Azorius Signet

Azorius Signet

Artifact

, : Gain .

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Azorius Signet Discussion

Massacar on Bant Enchantments

6 days ago

I would personally recommend running some counterspells and removal in the deck as it's currently very fragile to interaction.

Counterspell, Cyclonic Rift, Disallow, Swords to Plowshares etc.

Also I think some ramp (land and/or artifacts) could help as well as your progression is going to be very linear with this deck and could easily be outpaces by someone with a more aggressive mana base.

Cultivate, Kodama's Reach, Arcane Signet, Simic Signet, Azorius Signet, Selesnya Signet, Chromatic Lantern etc.

See also, Argothian Enchantress, Archon of Sun's Grace, Destiny Spinner, and Hanna, Ship's Navigator

multimedia on Elsha's Infinite Voltron

2 weeks ago

Hey, nice version of Elsha. I saw your forum topic asking for help with cuts.

Six cards to cut to make 100 cards:

  • Remember the Fallen: lackluster recursion.
  • Danitha Capashen, Paragon: doesn't reduce all artifact casting costs only equipment which makes her not as good as other cost reducers since she doesn't work with the Top combo.
  • Krenko, Tin Street Kingpin: creature who's not good enough to disrupt Elsha.
  • Ghostly Prison: I don't think you need both Prison and Propaganda, one could be cut.
  • Blackblade Reforged: only good if you have a lot of lands, but you don't want a lot of lands with Elsha.
  • Basilisk Collar: not a fan unless you're playing ways to take advantage of deathtouch and you can get lifelink from better equipment.

When you want more cuts look to reducing some redundancy:

All the Swords in the cycle can be good for different budgets, but when you have the three better expensive price ones then you don't need to play the others. Sword of Body and Mind, Sword of War and Peace, Sword of Truth and Justice are not as good as the others and could be cut.


Some cards to consider adding:

Good luck with your deck.

NoSoyYucateco on Mono-White Chulane

4 weeks ago

If you are pushing to get Emeria, The Sky Ruin to go active, doesn't it make more sense to play cards that get you extra lands instead of ramping with artifacts that have no other synergy with your deck? All of the cards I suggested can help you get extra Plains on the battlefield. Azorius Signet, Selesnya Signet, Talisman of Progress and Talisman of Unity don't. They are also not creatures, and you want to cast as many creatures as possible with Oketra.

I get that you're trying to use as little green as possible, but these are just ramp cards that are supporting your core strategy. Why limit yourself when you have access to the best color for ramp?

AjanisLastDan on Jenara Goes to the Gym

1 month ago

Pir, Imaginative Rascal could make things more interesting...

Animation Module as well.

(IMO) Your three elvish druid mana dorks gotta go, Azorius Signet, Simic Signet, and Selesnya Signet are much more reliable, although, that outcome is heavily meta-dependent.

Together Forever is super useful protection(I play it in my Heliod deck), it puts in work, and it's cheap.

SideBae on Yennett Simplicity

2 months ago

Hey man! I have some suggestions. Feel free to ignore any/all of them as you see fit:

  1. I think you should include Sensei's Divining Top. It's really good at topdeck manipulation, and activating it in response to Yennett's trigger can help you find the spell you want to cast for free.

  2. Brainstorm is underplayed in EDH, so I'm glad to see it in your list. I think you need more shuffle effects though before it becomes really busted. Generally people do this by including fetches and duals like Flooded Strand, but those can be very pricey for EDH. I think slow fetches like Bad River, Flood Plain and Rocky Tar Pit are also good, and merit consideration. Evolving Wilds and Terramorphic Expanse are also good options as cheaper versions of Prismatic Vista.

  3. Ponder and Preordain are the other cantrips usually included in blue lists, and I highly recommend them for your list, too. Filtering your draws can let you run fewer lands, which in turn increases your hits with Yennett.

  4. As mentioned in (3), I think 42 lands is too many. In general, I try to play 33-34 at most outside mono-green land-drop decks. Running artifact ramp instead of the extra few lands makes it so that you can ramp up by more than one mana each turn. That said, I strongly dislike 3-drop rocks in EDH; it's not that they're bad, it's that 2-mana drops are available and way better. The best ones are Mana Crypt, Mox Diamond, Mox Opal, Mana Vault etc. but like the fetches, these tend to be a lot of money. If you aren't allowed to use proxies (and aren't loaded af), try things like Arcane Signet, Talisman of Dominance, Talisman of Dominance, Talisman of Hierarchy, Fellwar Stone, Everflowing Chalice, Mind Stone, Dimir Signet, Azorius Signet, Orzhov Signet... You can't cast these off Yennett triggers, but you can't cast the lands they'd be replacing either. Additionally, you don't really want to be hitting rocks off the triggers, but more things like In Garruk's Wake or Behold the Beyond.

  5. Countering combo decks generally depends on your meta, but cheap counters are a good way to push the deck harder. Mental Misstep is surprisingly good (in my experience), since it can counter Sol Ring, Silence, Demonic Consultation etc. Force of Will and Force of Negation are also expensive, but the best in the business. Spell Snare is good (it counters Flash and a bunch of other combo nonsense; Spell Pierce, Swan Song, Drown in the Loch and Narset's Reversal are also good.

  6. If you're looking for more permanent-based disruption, you're in the right colors. Narset, Parter of Veils is good, as is Counterbalance (especially with Sensei's Divining Top). Lavinia, Azorius Renegade is good (she nails opposing Force of Wills and ramp). So are things like Containment Priest, Aven Mindcensor, Ashiok, Dream Render... Hatebears are great.

  7. Mystic Remora is a good way to draw cards and disincentivize storm players.

Right. That's all I got. I hope it helps!

schorsch2489 on Mystic Intellect with alterations

2 months ago

Nice idea, but you can't play two Ral's at the Deck. at least, you can, but you can't have both on the board because they both have the same subtype "Planeswalker-Ral".

I don't understand, why all world will use Young Pyromancer. It dies very easy (yes, i know, that we will not attack with him, but there are enough (-1/-1 effects and make on or 2 damage)

On the other Hand i miss Kykar, Wind's Fury and try to go with it more to flying attackers. Try to clear the ground with your mass-removal, that doesen't affect your flyers.

I'm not sure, if it's a good solution to play Commit/Memory because it helps you're opponents at least a much. Yes, you get 14 cards. But mostly your graveyard should be have nothing interisting at it. Sorceries and Instant should be exiled thanks to their Flashback, Aftermath and jumpstart abilities. Can get some creatures back and maybe some of you're enchantments....it is worth?

I miss some things like Mizzix's Mastery and Windfall.

Try to replace your Talisman with some from the newer cards, like Arcane Signet, which doesn't deals damage to me.
There are many other, like Azorius Signet or Fellwar Stone

griffstick on Good cheap staples to pick …

2 months ago

This are the staple cards you need to get.

Creatures

Instants

Sorceries

Artifacts

Enchantments

Planswalkers

I hope this helps because it took forever to type out.

ColdDeath on Derevi superfriends

2 months ago

You have 9 one and two drops, of which 4 are early game cards. That's very low amount of early game. I would consider using cheaper ramp spells like Rampant Growth, use cheap mana dorks like Lotus Cobra or Birds of Paradise and/or use (more) cheap mana rocks like Mana Crypt or Azorius Signet. The more early game, the faster you can get on the board.

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