MagicField guides
UG

Blue–Green

Use hybrid permanents to increase your color count, then stabilize with reach and flying while vivid provides cards and cheaper threats.

48.6% game win · 545 games · -6.4 vs 55.0% average · Premier Draft, Jan 20–Mar 5, 2026 · 17Lands ↗
Mode

How it wins

Use hybrid permanents to increase your color count, then stabilize with reach and flying while vivid provides cards and cheaper threats.

Early
Develop an early creature and the colored mana your hand needs.
Middle
Skyswimmer and its token add white and blue while Graspling adds green and blue. That gives Shinestriker three colors without a third land color.
Finish
Use hybrid permanents to increase your color count, then stabilize with reach and flying while vivid provides cards and cheaper threats.

What it needs

Commit when repeated useful cards and enough support make a complete deck in these colors.

Four checks while you draft

  1. 1
    A functional opening

    Can I affect the board before the payoff?

    Fixes and accelerates mana for larger threats. Its green color alone does not supply the other vivid colors.

  2. 2
    The cards that make it work

    Do my actual cards enable this plan?

    Skyswimmer and its token add white and blue while Graspling adds green and blue. That gives Shinestriker three colors without a third land color.

  3. 3
    Interaction and a finish

    Can I stop their strongest play and finish a stalled game?

    Use hybrid permanents to increase your color count, then stabilize with reach and flying while vivid provides cards and cheaper threats.

Choose the missing job before another reward that needs it.

What to take next

The key card is present but its support is thin.

Prioritize useful support such as Great Forest Druid or Chitinous Graspling.

Skyswimmer and its token add white and blue while Graspling adds green and blue. That gives Shinestriker three colors without a third land color.

Your deck already enables the plan but is losing the early turns.

Take a castable early creature or efficient answer before a second expensive payoff.

A splash needs mana sources; vivid only counts permanent colors. Do not add uncastable cards just to chase a fourth or fifth color.

The support is missing

Favor independently useful creatures and interaction if the narrow support does not arrive.

Signals to watch
  • More than one late card such as Great Forest Druid or Chitinous Graspling is stronger evidence than one gold card.

Repeated useful cards are clues, not proof that the colors are open.

Don’t
Avoid the setup mistake

A splash needs mana sources; vivid only counts permanent colors. Do not add uncastable cards just to chase a fourth or fifth color.

Playing against this plan

Keep pressure on the board before the large draw spell arrives, and remove a unique-color permanent if it materially reduces vivid.

Best commons & uncommons

17Lands ↗ · Jan 20–Mar 5, 2026 · at least 100 card-in-hand instances in this pair’s no-splash decks. Choose the job your deck needs first.

Bombs in these colors

17Lands Premier Draft ↗ · Jan 20–Mar 5, 2026 · 100-instance minimum

Cards for this pair

Worked turns

1 examples

Examples apply the printed rules; judge the board, costs and timing.

Use the interaction

  1. Skyswimmer and its token add white and blue while Graspling adds green and blue. That gives Shinestriker three colors without a third land color.
  2. A splash needs mana sources; vivid only counts permanent colors. Do not add uncastable cards just to chase a fourth or fifth color.

Adapt the plan to your format

One-pickSealed
With one pick, fill the missing early play, answer or support card before adding another narrow payoff. The plan must work without drawing its key card.Compare complete builds from the cards you opened. Keep the castable curve and interaction even if the draft theme is only partly supported.

More card pairings

Rules for every deck →What every two-color deck needs before the plan: early plays, answers, a curve and mana · BuildOpen the workshop →