Azcanta, the Sunken Ruin

Front:

Search for Azcanta  Flip

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare
Promo Set (000) None

Combos Browse all

Azcanta, the Sunken Ruin

Legendary Land

(Transforms from Search for Azcanta.)

: Add to your mana pool.

, : Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

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Azcanta, the Sunken Ruin Discussion

multimedia on Competitive U/W Control

3 weeks ago

Hey, there's no green here, the name of this deck doesn't make sense. U instead of G in the name?

I suggest cutting Kefnet, you don't need him. Consider 2x more Plains making 26x lands? 24x lands is not enough land to reliably hit your fourth land drop, which is vital to cast Glimmer or Settle. Because of Settle and Fumigate consistently having double white is just as important as double blue for Disallow and later game Torrential. In fact I think Settle and Fumigate are actually more important because these cards keep you alive.

Lyra Dawnbringer is another double white card who can also keep you alive. Lyra is an amazing competitive card for Azorius. She's a must kill threat vs aggro and midrange who's hard for aggro to removal profitably. I suggest replacing Caracal with Lyra in the sideboard.

Essence Scatter and Syncopate are better counterspells then Censor. Consider cutting Sensor for 1x more Scatter and 2x Synocate? Blink of an Eye is a great tool for control because it's so versatile. Consider adding 2x Blink cutting 2x Illumination?

Azcanta, the Sunken Ruin is a very good land with Teferi, Hero of Dominaria because Teferi's +1 ability lets you untap any two lands, you can untap Azcanta. This card advantage can add up very fast when you're drawing a card with Teferi, getting one from Azcanta and untapping Azcanta and getting another card from it. I suggest adding 2x Search for Azcanta  Flip.


Cards to consider adding:

  • 2x more Plains
  • 2x Syncopate
  • 1x more Scatter
  • 2x Blink of an Eye
  • 2x Search for Azcanta
  • 3x Lyra Dawnbringer (sideboard)

Cards to consider cutting:

  • 2x Kefnet
  • 3x Censor
  • 2x Illumination
  • 2x Supreme Will
  • 3x Caracal (sideboard)


Argy on Pirates of Quick Death

1 month ago

I would lose the 3x Lathnu Hellion, which are really only good in Limited decks, for 3x Hazoret the Fervent.

Hazoret really puts the pressure on your Opponent to finish things off, in this kind of deck.

2x Evolving Wilds could be replaced with 2x Canyon Slough.

I know you are probably using them to trigger Revolt on Fatal Push, but it's nicer to be able to tap a land for either colour you need, especially with Scrapheap Scrounger in the mix, and to have the option of Draw in the late game.

You always have Bomat Courier or Fanatical Firebrand you can sac to trigger Revolt.

I've played with Kitesail Freebooter, and Duress is so much better. Since you already have Duress in your Sideboard I would replace Kitesail Freebooter with 2x Lost Legacy, which will be the only way you can deal with Enchantments.

You are probably aware that Abrade is a strictly better version of Shatter.

I'm not a huge fan of Blood Sun. Did you realise that it makes all your Opponent's Cycle lands enter untapped?

I think you might be better using Field of Ruin to deal with things like Azcanta, the Sunken Ruin.

Finally, I would swap 2x Swamp for 2x Ifnir Deadlands. Maybe even 3.

Argy on What happens if you target ...

2 months ago

Does that prevent the owner of Azcanta, the Sunken Ruin from casting Search for Azcanta  Flip?

Argy on U/B Control

2 months ago

Yeah that's fair enough to use Evolving Wilds while you are waiting to get your hands on more Fetid Pools.

With Azcanta, the Sunken Ruin you can learn when to use and not use it to look for noncreature cards.

If Approach of the Second Sun decks are rampant in your local meta, that is even more reason to take out Mastermind's Acquisition for Duress. That is the perfect card for grabbing a copy of Approach before your Opponent has a Counter spell ready to stop you.

With three copies of Duress moved out of the Sideboard you can move three copies of Gonti, Lord of Luxury in. Another excellent card to help you grab a copy of Approach.

Just so you know, if you Counter a second, or further, copy of Approach, then your Opponent does not win.

Argy on U/B Control

2 months ago

I've had a look at your mama base, and I think it could be much better.

Something more like this:

4x Drowned Catacomb

4x Fetid Pools - allows Drowned Catacomb to come in untapped, can be used for Draw in the late game

3x Field of Ruin - gets rid of Azcanta, the Sunken Ruin, or Scavenger Grounds (which can be used to empty a Graveyard when Torrential Gearhulk is cast)

3x Ifnir Deadlands - good for nerfing Gods, or killing Creatures, in the late game

6x Island

5x Swamp

You don't need Evolving Wilds if you have more Fetid Pools. They come in tapped anyway, but you will be able to use them for either colour later on. With Evolving Wilds you must decide which colour to initially fetch, and then you are stuck with it.

btreuther on UW Ojutai Modern

2 months ago

I can see your point about the 4th Celestial Colonnade, especially considering you have Dragonlord Ojutai and Jace, the Mind Sculptor as added win-cons. The Vendilion Clique can also get there.

Wall of Omens was a suggestion because the added card draw could be helpful since you are running 24 lands. I see the point that they can also be lackluster, especially considering you want to be proactive in Modern. I've recently swapped my 2 Wall of Omens for 2 Vendilion Cliques main (moved from sideboard) following a recent 5-0 list. Sure, it shifts us heavier in the three drop, but Vendilion Clique is really good right now. Honestly one of the best things to do on opponents turn 3. "Clique" away something you cannot deal with, or clique yourself. Can be a removal spell, chump blocker, or it a planeswalker. Plus, if Vendilion Clique lives, 3 damage a turn adds up.

Kitchen Finks may be an interesting inclusion, either main or side, and I'm thinking 2-of. Life gain and recursive threat matches up well against Bloodbraid Elf and bolt decks, our own sweepers, as well as burn.

I've actually gone to Crucible of Worlds main alongside 4 Field of Ruins, 4 Spreading Seas and 1 Ghost Quarter for the full on land disruption package.

Also: double activating Azcanta, the Sunken Ruin with Minamo, School at Water's Edge is really hot.

Argy on [PRIMER] Torment From the God-Pharaoh

2 months ago

Azcanta, the Sunken Ruin will move Azor, the Lawbringer to the bottom of your Library. You can only put a NONCREATURE, NONLAND Card into your hand, and the rest on the bottom of your Library.

Buh-bye Azor.

Are you thinking of Mastermind's Acquisition? If so, why would you use those, rather than just putting Azor in the Mainboard, and freeing up some space in the Sideboard.

Slaughter the Strong seems an odd card to have in your deck, as it gets rid of all your Creatures, but will leave a wide board of Merfolk largely untouched.

Orion93 on Bye Bye Library

3 months ago

I like it. I wanted to make a black and blue version with cards like Doomfall as well.

Have you tried Glimmer of Genius instead of Hieroglyphic Illumination? I appreciate the ability to cycle and actually use both cards in my grixis deck for standard, but you could be doing a little more that just drawing. The scry on glimmer really is worth it. And that would build energy for your Dynavolt towers.

You may also consider 2 copies of Field of Ruin and 2 copies of Arch of Orazca as well. Field of ruin destroys non basic lands, including things like Azcanta, the Sunken Ruin and Primal Wellspring  Flip or Adanto, the First Fort. Its a very very well rounded card for standard. The Arch of Orazca just helps regain card advantage if you hit a stalling point.

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