Azorius Signet

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual 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
Modern Masters 2017 Edition (MM3) Uncommon
Archenemy (ARC) Common
Dissension (DIS) Common

Combos Browse all

Azorius Signet

Artifact

, : Add to your mana pool.

Price & Acquistion Set Price Alerts

MM3

ARC

DIS

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Azorius Signet Discussion

Freezey on Sen Triplets

6 days ago

Swiftfoot Boots is another good equipment.

All of the cycling lands and the mirage fetches are good: Flood Plain, Bad River, Irrigated Farmland, and Fetid Pools.

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.

Absorb, Counterspell, Cryptic Command, Daze and Undermine are all better than Cancel or Spell Shrivel. Countersquall might be worth a thought as well.

Some mana rocks that could help are: Commander's Sphere and all of the signets (Azorius Signet, Dimir Signet and Orzhov Signet). Fellwar Stone also helps with fixing for your opponent's mana.

Also some prime removal spells/boardwipes are:Anguished Unmaking, Utter End, Vindicate, Merciless Eviction, and Supreme Verdict.

And finally Sorin Markov would make a great planeswalker.

Chiberia on Untapped Potential - Dragonlord Ojutai

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:

  1. 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

  2. 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

  3. Wasteland, why not Strip Mine? Its strictly better, and cheaper

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;)

  1. Grafted Exoskeleton do you like ending games in one turn? Because I like ending games in one turn

  2. 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!

  3. 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)

  4. Fabricate, simple and sweet!

  5. 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!

  6. Azorius Signet Puts you a turn ahead on the mana game!

  7. 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!

Suns_Champion on Flying Esper

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.

Azorius Signet, Dimir Signet, Fellwar Stone, Commander's Sphere, Mind Stone, and Gift of Estates will be a good start.

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.

Serra Ascendant will be the perfect 1 drop for you and Bloodline Keeper  Flip seems really on theme, but both are more on the expensive side.

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.

zendrix1 on Zur constellation edh

2 weeks ago

I think Sphinx's Tutelage is odd here. You don't have any other mill so its unlikely to do anything except annoy someone and doesn't work with your Necropotence because you stop drawing cards.

Next I would play more lands personally. I like to run 35-37 depending on how many mana rocks I'm playing.

I'd replace Azorius Keyrune with Azorius Signet.

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

Seetigermage on Blink-Master Brago

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:

Strionic Resonator

Peregrine Drake is broken with any bounce ability.

Basalt Monolith

Azorius Signet

Azorius Chancery is a decent land, same with Temple of the False God

If you want any other suggestions, lemme know. These are just a few.

Midwest on A Well-Regulated Meletis - Daxos EDH

3 weeks ago

Your artifacts and equipment seem to be an important part of your deck's strategy. I would recommend Open the Armory and/or Fabricate.

Bident of Thassa is a straight upgrade over Coastal Piracy and is an artifact to go alongside cards like Fabricate and Dispatch.

Memory Lapse, Hinder, Unexpectedly Absent, and Azorius Charm all put things back on top of an opposing library so that you may steal them.

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.

Medomai the Ageless, Drogskol Reaver, and Thada Adel, Acquisitor all fit your theme of "creatures that have triggered abilities when they deal combat damage."

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.

enpc on Artifact EDH deck

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).

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