Creature — Vedalken Wizard
( can be paid with either or .)
: Tap target creature.
: Counter target activated ability. (Mana abilities can't be targeted.)
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Azorius Guildmage occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Azorius Guildmage Discussion
2 months ago
Azorius Guildmage Court Hussar Isperia, Supreme Judge Sphinx of Foresight Stormtide Leviathan Thunderclap Wyvern Windreader Sphinx Unbreakable Formation Baral's Expertise Dissipate Unesh, Criosphinx Sovereign Sphinx of the Final Word Rule of Law Lat-Nam's Legacy Fact or Fiction Martial Coup Approach of the Second Sun Karn's Temporal Sundering Windborn Muse Thalia, Heretic Cathar Kefnet the Mindful Aven Mindcensor Cloudblazer Dungeon Geists Verity Circle Absorb Revoke Existence Sphinx’s Decree
8 months ago
Zameck Guildmage Biomancer's Familiar Vivien, Champion of the Wilds Training Grounds Luminarch Ascension Azorius Guildmage Sporeback Troll Shapers of Nature Mistmeadow Witch Merfolk Skydiver Lore Weaver Ley Weaver Sprout Swarm Aura Mutation Thrummingbird
10 months ago
1 year ago
OK, consider the following changes. Obviously you'll need to consider the budget you want to keep with this deck. I'm looking at options to bring up the kill speed for this deck.
If you really want to hit hard and hit fast, then you need not worry about you own life total early in the game.
I know what you're going for in this deck and I think you should look at this dekc from a different perspective.
I'm not talking about play styles. I'm working with your aggressive beatdown style.
I'm talking about shifting strategies in mid-game.
In the early game you go all-out and hit as hard and fast as possible. Get the kill by turn 4 or 5.
Once you've taken out the primary threat, you shift strategies. Change your approach and work on recovery and defense, shift to a midrange gameplay.
Ditch that crappy Putrefax. The "sacrifice at the end step" is too much of a hinderance for 5 mana. It it were cheaper, maybe, but nope it is just crap.
I really like Elesh Norn, Grand Cenobite but the mana cost is too high for the early game. Not sure on this one.
I also think you should reconsider keeping the Lost Leonin since he's cheap and hits the field early. He's also a great pump target.
Better infect creatures:
Relic Putrescence - screw your mana rock.
Skithiryx, the Blight Dragon
Pump for the kill:
Invigorate - Because we don't care what their life total is.
Tainted Strike - Surprise!
Snake Cult Initiation - 3 poison counters at once.
Giant Growth, Mutagenic Growth, Titanic Growth, Might of Old Krosa - The classic pump tactic.
Let's consider toolbox utility cards:
Azorius Guildmage - Because screw your activated ability. Counter a planeswalker ability and watch the looks on their face.
Simic Guildmage - Imagine moving the Rancor or Phyresis after blockers have been declared but before the damage phase.
Prowling Serpopard - Nope, I'm gonna get my creatures.
Melira, Sylvok Outcast - Make the game one-sided.
Lightning Greaves - An additional set of Swiftfoot Boots. Yeah, I know shroud means that you can't pump, but there are ways around that.
Unburial Rites - Here it comes again.
Virulent Wound - Poison and removal.
Pistus Strike - Poison and removal.
There are some -1/-1 counters decks based around Hapatra or Atraxa. Since the infect creatures deal combat damage as whither, we can use that to our advantage.
Hapatra, Vizier of Poisons - Put those -1 counters on opponent's creatures to work making tokens.
Phyrexian Hydra - This gets just stupid with Hapatra, Vizier of Poisons.
Lands you may have missed:
I know we've talked about this in the past, but I think you should really consider getting the shock lands. A quick check of the card prices on TCGPlayer puts the shocks at about @10-15 each. Totally worth it.
Gavony Township - Proliferate!
Vault of the Archangel - Need to stay in the game a bit longer.
Boseiju, Who Shelters All - Screw your counterspell.
1 year ago
Mainly aggro decks like Khenra Charioteer, Young Pyromancer, and other low to the ground red decks. All you gotta do is play your cards smart and hold out till you get your infect cards, then let loose. The only deck I really lost to was Azorius Guildmage control. They were able to keep me from landing anything consistently, and then finished me off with an infinite Capsize.
1 year ago
Bant is the most powerful color combination in commander. Don't @ me.
Dismiss into Dream + Roon of the Hidden Realm or Mistmeadow Witch (or, I guess anything that targeted any creature with any effect) is flat out unfair. Especially Azorius Guildmage + Training Grounds ;)
1 year ago
Hey, thanks for the suggestions, but im not trying to make this deck competitive or anything. Im generally trying to stay away from expensive cards like Walking Ballista (the original deck was a prototype, so I just let loose with the budget). Walking Ballista is a really good card though, better than Rakdos Guildmage, however the guildmage is more on-theme so I prefer it ;)
That being said, while the payoffs are creatures, it's literally impossible for an opponent to disrupt me if they don't kill Izzet Guildmage or Training Grounds right off the bat, before I combo off. Since you draw your entire deck, you'll always hit the one Gigadrowse, and you can use it to tap all their permanents. You can also bounce all of their permanents with the Eye of Nowhere, and again tap all their permanents while making infinite mana with Psychic Puppetry + Psychic Puppetry. If I'm worried about something in their hand that they can cast for 0 mana, I usually play Dimir Guildmage and make them discard everything in their hand (if I combo off with Manamorphose I always make some black mana) After doing one of those things you'd play a Guildmage and then kill them. The hard part is getting the first Izzet Guildmage to survive a turn.
Lab Maniac is a good idea though, I forgot about him. I actually included Eye of Nowhere in order to get around Worship and Leyline of Sanctity, now I realize that Lab Maniac would solve that problem... the only thing is that he's useless if I draw him early, which is something I tried to avoid when choosing my combo pieces (this is the reason I took out Lava Spike). I think I'll add him to the sideboard.
I'll think of your other suggestions when I try making a more creature-heavy version of this deck, earlier I was fiddling around with a Jeskai Training Grounds deck with Mistmeadow Witch and Azorius Guildmage and stuff that went more for control. Ghost-Lit Warder could be neat in that list, Banefire I think would be a good win-con.
Again, I really don't expect this deck to do well at all against any deck that packs removal or counterspells lol. It's way too easy to kill Izzet Guildmage or counter the first spell, however I really love this deck just cuz it's super fun when it works. (Sry for the long reply lol, and thanks for checking out my deck :D)
1 year ago
Cards I suggest:
Militia's Pride pretty strong soldier token creator
Raff Capashen, Ship's Mage basically gives your commander, mana rocks and some creatures flash. given your commander is azor, flashing him is very strong.
Gideon's Avenger soldier, which can growth fast in commander
Emeria Angel not that bad with your fetch lands.
Moorland Haunt gets you tokens and I don't see other graveyard interactions.
Myriad Landscape rather slow land but whenever you don't need the mana until your next turn, you get 2 lands.
Kor Cartographer pet card of mine in non-green but white decks.
Into the Roil strong bounce spell in commander
Bastion Protector 3 mana soldier, which protects your commander
Saving Grasp save 1 card for 1 mana. twice useable. cheaper than the counterspells.
Arcane Denial good 2 mana counter in edh and you don't lose a card
Dream Fracture good counter in edh and you don't lose a card
Unwind depending on how good rewind is, maybe an option.
Silumgar Sorcerer creature counter with the possibility to attack.
Stubborn Denial I like stubborn denial with commanders which already give you ferocious.
meta dependant suggestions:
Cloudgoat Ranger rather a pet card of mine but does not feel bad to me whenever I play it.
Chart a Course already in your suggestions but it looks pretty good to me
Brimaz, King of Oreskos: probably more of budget question
Sol Ring probably the best mana rock in edh
Command Tower the third non budget suggestions. really good land but not neccessarily needed in two-colored decks.
Cathars' Crusade depending on how much you prefer a token style
Selfless Squire good but rather defensive soldier
Treasure Cruise can be good with all the fetch lands and instantsl, which are filling your graveyard.
Azorius Guildmage the guildmage can hinder opponents to do some actions only by her presence and is able to attack
Leonin Sun Standard like cathar's crusade stronger with more tokens.