mana. He plays 4 just because other than getting the turn 2 combo it's just an ok card for 0 (it doesn't draw by itself). Silence is Time Walk. But the thing about this is you'll need to save a mana to be able to play it on their turn. Typically you'll want to try to find the combo pieces instead of stalling the opponent (they can still attack). it's really 12 for one and a dozen for another pick and choose with this card.

Although he doesn't run it I can see where Nagging Thoughts is good. You'll need 2 mana dorks (or a Fatestitcher to pull it off typically) but which resolving a card and drawing and discarding your creatures untap and you play another card, could be solid. Not sure but he doesn't run it.

He runs Dryad Arbor at the moment with Expedite along with View from Above just to make things go quicker. Because of this he runs more Abundant Growth to enchant his man land. As for other creatures he dropped a Fatestitcher because you don't need many, you can get him to the grave easy and bring him back fairly easy as well. He also runs a Noble Hierarch. Another 1 drop dork, 12 one a dozen another.

Rest of sideboard: I can see where Grapeshot is used but just use this card instead: Flesh / Blood. Mid combo you search for it, with a Fatestitcher you tap him and whatever other creature you have and whatever creature does 20+ damage to face. You win. Doing it this way frees up a sideboard slot. My buddy runs Meddling Mage. Just 1. It seems fun to search for and play it. There is also Fiery Justice in side. Seems good for little goblin decks or whatever. As for the rest of the sideboard we are still playing around. 1 Wear is good. It seems subpar to just kill one after searching but it still seems alright for Blood Moon or whatever else. The rest of his sideboard is being looked at so nothing else is really in there at the moment.

I think I hit on everything I can think of, hope it helped.

lagotripha on For The Polis!!

3 months ago

I get that auras sound like a good idea, but they let a removal spell trade 2 cards for 1, which cripples midrange potential. You can do a great deal to overcome this- protection spells, combo tools and other methods of bypassing that weakness, but you need to plan and play around it.

Boggles uses hexproof, and it works by making it uninteractive. If you want a similar list to be viable with heroic, it needs to be heavy on interaction, with any enchantments resisting removal, because people are already used to fighting through boggles despite all their removal being blank.

If you're looking at making a semi-competitive heroic deck, I'd look at cards like Banishing Knack, Apostle's Blessing, Cerulean Wisps, Artful Dodge, Dive Down. I'd also look at adding a top end to the deck-Dismiss into Dream's cmc is far too high, and Cowardice doesn't play nice with heroic, but something to make all those targeted spells more efective as a disruption package would work wonders.

The only major card that has been printed since I last looked at it that might make it viable is Shapers' Sanctuary for a G/W or G/U/W list, as refilling your hand when you get 2-for 1'd seems ok, and the enchantment type can be relevant. Being in Rancor colours is nice too.

Best of luck, and I hope you come up with a list that works well.

lagotripha on Turn 2 Freed from the Real

3 months ago

Cerulean Wisps? It cantrips, and it can power out a little bigger spell. Refocus doesn't seem as good- its a poor Manamorphose at best. Ornamental Courage might work as bolt protection. Second Wind is interesting in that it can power out quite a large spell the turn after its played, but it isn't a 'go infinte' option. Thassa's Ire is interesting in that it isn't an aura, but the mana requirement makes it hard to work with. I've never made Thousand-Year Elixir work.

onehitterquiter on

6 months ago

How about stuff like Zada, Hedron Grinder, Mirrorwing Dragon, and Precursor Golem alongside things like Cerulean Wisps and Expedite? Archaeomancer + Twinflame are also a nice synergy with your general :O

DeviousPenguin666 on Izzet Assault

7 months ago

MagicMarc no problem! Yeah, I honestly didn't realize that Manamorphose was that much money. I think Crimson Wisps and to a lesser extent Cerulean Wisps might be some better budget friendly options that would be quite good in the deck. Also I think a couple copies of Apostle's Blessing at least deserves some consideration as a good protection spell.

Loreshadow on Mono-Blue Swiss Army Knife

7 months ago

If you need draw, Cerulean Wisps is very efficient. You may also which to invest in Morphing. Exiling Morphed cards returns permanents flipped and untapped. Also triggers ETB effects. Very easy amass mana with an exiled Drowner of Hope. Or counter spells by turning an Essence Flux into an ETB Counterspell. This also works with Cackling Counterpart. The cloning of counter creatures happens before the original is hit with the removal spell. Fun.

Loreshadow on Kaho, Minamo [Witty Joke]

7 months ago

Since Naban, Dean of Iteration is illegal, Kaho is definitely top pick for my own deck ideas. I only have store bought EDH decks so far.

Cerulean Wisps is great for turning your mana into cards 1 for 1 as Elite Arcanist or Kaho, Minamo Historian.

Quicken will let you play at the end of opponent's turn.

Back from the Brink will give creatures Flashback. Pretty useful for EDH I think.

Torrential Gearhulk will Flashback any instant. If you equip a low mana exile bounce card you can Flashback your graveyard instants as if they were in your hand. Double up on counterspells. Any creatures that return spells on ETB to hand also become very potent. Imagine tapping Elite Arcanist for 1 colourless each turn and getting back an instant or sorcery due to Archaeomancer. Crazy.

Quicksilver Amulet for gives creatures Flash. Saves on counterspells.

Fold into AEther if given to your commander will let you cast 1 mana spells just to counter. This will let you drop a creature down instantly as if they had Flash for 5 mana. If you can get Elite Arcanist to equip one then you can Flash creatures in regularly.

Other ETB creatures to take advantage of exile bounce triggers. Turns creatures into a reuseable spellbook.

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