Azami, Lady of Scrolls

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Commander Anthology (CMT) 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.

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Azami, Lady of Scrolls Discussion

SaberTech on 2HG EDH

1 day ago

A dedicated combo deck partnered with a counterspell heavy control deck tends to be a strong combination. A friend and I used to run Azami, Lady of Scrolls and Animar, Soul of Elements at some small tournaments we went to a few years back. I liked using Animar because it ran cards like Peregrine Drake and Cloud of Faeries for its combos, which I could also use to help ramp my partner for a turn by untapping his lands. The decks were designed to be able to combo off each other.

I've also seen people run Skithiryx, the Blight Dragon to try and win off infect.

If you give people a lot of room to pre-plan and coordinate, the format can get pretty degenerate really quick. If everyone is just playing for fun and doesn't take things too seriously it should be fine. I like Epidilius's suggestion of some form of deck randomization, even if it is just each player presents 3 decks and rolls a D6 to pick which of them they will be playing that game. Or each person picks their deck and then gets paired with a random partner.

And I wouldn't go over 50 life starting total. Just sticking with 40 is probably better. It's already a lot of life to stall out the game or use as a resource, so any higher and a player who drops and early Sylvan Library would be free to go nuts drawing extra cards to help pull their team ahead in card advantage. I've seen games that started with 60 life and it made most aggro strategies pretty much useless, forcing people to resort to infinite combos as their main win-con.

Pal00ka on The River Wilds

1 week ago

What card(s) make both Spellbook or Reliquary Tower relevant? You only have cards that draw 1. That being said, where is your draw? Add instant draw spells (Pull from Tomorrow) in case counters are not needed and enchantments that want combat damage (Bident of Thassa).

Also, an advantage of merfolk is islandwalk, why aren't you taking advantage of that? Spreading Seas is the classic enabler and there's others, even a merfolk, to ensure your damage always gets through.

Because board wipes are more common than spot removal (generally) Kopala's "perk" isn't nearly as useful. You mentioned Ixalan in your description so I'd relook at Tishana or Zenana because both are far more impactful commanders.

If you wanted to stay mono-blue I'd suggest Azami, Lady of Scrolls and ensure all of your merfolk are also wizards (there's more than you'd think). I brewed a list for this idea and it seemed fun.

Just my 2c, hope something helps!

Monomanamaniac on Step Into My Firemind

2 weeks ago

If consider Azami, Lady of Scrolls you have well enough wizards that you'd get plenty of draws off her

Blo on Draw for the Razer

1 month ago

If combos float your boat: Mind Over Matter + Temple Bell and a random eldrazi in your deck wins on the spot, with or without your general out.
I also think both are fine additions to your deck on their own. You should probably also include Azami, Lady of Scrolls for the same combo with your general out.

Anvil of Bogardan is a cool card.
Barbed Shocker helps your gameplan I think, but might not always get through.
I think you should play Blue Sun's Zenith. It can get you back into the game in a pinch and cause an opponent to be bealt the last damage needed.

Not sure what Glistening Oil here does, but it's a pet card of mine so thanks for that :DDeck looks fun to pilot!

Panas on Help me make this work: ...

1 month ago

Heyo!!! I'm currently working on a concept revolving around Throne of the God-Pharaoh and tapping creatures in Grixis colours. At the helm, I've got Inalla, Archmage Ritualist, with support from Opposition, Azami, Lady of Scrolls and Galecaster Colossus. I need to fill in the gaps with decent wizards and other ways to find/recur my important pieces from the grave, as well as making this janky build as viable as it can be for a casual, yet response heavy meta. Any ideas?

PyreCracker on Don't Make Me Swim Over There!

1 month ago

I second Intruder Alarm, it enables a lot cool combos, for example:

Behold! Stonybrook Schoolmaster Add a Tap outlet and:

  1. Drowner of Secrets, mill everyone!

  2. Azami, Lady of Scrolls, draw everything!

  3. Paradise Mantle on the Schoolmaster, gain infinite Mana!

  4. Pump Wake Thrasher into Oblivion!

How to find Intruder Alarm consistently you ask? Easy! Every black tutor, every white enchantment tutor, and Drift of Phantasms.

Pal00ka on MerFrick

1 month ago

Saw your reddit post but figured I'd post here: there's some good ideas going on but you're not playing to merfolks' strengths.

For instance, a few of the lords give islandwalk yet you don't have anything to make islands in case your opponent isn't playing blue. Spreading Seas, Quicksilver Fountain, and Tideshaper Mystic can solve this.

I love Talrand and the new Primal Amulet looks fun but you've got 13/99 cards that interact with them. Not worth it if you keep those #s imo. Lullmage Mentor is also subpar due to you only having 3 counters.

Due to Ixalan more Simic merfolk care about counters, especially Herald of Secret Streams, so giving counters out to complement could be beneficial. Retreat to Kazandu and Bow of Nylea come immediately to mind because they are solid in here regardless but boost a counter strategy too.

Cards that look odd in here to me are Acidic Slime, Emperor's Vanguard, Waker of the Wilds, Psychosis Crawler, Chasm Skulker, and Kydele, Chosen of Kruphix. These are mostly decent cards I just don't see how they really gel with your deck. The last few regard draw and I honestly don't see a lot in here to call it a "sub theme" (14 sources at a quick glance, most 1-shots). Pull from Tomorrow, Blue Sun's Zenith, Rhystic Study, Coastal Piracy, Shamanic Revelation, Elemental Bond (if you have a lord out most merfolk will come in as 3+/x), Mystic Remora, Azami, Lady of Scrolls (lots of merfolk are also wizards), etc. ensure you either get a lot of draw for your spell or continual draw if not dealt with.

You also have very little interaction so if you're opponent is faster or doing something degenerate you're screwed. Beast Within is great, I personally like cards such as Slice in Twain, Mystic Melting, Arcane Denial, Dream Fracture, etc. because while a little more expensive they deal with a problem and replace themselves.

Hope something I said helps!

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