|Commander / EDH||Legal|
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|Modern Masters 2015 Edition||Uncommon|
|Duel Decks: Venser vs. Koth||Common|
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Azorius Chancery enters the battlefield tapped.
When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.
: Add to your mana pool.
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Azorius Chancery Discussion
2 weeks ago
Though I haven't built Medomai before I have toyed with the idea but first I would suggest visiting edhrec.com. It'll show you what other players put in a deck headed by her. It's a great resource.
At a glance, you're a little all over the place, I see what you're trying to do, control voltron. First bit of advice: add at least 1-2 more lands, 8-10 ramp, trim high-costed creatures who don't make an immediate splash (cough Silent Sentinel cough), add some continuous card draw outlets, and add better voltron enablers.
Looking forward to seeing this evolve!
3 weeks ago
Your enchantments are not totally protected from removal; they can still be targeted in response to the upkeep trigger for Concerted Effort. Perhaps you could include Privileged Position or Greater Auramancy for extra protection, though this still doesn't help against Back to Nature effects. Your permanents don't get protection the turn they enter so most are weak to removal that turn, especially Elite Arcanist, so a few counter spells might not be a bad idea as well. They would also be useful against Back to Nature effects so Counterspell and similar are good suggestions for main deck and your Cunning Wish sideboard cards. Rewind is also a nice counter spell to play with Azorius Chancery.
As for your three perceived weaknesses one of the best solutions to card burn/mill is Elixir of Immortality and since you are in white you could play Wheel of Sun and Moon instead. Either way these are sideboard cards as I don't think you need them main deck given your deck isn't going to draw itself out. I don't think you are that weak to infect since protection negates infect (as long as you can get Opalescence out early enough to create blockers) and you have Spellskite to steal any pump spells. For alternative win conditions counter spells are a good choice, and fit with my earlier suggestions, otherwise you can add cards like Nevermore to your sideboard.
4 weeks ago
1 month ago
Some decent additions to the mana base would be Selesnya Sanctuary, Dimir Aqueduct, Golgari Rot Farm, and Azorius Chancery. Winding Constrictor is a newer creature that will help pump your creatures and planeswalkers even faster. Abzan Battle Priest will give your creatures with +1/+1 counters lifelink, so it will synergize with Archangel of Thune very well. Hope this helps!
1 month ago
Just some thoughts in case they help build off of what Immortalized said or provide any other useful things to look at:
There are a lot of other draw cards too that you might consider:
- Ambition's Cost / Ancient Craving / Read the Bones / Sign in Blood are decent cheap black draw spells that cost a little bit of life
- Phyrexian Arena
- Fact or Fiction
- Telling Time / Brainstorm / Ponder / Preordain / Foresee If you want some Scry/Shuffle/Deck Manipulation with your draw
And countless more. In a deck like this though there's a lot of value to be had in something like Phyrexian Arena since 1 life per upkeep is no biggie with Oloro around
Here's some other good removal to think about:
- Merciless Eviction and Austere Command can give you a lot of options
- Cyclonic Rift / Wash Out / Aether Gale can set an opponent back a lot. Cyclonic Rift for it's overload is the best!
- Curse of the Swine is always fun
- Supreme Verdict if you get overwhelmed or desperate. It's strictly better in my opinion that Wrath of God or Day of Judgment
- Toxic Deluge is another great creature removal if you have life to spare
Slow Down Taxes
Here are some cards that can really halt your opponent's aggression:
- Ghostly Prison / Propaganda / Sphere of Safety to make them pay to attack
- Rhystic Study to make them pay additional for each spell they cast (or let you draw)
- Imposing Sovereign
- Fog Bank / Guard Gomazoa / Wall of Frost Fun cheap defenders that can stick around or eat removal
Some other creatures worth mentioning that tax an opponent's life:
- Fate Unraveler Damage on draw. Can be great for forcing end of game on an opponent's draw step if you get your combos set and can't push it over the edge (unlikley). At any rate he can be pesky.
- Blood Artist / Blood Seeker / Cliffhaven Vampire / Deathgreeter / Falkenrath Noble / Suture Priest / Zulaport Cutthroat All sorts of interactions and costs associated with creatures.
- Kambal, Consul of Allocation Life cost to play spells. Another great way to trip some combos and source life for draws.
Here's some other cards that are worth noting:
- Pristine Talisman combos well if you have Oloro out (Tap to gain life, spend the mana to draw the card and cost each opponent 1 life)
- Baleful Strix can be great utility in this kind of deck
- Reliquary Tower Is always great in draw decks
One card I'd definitely recommend ditching is Azor's Elocutors.
Other cards I see that I'd consider removing if it was me:
- Palisade Giant CMC too high for too little bonus in my opinion.
- Azorius Chancery / Dimir Aqueduct / Orzhov Basilica . I've seen these mess up players' tempo and strategy so many times. They're also great value for any opponents running land destruction. Some other options to consider could include: Drowned Catacomb / Glacial Fortress / Isolated Chapel if you want faster mana. OR Temple of Silence / Temple of Enlightenment / Temple of Deceit if you want the bonus scry. OR maybe even something as simple as Scoured Barrens / Tranquil Cove / Dismal Backwater in the hopes the 1 life lets you get a bonus draw.
I used to play an Oloro deck as well (albeit it with a very different affinity ) using a ton more artifacts and some fun combinations around Darksteel Forge and Nevinyrral's Disk . He's a great commander and a lot of fun. I hope you enjoy the deck and can find something useful in any of my suggestions.
Good luck and happy hunting!
2 months ago
yeah I bought a couple dual lands but didn't use them in my 4 color and ended up trading them away (minorly upset about that in retrospect). working on getting my hands on as many fetches as I can as they are ridiculously helpful and let's be honest, the life doesn't hurt in edh.
I have the full cycle of shocklands so that's good to go.
I have the multi-color producers.
artifact staples I have (except coalition relic, is it really that good and I'm just an idiot for never getting my hands on one, or is it only super helpful early game and then just sorta okay late game? Astral Cornucopia recently blew my mind so I'm up for it). Just picked up a Doubling Cube and think it's the bee's knees.
I run a Riku spellslinger deck that relies primarily on green ramp sorceries and that is super fun/broken.
I have a bloom tender and didn't realize how much it was worth. Definitely sleeved that up after seeing it here. I don't like mana dorks because they can get wiped too minimal board wipes with their low toughness. Do they ever stick around long enough to do anything or do people basically just ignore them?
These I love, especially ETB. ETB is by far my favorite mechanic to break with any color combination. I want it to hit the table and make a splash. #SadRobot
Like I said, Riku fetch sorceries are awesome. Nature's lore and Skyshroud Claim for mana fixing. Do you run more than one of each basic land?
Have an oracle, picked up an Azusa Judge Foil for my Gitrog monster deck so I'm pretty stoked to use that in 5 color as well.
I agree it's about testing, but this was a great start! On the whole, how important do you think the original duals are? For speed, obviously, but if I replaced them with the bounce double lands Azorius Chancery etc and have plenty of shocks that should cover it, right? Budget wise that seems like the smart choice. Next I'm gonna go find the most beat up duals on TCG hahaha.
2 months ago
So, my thoughts. If I am playing UW I would be either playing control or if you want to stick to tempo I might do something like VOLTRON. So either you are just playing for the long game (which is easy to do in EDH) or you can play the tempo and rely on throwing enchantments on creatures and some equipment. Look at voltron lists on here and see what they are doing.--okay, I forgot what Brago did, the aforementioned stuff is relevant, but stick to blink and utility creatures-- I will give you suggestions for cards in what you are doing. the next message is what to remove
Some Planeswalkers I might Suggest:
This is all I can think of for now.
2 months ago
lithium142, thanks for the help. First off, what is your reasoning on Sphere of Saftey vs Ghostly Prison? Ghostly Prison is better in a vacuum because of a guaranteed 2-cost, but I feel like Sphere is better in this deck due to the number of enchantments present, even if it has a relatively high CMC.
I think I will drop 2 Islands, and then replace 2x Cathar's Companion with 3x Wall of Omens, and 3x Benthic Infiltrator with 4x Thought Scour. I feel like I have too much mana by the middle of the deck, especially with the double mana coming from Azorius Chancery, and the other suggestions you gave me work well to my liking in play tests.
Is there a cheaper alternative to Path to Exile? I like the card, but not the price at this point. Eventually it might make its way into this deck, but I am a broke college student at this point!