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|Modern Masters 2017 Edition (MM3)||Uncommon|
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Azorius Signet Discussion
6 days ago
Swiftfoot Boots is another good equipment.
Trinket Mage fetches for 1 or less so Ancient Den an Vault of Whispers are a goo include, and Welding Jar might not be bad either. Also it could fetch a Phyrexian Dreadnought to combo with a Torpor Orb, Nimble Obstructionist, or Stifle.
Necropotence is an insane card draw engine.
And finally Sorin Markov would make a great planeswalker.
6 days ago
Good deck, but there are some cards Im a bit questionable on.
I have been playing various control decks and voltron decks for a few years, and I have to say that:
Eight-and-a-Half-Tails, this may just be me, but once he is out, I never end up using him. He just kind of sits there all game, if you find good use for him then hes good
Archangel of Tithes, while very useful, her abilities just aren't good enough in commander (at least in my experience because most of my friends ramp a lot) and if she ends being an annoyance she gets killed fairly quickly
Homeward Path, unless you know someone who runs a theft deck (like my Merieke deck which is on my page if you wanna take a look [I will shamelessly advertise till the day I die]) it will just sit there being useless most games
Now here are some cards you might consider putting in to make Ojutai even more lethal;)
Grafted Exoskeleton do you like ending games in one turn? Because I like ending games in one turn
Angelic Destiny, I know you said you do not run Auras, but Angelic Destiny is a BOMB in any game. If you can play it the turn after you get Ojutai out on the field, you can kill a player within one or two turns later!
Mikokoro, Center of the Sea, a great backup land, requires no colored mana to use its ability and is great for late game card draw! (I wish I had one)
Fabricate, simple and sweet!
I do not know if you have a lot of friends that like to go wide with creatures (I do), so I always go for a Crawlspace!
Azorius Signet Puts you a turn ahead on the mana game!
Ponder, while you may not want Preordain or the other one drop card draw spells, Ponder is an auto include, it sets you up for your next three turns or allows you to shuffle your library to save you from a bad library top. Then you get to draw a card!
Note: My goal is to make a deck as brutal and efficient as possible (my friends run some pretty cutthroat decks), if you like the deck how it is or just like the cards in it then keep em:)! In my play environment you have to be competitive, in yours you may not, happy deck building!
1 week ago
All this will help you ramp into narset.
Ethereal Armor will be a nice boost too
2 weeks ago
Awesome! Hope you had fun! Welcome to EDH friend!
Glad to see some of my suggestions in there! Wherever did you find an Isperia? Haha!
Taking a second look at the deck, I see some possible improvements that you could try.
First, add more ramp. I don't mean this to bash the deck, but your Mana curve is pretty bad because of all the big fun flyers you want to play. To compensate, you need ramp.
To compliment the ramp, EDH decks function better with more card draw.
Brainstorm, Opt, Ponder, Preordain, Sphinx's Revelation may be a good start(I see you have some, these are simply other options). The first four will help smooth out your draws early and Revelation will get you more gas late game. Also goes perfect with Azor. Maybe try Well of Lost Dreams if you go harder into a lifegain strategy.
All that said, we need to find some room! Cut Traveler's Amulet and Renegade Map in favor of the better ramp options. Cut 6 counterspells. 13 seems excessive for a non-control deck. You won't have much mana left for them after casting your big flyers anyway. Then simply look at the top of the curve and determine: who's really expensive to cast, and who isn't worth their price/pulling their weight? That should free up some space.
So there's some stuff to get you going. Eventually you can move on to adding boardwipes, removal, tutors, etc, but baby steps haha! Pick and choose what you like and start testing. I suggest printing our proxies if your playgroup is okay with that.
2 weeks ago
Next I would play more lands personally. I like to run 35-37 depending on how many mana rocks I'm playing.
Cards like Diplomatic Immunity (Zur's ability lets auras he tutors up attach to him even if he has shroud!), Steel of the Godhead, and Shielded by Faith are great ways to protect Zur so you can keep attacking with him every turn.
Lastly, there are a ton of cards you could use like a toolbox against certain strategies that are giving you trouble like Darksteel Mutation, Nevermore, Karmic Justice, Rest in Peace. and Imprisoned in the Moon
3 weeks ago
I think that you definitely need some more creatures/artifacts to balance out the bounce. Because you're playing with Brago, there's not a big need to play with a bunch of creatures that bounce. Usually, in my Brago deck, I'll just run Eldrazi Displacer, but beyond that, the main reason Brago's in the deck is for his ability. That being said, I'd like to suggest the following cards:
Peregrine Drake is broken with any bounce ability.
If you want any other suggestions, lemme know. These are just a few.
3 weeks ago
The deck doesn't seem to have much in the way of ramp or acceleration. I only count 3 mana rocks and Sword of Feast and Famine. Having enough mana to steal expensive opposing spells seems critical. I'd recommend adding Solemn Simulacrum, Burnished Hart, Worn Powerstone, Sword of the Animist and Azorius Signet.
Fell the Mighty is a way to deal with the larger creatures in your play group that you mentioned while not disrupting Daxos or your other smaller creatures.
Swords to Plowshares is premium removal that isn't terribly expensive to purchase.
Cathedral of War is a land that makes sure Daxos is a 3/3 as long as he attacks alone so that he can't be walled by opposing 2/2 creatures.
Buried Ruin helps recur destroyed equipment.
Padeem, Consul of Innovation protects your equipment and potentially offers card draw.
Your deck doesn't seem to have many expensive cards in it so I tried to keep all of my suggestions budget friendly. Most of them cost $2 or less and none of them should be more than $5.
4 weeks ago
you need more ramp and more lands. Decks that can get away with 28 lands typically have an average CMC of ~1.8 and even still will be running 10-15 ramp cards on top of that.
At a minimum, I would recommend adding Dimir Signet, Orzhov Signet, Azorius Signet, Talisman of Progress and Talisman of Dominance as well as increasing your land count to at least 35 (assuming you cut some of the heavier CMC cards).
The addition of Aetherflux Reservoir in Sydri decks is an easy choice (if you're ok with running infinite combo, some poeple aren't).