|Commander / EDH||Legal|
Printings View all
|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.
|Have (6)||sonnet666 , Pumpkinking913 , CampbellStev , rockleemyhero , metalmagic , simicstudent|
|Want (4)||wingsofsable , jbbvader , energyforest , Shuko24|
Commander Recommendations Start Commander Deck
Latest as Commander
Azami, Lady of Scrolls Discussion
11 hours ago
thanks for updating the list! I definitely agree with moving Thrasios / Tymna into their own tier. I would also appreciate a Thrasios ban for a healthier Metagame.
With Tymna, the "centralizing mini-game" you mentioned isn't that problematic in my opinion, as the strategy of abusing the low creature count in cEDH is quite a common thing (looking at Edric, Spymaster of Trest , Najeela, the Blade-Blossom or even Tana, the Bloodsower ) and is actually contributing to the diversity of the format.
I would like to hint on the lack of the old Tier 1,5 category. To me there are some Commanders that just don't belong into the same tier. For example, a Niv-Mizzet Reborn + Food Chain Strategy with a consistent T3 win would absolutely rank up higher than a fairly inconsistent Godo, Bandit Warlord Strategy around Stax and Helm of the Host ... To me, that also counts for Teferi, Temporal Archmage , Jeleva, Nephalia's Scourge , Tasigur, the Golden Fang or Yidris, Maelstrom Wielder . Please consider to add that category again.
To conclude my comment I would like to recommend moving Azami, Lady of Scrolls from High Power into the Competitive Category. I think that Deck can compete with other Mono U Strategys (Baral, Kefnet - not being as strong as Teferi). In my lokal game store I played several times with Azami in the EDH-Tournament against multiple other cEDH-Decks like Breakfast Hulk, Blood Pod, Shimmer Zur, Gitrog... and I still have to lose a single game with it. While it's a very subjective impression, it just feels wrong to me to see it in Tier 3.
3 weeks ago
4 weeks ago
Thanat0s141 being able to deal 5 damage split up is actually quite powerful in my meta. We have other commanders such as Marath, Will of the Wild , and Najeela, the Blade-Blossom that love to go wide, and others like Breya, Etherium Shaper and Azami, Lady of Scrolls that love to go off. 5 damage takes out a lot. Removal is extremely crucial in my play group
In past games, it has sat in my hand, but with a new commander, and way to make it cheaper. A 8/8 flying, trample, for 5 mana isn't a bad play.
My maybe board also counts as my acquire board. Thundermaw Hellkite is one of the better dragons in magic. If I had it, I'd be playing it.
I do agree with more haste. Hammer of Purphoros is very likely to come in
1 month ago
Alright lets break down your deck and take a peak.
Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.
Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .
Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.
Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.
Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!
Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.
Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter
Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.
You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.
Interaction and Removal
Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.
You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?
1 month ago
Hey Muddie, I have a quick question about the deck. Correct me if I'm wrong but Naru Meha, Master Wizard goes infinite if you flash her in to copy Rite of Replication right? Could you not also use the infinite copies of Naru for Galecaster Colossus or Azami, Lady of Scrolls since neither of those cards care about summoning sickness? Also love your channel, im currently building a slightly budget version of your deck and I can't wait to play it.
2 months ago
I love fun win-cons in commander decks, i'd add Leveler for instant milling, Azami, Lady of Scrolls to take advantage of all of your wizards, and Ring of Three Wishes as well as Tamiyo's Journal for some tutoring. hopefully these should make your win-con more consistent. Nice deck so far though.
2 months ago
For replacing the infinite mana combos I have a few suggestions.
This one you need to be holding counters for, so it's de facto more complicated then I prefer. Basically you use the stack with this one so sequence is everything. 1: Play Lab Man 2:Activate a draw a card caged ability or play a card draw spell 3: In response, activate Mairsil's caged MMP ability and shuffle Mairsil into your deck 4: Put your entire deck into your graveyard since a card named "Mirror-Mad Phantasm" is not in your deck (the wording on the ability reverts back to "mirror-Mad Phantasm" as soon as Mairsil leaves play, even though the ability is on the Stack. 5: The card draw resolves and you win because you have no card to draw and Lab Man is on board.
The additional advantage of running the Phantasm is that he acts as a risky AF version of Traumatize ing yourself if you cast him and activate. You may reveal him ten cards from the top, but also maybe 80 cards from the top.
Technically not game ending and slightly mana intensive but once you have demonstrated that unless the opponents can remove Mairsil you have established a lock all but the most stubborn opponents will scoop.
Technically not a Mairsil combo but synergizes with many cards you will be running anyway, specifically Buried Alive . I have found this combo makes the deck far more deadly because it 1: Doesn't rely on the Commander and 2: Is incredibly hard to interfere with. If you need an explanation of how it works, ask and I'll elaborate but it's a pretty well known combo that appears in a lot of decks. I definitely recommend running Chainer, Dementia Master and possibly some GY recursion like Reanimate and Animate Dead though if you're going to run this.
On the subject of the wheels and Niv-Mizzet/ Locust God/ you forgot Nekusar. You could just do that as a different deck TBH.If I was going to play one, and you should be hard up for slots by this point really so I would only pick one, I'd go with Locust God as he provides chump blockers and if removed can be caged. Also, most smart players will remove Nekusar on sight.
As for counters: Perfect. Turn Aside and Negate are exactly the type of cards I'm talking about.
You're right. Most of the cuts have to do with the fact they're infinite mana enablers but not much use besides that. As for the two you specifically mentioned, Deadeye is just a personal bias. I think his CMC is too high in a deck where mana, especially blue mana, is such a precious resource. He's amazing when you can get him online (though not perfect, he doesn't do anything against board wipes) my concern is getting him on board able to protect himself AND Mairsil from one removal spell is 8 mana. Think of it this way, if Deadeye Nav said "to cast this card tap all your lands and skip this turn you may not cast instants or play abilities until your next turn" would you play him? I imagine the answer is no, but that is pretty much his casting cost in a deck where keeping a few lands open as much as possible is so important.
As for the poltergeist, your protection via caged effects should be limited to the littlest slots possible, this deck is trying to accomplish alot and 100 card syndrome hits is hard and even though Cavern Harpy and Thalakos Scout are 100 times better as caged protection, even that is not the best case scenario. This deck CAN live without Aetherling, but it is arguably the most important card in the deck. Protecting Mairsil doesn''t amount to much if you aren't caging things while you do it. I'm looking at Poltergeist and going "That slot could be a Corpse Connoisseur that gets me Aetherling or a combo piece" (This is where your deck durdling comes in)
Finally, here's my suggestions to add in terms of creatures and I'll give each a quick purpose blurb
Thalakos Scout : Said already Corpse Connoisseur : Tutor, chump blocker, tutor again Eater of the Dead : Untaps. Eats recursion targets in GY decks. Dralnu: Recycles boardwipes, tutors, card draw Magus of the Wheel : Obvious Notion Thief : Robs opponents of card draw, draws hate, combos with any wheel Pestilent Souleater : Mana free Infect as a backup plan. Traumatize : Mass cage targets if not running the MMP/ Lab Man combo Telepathy Knowledge is SO powerful in Mairsil Azami, Lady of Scrolls : Card draw that doesn't need Haste. Galecaster Colossus : Also cheats Haste, faux-removal. Crypt Rats Faux board wipe. Lim-Dul's Vault Cheap faux tutor Glacial Chasm Stalling tactic. Hard to remove, one card pillowfort
Anyway, that's all I have for now. Once again, check out the MTG Muddstah video's featuring Harry's Mairsil deck, you'll find it very enlightening. Hope you start enjoying the deck more and let me know how it works out if you stick with it.
3 months ago
I would say that Azami, Lady of Scrolls is at least tier 2. One of the guys at my play group runs azami and has a 75% win rate. It could just be the nature of mono blue; however, 3 people run The Gitrog Monster and other tier 1 and 2 competitive lists.
Azami, Lady of Scrolls occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%