Azcanta, the Sunken Ruin

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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 WUB Chromium

1 week ago

Hey, nice first deck, you have good card sense, you have the right ideas with Teferi, Chromium, Search, Contempt, Syncopate and Scatter for post rotation Esper control.

Unfortunately, if you're making this deck for post rotation then you need to cut both Irrigated Farmland and Glimmer of Genius they're rotating out. The loss of Farmland will really hurt an Esper or Azorius control manabase. Most likely in Guilds of Ravnica there will be a new Dimir dual land because Dimir is a guild in the set--Azorius or Orzhov are not in the set. Because of this then thinking ahead and playing more black than white is a good direction.

With a new Dimir dual land, but no new Azorius or Orzhov options then white will be best as a splash for only Teferi, Chromium and some sideboard artifact hate such as Invoke the Divine. White can be splashed very much like you're doing here with 4x Fortress, 4x Chapel and 2x Plains. 10 sources of white is enough to only splash some single white cards, but that's it and only single white and only a few.

Walk the Plank is very lackluster especially with Teferi since you want a two drop removal spell that can be cast at instant speed to take advantage of Teferi's ability of untapping two lands. Consider Blink of an Eye? I think it will become a staple removal spell for control post rotation because of it's interaction with Teferi. Most importantly for four mana you can bounce any nonland permanent and draw a card which is very good for control. I see Blink taking Gimmer's spot main deck.

Anticipate or Opt are good cards for control. They're not played in Standard simply because there's no deck space for them, but post rotation they may be needed to help the land situation. Anticipate in my opinion is better than Opt it can search more cards and gives you the option of choosing what card to put into your hand. It's another option to possibly replace Glimmer post rotation. I like the interaction with Anticipate and Teferi because it's only two mana.

Cancel is very lackluster; I presume you're using it as a replacement of Disallow? Disallow is only playable because of the different unique effects it can counter. As a counterspell if it couldn't counter abilities then it wouldn't be playable at three mana. For now I think more Scatter and Negate is better than Cancel. One Cancel is fine as a catch-all counter, but I wouldn't play 4 of them. Hopefully, in Guilds of Ravnica blue gets a new two mana counterspell to better replace Disallow.

Consider this spell base:

  • 3x Anticipate
  • 4x Syncopate
  • 3x Scatter
  • 2x Negate
  • 1x Cancel
  • 4x Blink
  • 2x Cast Down
  • 4x Contempt

Consider 3x Teferi and 2x Chromium? Teferi is more important for control than Chromium. Chromium is the seven mana finisher where as Teferi is the five mana engine that controls the game for you until you cast Chromium. Teferi and Azcanta, the Sunken Ruin are broken together. The interaction is already proven in Standard to be nuts, post rotation it will most likely stay just as powerful or may even be the best option for control.

Good luck with your deck.


Happymaster19 on Azkaban: A Prisoner's Primer [W/r Enchantments]

1 month ago

fluffyeel Ajani Vengeant is sweet but straying too far from the enchantment core weakens cards like Greater Auramancy, Sphere of Safety, and Idyllic Tutor. It also weakens the suggestion of Mesa Enchantress.

I really want a Defense Grid effect in here and may still consider it for the sideboard. Control is definitely one of the deck’s weaker matchups. I want to test it more before devoting slots to an artifact. Pithing Needle is a rare exception because it really boosts our matchup against those control decks as well as Tron (one of the deck’s weakest matchups).

Considering this weakness to Tron, Blood Moon absolutely overrules Blood Sun. The deck struggles much more with Engineered Explosives, Ugin, the Spirit Dragon board wipes, Ratchet Bombs, Qasali Pridemages, etc than Academy Ruins, Gavony Townships, Azcanta, the Sunken Ruins, etc. The card draw on Blood Sun is appealing but simply doesn’t matchup to the combined forces of Pithing Needle and Blood Moon. Perhaps some number of Temple of Triumphs could help in the card advantage department but the Needle and Moon haven proven WAAAY too necessary.

As you may notice in our virtually non-existent creature base, we can blank removal spells by skirting creatures. If you got a Path to Exile for Heliod, God of the Sun, good for you. If you want to blow Fatal Pushes or Paths on angel tokens, go for it. One of the sweet combos is Heliod and Porphyry Nodes and adding the Enchatntress makes it harder to slam. If I were to consider any card advantage engine, it would probably go to Endless Horizons.

Thanks for your thoughts!

Happymaster19 on Azkaban: A Prisoner's Primer [W/r Enchantments]

1 month ago

fluffyeel Ajani Vengeant is sweet but straying too far from the enchantment core weakens cards like Greater Auramancy, Sphere of Safety, and Idyllic Tutor. It also weakens the suggestion of Mesa Enchantress.

I really want a Defense Grid effect in here and may still consider it for the sideboard. Control is definitely one of the deck’s weaker matchups. I want to test it more before devoting slots to an artifact. Pithing Needle is a rare exception because it really boosts our matchup against those control decks as well as Tron (one of the deck’s weakest matchups).

Considering this weakness to Tron, Blood Moon absolutely overrules Blood Sun. The deck struggles much more with Engineered Explosives, Ugin, the Spirit Dragon board wipes, Ratchet Bombs, Qasali Pridemages, etc than Academy Ruins, Gavony Townships, Azcanta, the Sunken Ruins, etc. The card draw on Blood Sun is appealing but simply doesn’t matchup to the combined forces of Pithing Needle and Blood Moon. Perhaps some number of Temple of Triumphs could help in the card advantage department but the Needle and Moon haven proven WAAAY too necessary.

As you may notice in our virtually non-existent creature base, we can blank removal spells by skirting creatures. If you got a Path to Exile for Heliod, God of the Sun, good for you. If you want to blow Fatal Pushes or Paths on angel tokens, go for it. One of the sweet combos is Heliod and Porphyry Nodes and adding the Enchatntress makes it harder to slam. If I were to consider any card advantage engine, it would probably go to Endless Horizons.

Thanks for your thoughts!

multimedia on Competitive U/W Control

2 months 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

3 months 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 ...

4 months ago

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

Argy on U/B Control

4 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

4 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.

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