Azami, Lady of Scrolls

Legality

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

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Commander Anthology (CM1) Rare
Commander 2013 (C13) Rare
Champions of Kamigawa (CHK) Rare

Combos Browse all

Azami, Lady of Scrolls

Legendary Creature — Human Wizard

Tap an untapped Wizard you control: Draw a card.

Price & Acquistion Set Price Alerts

C17

CM1

C13

Ebay

Recent Decks

Azami, Lady of Scrolls Discussion

Arkadius on Casual Derevi

13 hours ago

Hi Adam,

I like the way you 'tactically' pilot Derevi as I've seen it on Muddstah's channel and I admire it even more with your no stax & no infinite combos rule for your deck. The artwork of Derevi perfectly shows drama of your games: 'always under fire' :)

Have you ever tested Surgespanner? I think the wizard fits your playstyle and works great with Derevi, Empyrial Tactician. Apart from Derevi, Azami, Lady of Scrolls or Galecaster Colossus are enablers for Surgespanner and they are already in your decklist.

I think I don't have to mention synergy with your no. 1 star: Seedborn Muse

1 question: Why Willbreaker was removed from you decklist? Is the card too slow or your playgroup doesn't like it in Derevi deck? :)

Atuva on Momir Vig, Combo Visionary

4 days ago

Have you considered Soothsaying, Nissa, Steward of Elements, Spellbook, Edric, Spymaster of Trest or even Statecraft. Statecraft is best if you can move, flicker, or bounce it; or if you have a win condition outside of combat damage because it basically makes all of your creatures Fog Bank. If you're more agro then I'd recommend Edric, Spymaster of Trest.

Azami, Lady of Scrolls is really good too when paired with Mind Over Matter and Laboratory Maniac.

Glacial Chasm is another good way to keep people from agroing onto you.

SynergyBuild on [List - Multiplayer] EDH Generals by Tier

6 days ago

Well, these discussions matter a lot.

Cromat may be a better commander than Mairsil, the Pretender at a Laboratory Maniac combo if the addition of green and white with support cards like Grand Abolisher, Silence, Abrupt Decay, Autumn's Veil, Nature's Claim, and Swords to Plowshares are good enough that you don't need a commander with minor benefits.

In that way, I think every 5 color commander should be Tier 2, as I can make any of them a decent list (or a hundred decent lists). No, they don't have to support a combo if their colors are powerful enough on their own.

On the other hand. I could run any random grixis commander, and build a list that though might be slightly worse than Kess, Dissident Mage, could make a very good deck using the shell of Grixis Twin. That deck might even be more powerful than Azami, Lady of Scrolls. Think about that. The fact that Karona, False God, with the list of Grixis Twin might be better than many tier 2 lists, yet is tier 5?

A Tier 5 list that is better than a tier 2 list, isn't a tier 5 list, yet at that point, the best decks should be the best decks, not the commanders at the helm of them. Think about stax decks, you can build a mono-red stax list that works (albeit not the best, but not bad or anything) and even use the commander of Zirilan of the Claw for a bit of removal if you cheat out one of the dragons that deals damage on ETB. That deck sure might whoop a Tier 3 list every time, with a mix of fast-paced stax, using Winter Orbs and Static Orbs, along with Sphere of Resistance and Thorn of Amethysts and some removal like Blasphemous Act, all the while setting up a Kiki-Jiki, Mirror Breaker combo for the win. That deck doesn't sound bad, right? Well Zirilan of the Claw is tier 4, apparently they can't even compete against tier 1 lists, but against them, it can work, red has Gamble, Pyroblast/Red Elemental Blast, and all of the colorless stax options, along with more card draw than Hokori, Dust Drinker has, no, it isn't as powerful a commander if you don't include color, but if the color has more power, than the deck can, and the commander's deck is what the commander's power is derived from.

I understand this list will be making changes in the near future, I am excited for that, but until then, I still think most commanders (like 80% or so of them) can be made into a list that is competitive (Tier 1-2).

To be honest, I could probably write up a playable list for most commanders. I am probably going to do that soon.

multimedia on Baral's Blue Grinder

1 week ago

Hey, looks good nice first Commander deck.

Consider High Tide, Arcane Denial, Archaeomancer, Salvager of Secrets and Azami, Lady of Scrolls? When a manabase is all Islands Tide is great. Denial is one of the best counterspells in Commander--one mana with Baral to counter any spell. Arch and Salvager can get back a instant or sorcery from your graveyard such as a Tide. Azami is a powerful draw engine with other Wizards--Baral is a Wizard. Even just having Baral as the only other Wizard means you can still potentially draw two cards a turn with Azami.


SynergyBuild on Fried Salami

1 week ago

Yeah, I personally like it on turns where I run out of gas due to Azami, Lady of Scrolls being inaccessible.

Then again I would run Meditate in a storm list, so take it with a grain of salt.

NV_1980 on Inalla meets Roon

1 week ago

I like your deck but I think you could improve its speed by adding some more draw options. Some cheap-to cast options would be Preordain and Ponder. Some other in-theme options would be Azami, Lady of Scrolls and Arcanis the Omnipotent. I would also add Rhystic Study, as no decks in which I include blue goes without it; but maybe that is just me.

SynergyBuild on The Abzan Enchanter's Essential Style Collection

1 week ago

Sorry it took me so long, I suck at math and typing.

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Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)

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Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)

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Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer

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All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

Kogarashi on Can a detained creature crew ...

2 weeks ago

It's weird, yes, given the flavor of Detain, but as mentioned, still allowed.

Kind of like tapping a wizard with summoning sickness for Azami, Lady of Scrolls's ability, including Azami herself. Not entirely intuitive, but allowed.

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