Azorius Chancery


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2016 Uncommon
Modern Masters 2015 Edition Uncommon
Commander 2013 Common
Duel Decks: Venser vs. Koth Common
MTG: Commander Common
Dissension Common

Combos Browse all

Azorius Chancery


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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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 67%

0.05 TIX $0.05 Foil


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Azorius Chancery Discussion

Pal00ka on Medomai Master Rewind

2 weeks ago

Though I haven't built Medomai before I have toyed with the idea but first I would suggest visiting 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.


Land: Command Tower, Temple of Enlightenment, Azorius Chancery, etc.

Ramp: Sword of the Animist, Fellwar Stone, Commander's Sphere, etc.

Impact: Stormtide Leviathan, Angel of Serenity, Angelic Field Marshal, etc.

Draw: Coastal Piracy, Bident of Thassa, Mystic Remora, etc.

Voltron: Fireshrieker, Quietus Spike, Tenza, Godo's Maul, etc.

Looking forward to seeing this evolve!

LarkhHarthorn on Saaafe!

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.

For the lands why not use Tranquil Cove instead of Coastal Tower, this works better with your strategy to use Azorius Chancery to reuse land enter the battle effects.

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.

keezfocer on Luigi's Manchun

4 weeks ago

The amount of control in this deck is brutal. My only suggestion is to replace Azorius Guildgate with Azorius Chancery.

Jagd_Tallgeese on Atraxa, Pump It Up!

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!

acht_deck_manager on What life?

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:

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:

Slow Down Taxes

Here are some cards that can really halt your opponent's aggression:

Taxing Creatures

Some other creatures worth mentioning that tax an opponent's life:

Other Notables

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

Additional Thoughts

One card I'd definitely recommend ditching is Azor's Elocutors.

Other cards I see that I'd consider removing if it was me:

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!

Forceofnature1 on Paul Walker

2 months ago
  1. 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.

  2. I have the full cycle of shocklands so that's good to go.

  3. I have the multi-color producers.

  4. 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.

  5. I run a Riku spellslinger deck that relies primarily on green ramp sorceries and that is super fun/broken.

  6. 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?

  7. 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

  8. 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?

  9. 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.

DawnsRayofLight on Blink and Sink

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:

Elspeth, Sun's Champion


Angelic Destiny

Rhystic Study


Entreat the Angels



Cataclysmic Gearhulk

Spell Queller

Reflector Mage

Fiend Hunter

Karmic Guide

Consecrated Sphinx


Venser, Shaper Savant


Angel of Finality




Dragonlord Ojutai


Celestial Colonnade

Reliquary Tower

Temple of Enlightenment

Azorius Chancery

Nimbus Maze

Rogue's Passage

Calciform Pools

Prairie Stream

Halimar Depths

Mystic Gate


Sensei's Divining Top

Sol Ring

Chromatic Lantern

Gilded Lotus

Talisman of Progress

This is all I can think of for now.

Pevira on Control/Mill

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!

One last question at this point: what is the big advantage to expensive non-basic lands, such as Hallowed Fountain, Overgrown Tomb, or the like?

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