Azorius Chancery

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 .

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Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Commander 2019 (C19) Uncommon
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

Legality

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

Azorius Chancery occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

WU (Azorius): 2.74%

WUB (Esper): 0.77%

GWU (Bant): 1.41%

Azorius Chancery Discussion

0rc on Derevi, Holder of Lanterns

14 hours ago

For the orbs?

Let’s take out Soul Herder (It’s great but we already have Thassa, which is harder to remove), and let’s take out Growth Spiral (also good, but this isn’t a lands matter/ramp deck).

Now we need a Derevi-style mana base that can play around the Orbs.

Since we will be abusing Derevi’s untap ability we should put in all of the lands we can muster that tap for 2+ mana, such as bounce lands: Azorius Chancery, Selesnya Sanctuary, Simic Growth Chamber, Lotus Field, and maybe even Growing Rites of Itlimoc  Flip if it fits your budget. You can take out the pain lands as they will not be so kind in Derevi. You can run less lands overall since theoretically you will end up with more lands in hand due to the bounce.

While we’re at it, let’s go ahead and slide Faeburrow Elder in there too...

Perfect. Now we have orbs AND a Derevi-style mana base that can play around them.

Enjoy.

akselodd on Super budget Flicker EDH ($20)

1 week ago

Thanks for the suggestions PaulMuadDib! I have some thoughts about your suggestions so I'll go through them step by step.

Pierce Strider/Jester's Scepter/Sapphire Charm: Once you have the combo, you should have access to your entire deck. Running cards for the explixit purpose of winning the game means that you are always running the risk of drawing a completely dead card. All current listed win-cons are both good as stand-alone cards but they also have the potential to provide a win-con later.

Skyscanner/Pondering Mage: These cards were previosly in the deck, but I took them out for separete reasons. Skyscanner was cut since most of or flicker/blink cards are single-target and single-use which means, just drawing a card proved to be to inefficient. The exclusion of Pondering Mage was because paying 5 mana for a Ponder was suppremely inefficient and the value that the ponder gained you was lost in how much mana it cost.

Stern Proctor: You are correct that the list is lacking in artifact hate and Stern Proctor might be warranted.

Think Twice: This suggestion I don't get. It is almost never going to be worth returning compared to other blink spells and it doesn't function like a win-con later, unlike Deep Analysis.

Engulf the Shore: You can reasonably expect to have between 2-3 per game. Thusly, this is going to function rather poorly as a boardwipe in the deck.

Azorius Chancery/Sunscorched Desert/Time Wipe: These I simply didn't think of. Especially Sunscorched Desert. They are all going in!

Again, thanks for the suggestions!

PaulMuadDib on Super budget Flicker EDH ($20)

2 weeks ago

I was looking through tapped out for a budged deck yesterday and this is the one that I decided on using. I didn't have all of the cards you used but I was able to fill it in with cards lying around that were out of the super budget stuff lying around and the rest of the empty slots I was able to get for a under $10, very happy with the concept here.

One thing that new players should note, which I assume budget decks attract, is that if you flicker a creature (i.e. use a spell such as Turn to Mist on it), the spell you cast to make the creature flicker will still be on the stack when the creature's enter the battlefield trigger has to choose something. So for instance, when you cast Turn to Mist on Archaeomancer, you cannot choose to immediatly return Turn to Mist to your hand, it has to be something already in your graveyard.

Some alternative budget suggestions anyone reading this list might want to consider, if they already have them for example, are:
Pierce Strider can fill the same role that the chalice fills while still using the same flicker cards that the infinite mana generator uses.
Stern Proctor is some light artifact/enchantment hate. This deck seemed to be very light on artifact hate, so it needs something. Once you have infinite mana it might also be used to bounce your own Chalice/Strider to hand for victory.
Skyscanner is half a Mulldrifter for 3 mana, not a bad pick.
Think Twice is an alright draw card that Scrivener can get back or can be used in response to grave hate.
Pondering Mage is a decent effect with a 3/4 body.
Jester's Scepter could be put in as a second chalice: just flicker it a bunch and exile your opponent's libraries.
Azorius Chancery is a tap land and I generally don't encourage these, but if you are going for infinite mana combo via untapping lands, it can't hurt to had lands which can make extra mana. Also consider Temple of the False God if you take this route.
Sunscorched Desert can in fact win if the Chalice route is used since Ghostly Flicker is able to target lands.
Engulf the Shore is a decent boardwipe that could also be used to return your own creatures to your hand for value.
Time Wipe is a good boardwipe, especially if you are able to say, bounce something to recur your Breath of Life.
Sapphire Charm is also a second avenue to win the game via decking our your opponents. You choose the first mode and they get 100 or so draw 1 triggers during the next player's turn. Since the charm is an instant, it makes it possible to do the flicker combo on the end step before your turn so that, hopefully, your opponents have used up enough mana so that they can't do anything with the cards they draw on your upkeep; the draw triggers are one at a time so the opponents could respond to each one.

Also here are some upgrade suggestions of cards that are currently $2 or less, these are some of the cards I had lying around, for people willing to spend a bit more:
Library of Leng since you have the potential to draw a lot of cards in this deck, it's always nice to not worry about discarding them.
Star Compass this common is annoyingly expensive for it's effect: probably due to the diamond cycle being about double the price.
Flood of Tears isn't too bad since you get an etb right away. The next three should be considered as a unit:
High Tide can make the Drake produce 10 mana when it untaps only 5 lands.
Capsize will let you make infinite mana off of the Drake if you have at least 2 islands out and have cast high tide.
Cloud of Faeries is something that might work to combo off with if you are able to cast high tide multiple times in one turn. That's just a consideration here since I have yet to play test this deck against real players.

multimedia on Blink it ! esper test

2 months ago

Hey, nice budget version of Aminatou.

One of the best budget cards with Aminatou is Wishclaw Talisman. Activate it for one mana, tutor for any card. An opponent then gains control of it, but that opponent doesn't own Wishclaw you do. Your opponent will gain control of Wishclaw tapped, but they can't use it because they gain control of it tapped it's not their turn. Blink Wishclaw with Aminatou's -1, it returns to your control untapped with three new counters on it. Scheming Symmetry is another powerful budget tutor with Aminatou since the card you tutor for is put on top of your library. +1 Aminatou to draw that card.

Budget lands to consider adding:

Good luck with your deck.

Joking101 on Chulane iCameo (cEDH Primer)

2 months ago

@jaymc1130.

Amulet of Vigor is a neat tech, but the biggest issue is that Azorius Chancery, (along with the two other bounce lands) are absolutely and entirely unplayable in cEDH. The most important turns in cEDH are the first three, so each and every mana cannot be wasted. Otherwise you will lose the game to a turn three Demonic Consultation+Thassa's Oracle or Food Chain deck. Lands that enter the battlefield tapped must offer an unbelievably powerful effect (such as Boseiju, Who Shelters All), otherwise the mana inefficiency is too significant a cost.

Beyond that, you also want to assess the function of each card outside of the combo in which it is used. Cards that are useless outside of the combo (like Laboratory Maniac or Thassa's Oracle) are not ideal to run. Many decks choose to do so because they need to win, and these are very compact, but if we can avoid it, we will.

The reason I mention this is because Jeskai Barricade and Deputy of Acquittals don't offer any value outside of the combo. In our Cloudstone Curio line, it requires fewer land requirements and fewer creature requirements; Not only that, but it requires cards that we already want to play. It doesn't make sense to play cards specifically for combos, when instead we can play combos that layer into our deck with the cards we already want to be playing.

Hopefully that explanation makes sense.

jaymc1130 on Chulane iCameo (cEDH Primer)

2 months ago

How worthwhile would the Amulet of Vigor combo line be in a Chulane deck in a competitive setting?

The line typically plays as such:

Have Azorius Chancery and Amulet of Vigor in play (or any of the other 2 mana bounce lands), cast a creature like Jeskai Barricade (there are quite a few 2cmc or less creatures that can fulfill this role), draw a card, put a different bounce land into play and return the one already in play, Amulet triggers and untaps the new bounce land, Barricade type creature returns something like Deputy of Acquittals to hand, tap the new bounce land for mana, play the returned creature, repeat loop to draw out the whole deck.

There's some difficulty in assembling the cards needed for the engine to function in my opinion, but I don't play Chulane in competitive settings and never see this concept in any Chulane decks (competitive or otherwise) and was curious if there's a reason why other than it being difficult to assemble the needed Amulet, 2 lands, 2 creatures and Chulane in a timely fashion.

multimedia on Cromation ($50 Mutate Voltron)

3 months ago

Hey, nice budget version. Interesting deck, bizarre deck description.

You can put Jegantha next to Cromat in the deck list by adding the CMDR tag to Jegantha in the deck editor.

1x Jegantha, the Wellspring *CMDR*

Doing it this way clearly shows that Jegantha is the companion of your deck.


Because of Jegantha's tap ability consider adding cards that can untap a creature to get more activations?

Faeburrow Elder is a very good mana dork for five colors and is also a creature you want to untap. With Cromat in your control Elder is another Jegantha. Jodah, Archmage Eternal in combination with Jegantha makes it easier to cast spells because then generic mana costs don't matter and the mana made by Jegantha lets you cast any spell. Conflux is busted with the ramp from Jegantha tutoring for five creatures with mutate.

$40 total price is below precon total prices and the manabase here is worse then a lot of precons. With 20 Forest in the manabase you're counting on Jegantha to cast spells. I know this is low budget, but you want to at least make the manabase playable without Jegantha. For low cost the Guild Bounce lands can help the manabase and have fine interaction with lots of basic lands.

Good luck with your deck.

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