Azorius Chancery

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal

Printings View all

Set Rarity
Ravnica Allegiance: Guild Kits (GK2) Uncommon
Commander 2018 (C18) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Iconic Masters (IMA) Uncommon
Commander Anthology (CM1) Common
Commander 2016 (C16) Uncommon
Modern Masters 2015 Edition (MM2) Uncommon
Commander 2013 (C13) Common
Duel Decks: Venser vs. Koth (DDI) Common
MTG: Commander (CMD) Common
Dissension (DIS) Common

Combos Browse all

Related Questions

Azorius Chancery

Land

Azorius Chancery enters the battlefield tapped.

When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.

: Gain .

Azorius Chancery Discussion

Gadianten on The River Merfolk

3 weeks ago

I would swap Mikaeus, the Lunarch with Enclave Cryptologist as hes kinda slow and this way you can get some more card draw going for you. Contagion Engine does not really mesh well with your deck I would swap it out for Door of Destinies and Inexorable Tide with Reconnaissance for similar reasons of improving attack ability. Add in Nykthos, Shrine to Nyx as it can be massive mana ramp, I would remove whatever land you feel you don't need to much, probably Azorius Chancery . True Conviction for Vanquisher's Banner to help keep up that card draw.

cdkime on Temple of the False God ...

1 month ago

triproberts12 raises an interesting point about Temple of the False God being seen as a staple by newer players due to its appearing in so many commander products. To extend this discussion some, I think it is worth mentioning Azorius Chancery and the other Ravnica bounce lands, as they are (a) commonly featured in Wizards' preconstructed decks and (b) pretty terrible lands often used by new players.

To be completely honest, I think the issue lies more with the new players than with Wizards artificially giving these cards "staple" status. The issue with new players are myriad, which I will address below.

  1. New players tend to play using the cards they have on hand. They might know a card is sub-optimal, such as Temple of the False God , but it is what they have on-hand. They might thus choose to run these cards over a basic, simply because they can and have little alternative.

  2. New players often mistakenly think "more is more" and look just at a card's flashy effects, rather than the downside. There's a reason many new players run the Ravnica bounce lands even if they have never seen a preconstructed deck--two mana must be better than one.

  3. They might have experience with other options, particularly if they are in a friend group that is at a similar level of experience or economic level. If you do not know that fetch and shock lands exist, you're not going to know just how inferior your manabase is.

  4. They might have experience with other options, but their budget prohibits it. As a new player, they might not see how vastly superior Ancient Tomb is to Temple of the False God --they would only see "two mana is good and worth a downside, and this is a wonderful budget alternative."

I would argue the second, third, and fourth issues exist independently of preconstructed decks. After all, how many of you went to Ravnica Allegiance prerelease and saw newer players slamming Gateway Plaza , an awful land, in their two colour decks? Even in the absence of preconstructed products, I suspect Temple of the False God would be a staple among newer players based on how flashy its effect is.

The first problem could be solved by making mediocre lands less common in introductory products. However, that creates two worse problems.

First, it would devalue the better cards while also making the preconstructed products more desirable and increasing their secondary price.

Second, the preconsturcted decks are generally commensurate with one another and with what a brand new player or budget would build. One of the things that makes them fantastic is they can be played against one another, regardless of what set they come from. A Commander 2016 deck will have a decent match up with a 2018 deck, etc. Bad as the mana bases are, they look a lot like a budget/new player mana base, so a friend with a preconstructed deck can generally have a decent game against someone who tried to make one on their own. If there was a sudden shift toward better mana in preconsturcted products, this equality would suddenly be shattered, which would provide an additional barrier of entry to the game.

So, overall, while I think there are some problems and bad lessons being taught with the preconstructed mana bases, I think these problems (a) would generally exist for new players regardless, and (b) are outweighed by the issues any solution would create.

HalbrechtHalbrecht on Pauper boi

1 month ago

Tweaks to Lands

The most important thing to change first is the mana base. You might be able to get away with less than 24 lands ultimately, maybe 23 or even 22 if you lower your mana curve, but I'd start with the default of 24 and tweak from there.

In addition to adding lands, switch out the 4x Azorius Guildgate for Tranquil Cove — it's strictly better because of the lifegain.

You might also consider more mana fixing than a single dual playset, such as fetchlands ( Evolving Wilds ) or Ash Barrens . There's also Azorius Chancery . Since you run so many creatures, you might also be able to benefit from Holdout Settlement .

Other than mana-fixing, some people also like cycling lands, as they can help you draw more useful cards when you get mana-flooded (like Lonely Sandbar and Secluded Steppe ). For control decks, Halimar Depths is a useful way to set up your draws. You can opt for incidental lifegain on lands like Kabira Crossroads , but I'd honestly stick with basic Plains, because you don't want too many lands that enter tapped.

I noticed that more than one of your cards had an effect like "target creature an opponent controls doesn’t untap during its controller’s next untap step". If you wanted to focus you deck on that type of strategy, you could consider Skyline Cascade .


Possible Cuts

So what to cut to make room for 8 more lands?

I'd cut most of the creatures that are considered "vanilla" or "French vanilla", i.e. have no abilities or only basic keyword abilities like Flying or Lifelink. You want as many of your creatures as possible to DO something other than just being a warm body. So:

-1 Concordia Pegasus
-1 Coral Commando
-1 Daybreak Chaplain
-1 Humongulus (also, you want 5+ mana spells to have more of an impact than this)
-1 Knight of the Tusk (same deal as with Humongulus)
-1 Mesa Unicorn
-1 Sky Ruin Drake (same deal as with Humongulus)
-1 Talon Trooper

You could also considering cutting Sunspring Expedition , since effects that solely grant lifegain are generally considered not worth running (incidental lifegain, on the other hand, can be great).

I'd also consider cutting Nimbus Wings , since most of your creatures already have flying.


Game Plan

After making some of the above cuts and additions, really what you want to think about is what is your deck trying to DO. You want to have a unified strategy.

For instance, right now you have creatures like Civic Stalwart , Haazda Officer , Pegasus Courser , and Vedalken Mesmerist that want you to be on the offensive. But you also have creatures with low power / high toughness (several of the ones I suggested you cut, actually), Syndicate Messenger (which makes for a great blocker), and Wall of Mist that want your deck to be defensive.

A couple cards can swing both ways — AEther Adept and Chillbringer can either clear the board for your attacks, or they can slow down your opponent defensively.

I think before we can make further suggestions, you'll need to better nail down the direction you want to take the deck — offensive flyers? high-toughness blockers and other stalling techniques to get to your win-con?

jam2828 on Aminatou Blink Shenanigans

1 month ago

Making some small updates for RNA:

IN: Kaya, Orzhov Usurper , Mnemonic Betrayal , Hallowed Fountain , Forbidding Spirit

OUT: Teferi, Hero of Dominaria , Vedalken Plotter , Azorius Chancery , Juxtapose

Kaya and Betrayal is a new combo I want to try out (h/t Justin Parnell and Think Twice), so out goes valuable but off-theme Teferi and sometimes-useful Plotter. Hallowed Fountain is a strict upgrade, and Juxtapose felt clunky to me - so I'm trying out the Spirit. Any thoughts on these changes?

WhichKing on Law is for Opponents

2 months ago

Since you are playing a two-colour deck you do not need a lot of colour-fixing. Other than special ability lands, you do not need lands that give you multiple colours. Back to Basics is an extremely powerful effect that you should capitalize on for your "Law" deck.

You can cut the following cards:

and replace them with a Terramorphic Expanse, Evolving Wilds and basic Islands and Plains.

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Azorius Chancery occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

W/U (Azorius): 2.74%

W/U/B (Esper): 0.77%

GWU (Bant): 1.41%