Azorius Chancery

Legality

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

Printings View all

Set Rarity
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 .

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C18

CM2

IMA

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Azorius Chancery Discussion

WhichKing on Law is for Opponents

3 weeks 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.

TheVectornaut on Dead eyes don't blink Infinite combo (BUDGET)

1 month ago

L0KTAR0GAR, the combo is essentially the same as combo 1, but you don't get infinite mana. You have Pestermite or Deceiver Exarch soulbonded to Deadeye Navigator and a bounceland (like Azorius Chancery) on the field. You tap the land for 2 mana and use that to active Deadeye Navigator's ability, flickering the soulbonded creature. When Pestermite or Deceiver Exarch re-enters the battlefield, you choose to untap the bounceland with their ETB ability. Then, you can tap the land for more mana and do it over and over again. This isn't very interesting by itself, however, the addition of Altar of the Brood, Warstorm Surge, and similar cards which trigger on creatures entering under your control let you kill the opponent.

eliakimras on An Evening in with the Kings

1 month ago

It is a really great Enchantress build. Some suggestions: Copy Enchantment gives more utility. Leyline of Anticipation lets you play reactively. Burgeoning should be included, because it lets you put all lands you draw with Mesa Enchantress and friends on the battlefield - and you draw a lot in this deck. Duelist's Heritage is a great political card, since you can give double strike to your opponents' creatures to take someone out. Aura Thief+High Market combo nicely with Enchanted Evening. You may also try Solemnity. It comboes with Phyrexian Unlife (you can't die since you can't have poison counters), Lost Auramancers (that can be immediately killed with High Market to bring Decree of Silence so no one but you can play Magic), Glen Elendra Archmage (counter all noncreature spells your opponents cast), Glacial Chasm (never be attacked again), Mystic Remora (free draws throughout the game). Collective Restraint is another Propaganda effect that comboes with Shock Lands and Prismatic Omen. // Have you tried Tuvasa the Sunlit as the commander and Mind's Dilation instead of Sunbird's Invocation? Tuvasa is a enchantress and finisher on the command zone that can be recast at least 2 times before being expensive. Also, a 3-color mana base is way smoother than a 4-color one. You can even run less taplands to chain a turn 1 Wild Growth or Utopia Sprawl or Birds of Paradise or Burgeoning into a turn 2 Tuvasa the Sunlit. // If you want to stick to Kynaios and Tiro of Meletis, you can put Tuvasa the Sunlit in the 99. Fertile Ground can help you reach K&T on turn 3 (land enchantments are better than land ramp in this deck, since they can draw you cards with an enchantress even in late game). Nature's Lore also can guarantee K&T on turn 3. You might also consider Selesnya Sanctuary, Azorius Chancery and Simic Growth Chamber - K&T can put them on the battlefield at end of your turn, so you don't lose tempo. Blasphemous Act is a great boardwipe on Red. Assemble the Legion and Sacred Mesa create more tokens. Purphoros, God of the Forge, Kruphix, God of Horizons and Keranos, God of Storms are also solid.

darkone8 on Stax/Lifegain

1 month ago

In order to have an effective stax deck, you have to have control, which your deck is severely lacking. I'd recommend running a full or semi counter suite that includes most good counters (Counterspell, Negate, Pact of Negation, etc.) I wouldn't run Debt to the Deathless, because half of the time, the card is useless when in your hand. I would also recommend running Grand Abolisher and Winter Orb both of which help solidify your stax game and keeps your opponent locked down. Plus, there is a fun three card combo that is run with Grand Abolisher, Lethal Vapors, and Teferi's Protection (which is a good card by itself) that allows you to literally win the game by leaving it. A final note would be to look at your land base. I would recommend trying to find other lands that could enter untapped or are pain lands (ie: Caves of Koilos) and use those to replace lands that always enter tapped such as Azorius Chancery and Arcane Sanctum.

eliakimras on Atraxa help

1 month ago

Your mana curve peaks at 4 mana and you have Mirari's Wake, so it might be interesting to invest in 2-mana land ramp options, so you can cast your 4-drops on turn 3 to get your plan going. I suggest Nature's Lore and Farseek. Gyre Sage grow up and ramp quickly, while Rishkar, Peema Renegade can put the first counter on creatures so you can proliferate them and tap them for mana when needed. I would take out Ikra Shidiqi, the Usurper (you need to hit someone to profit on her - she is better on a lifegain/token deck), Primal Amulet  Flip (you don't have many essential sorceries to be copied) and Custodi Soulbinders (a really slow card) for them. // Orzhov Advokist serves double duty: she deters opponents from attacking you if they accept the offer, and also put counters on your creatures for free. Inexorable Tide is free proliferate while you cast your spells. Lim-Dul's Vault is a better tutor than Diabolic Tutor (maybe you should run both). // I would also upgrade the removal package to make it more versatile: Utter End instead of Sylvan Reclamation, Anguished Unmaking instead of Viridian Corrupter (if you want to win with infect, you have to fully commit to it), Abzan Charm (great versatility) instead of Mortify. Swan Song (better because cost less) or Arcane Denial instead of Mystic Confluence (5 mana is a lot to hold in a proactive deck). If you need even more removal, Beast Within and Swords to Plowshares are cheap ones to pick. // In terms of finishers, you could swap out Tuskguard Captain for Herald of Secret Streams. Odric, Lunarch Marshal has great synergy with Atraxa, Praetors' Voice. Champion of Lambholt, Managorger Hydra, Chasm Skulker and Cathars' Crusade require quick answer, or else they win you the game. // In the card advantage department, Bred for the Hunt, Path of Discovery (also create counters), Shapers of Nature (also create counters), Zameck Guildmage and Etched Oracle are repeatable draw while Rishkar's Expertise, Prime Speaker Zegana, Painful Truths and the aforementioned Abzan Charm are 1-shot card draw. I recommend replace Manifold Insights and Mirrorweave with Rishkar's Expertise and Prime Speaker Zegana. It is important to have about 10 ramp sources, 10 draw sources, 5 target removal and at least 3 boardwipes, and you should look for cards that can do more than 1 thing (like Abzan Charm) because they are the most versatile (therefore valuable) cards in your deck. // Guildmages' Forum is a strict upgrade over Opal Palace, because it can put counters on other creatures. I would also reduce the number of tapped lands in the deck, so you can reliably play something on turn 2. Blossoming Sands, Thornwood Falls, Tranquil Cove, Azorius Chancery, Dreadship Reef (doesn't provide colors right away) should be the first ones to be swapped. Some nice cards that enter the battlefield untapped are Caves of Koilos, Llanowar Wastes, Yavimaya Coast, City of Brass, Mana Confluence, Reflecting Pool, Bountiful Promenade, Sea of Clouds, Morphic Pool, Gavony Township, Watery Grave, Hallowed Fountain, Godless Shrine, Breeding Pool (the last 4 are all getting reprinted).

DiabeticFire on Dakkon Blackblade Commander

1 month ago

For your lands, I would recommend you run 38. This number should be a mix of utility, mana fixing, and basics.

Utility: Reliquary Tower Homeward Path

Mana Fixing:

Fetches: Terramorphic Expanse, Evolving Wilds

Tri Color: Arcane Sanctum, Esper Panorama, Command Tower

Scry Lands: Temple of Deceit, Temple of Enlightenment, Temple of Silence

Bounce Lands: Azorius Chancery, Dimir Aqueduct, Orzhov Basilica

Check Lands: Drowned Catacomb, Glacial Fortress, Isolated Chapel

Gain Lands: Dismal Backwater, Scoured Barrens, Tranquil Cove

Guildgates: Azorius Guildgate, Dimir Guildgate, Orzhov Guildgate

Tap Lands: Forsaken Sanctuary, Meandering River, Submerged Boneyard

P.S. Hour of Devastation is not allowed in your deck.

Lhurgyof on

1 month ago

I would look at first expanding your mana base. Get some nonbasics in. Checklands are cheap (such as Glacial Fortress), as are the ravnica bounce lands (such as Azorius Chancery).

Some more win-cons would be pretty good. Storm Herd, Laboratory Maniac, Felidar Sovereign, Test of Endurance, and Exquisite Blood + Sanguine Bond are all usual suspects for Oloro.

As far as what to cut, I would probably first look at cards that offer relatively little value, such as Crystal Rod and Epicure of Blood. What they do are weak compared to other cards in the deck, and cost a lot of mana.

If you're looking for a more control-style decklist, I had an Oloro deck:


The Taxmaster

Commander / EDH Lhurgyof

SCORE: 119 | 46 COMMENTS | 25382 VIEWS | IN 45 FOLDERS


Hope that helps, +1 from me.

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