|Commander / EDH||Legal|
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|Ravnica Allegiance: Guild Kits (GK2)||Uncommon|
|Commander 2018 (C18)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
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, : Gain .
|Want (6)||Regalight , Otakufan64 , Shirayuki , Pinewoodboy0324 , Dranea , ATTILAtheHUNGRY|
Azorius Signet Discussion
15 hours ago
Here are some suggestions:
You would probably benefit the most from a better ramp-package. Since you don't want to bother buying expensive lands, I'd recommend signets (which are really good for fixing colors) and talismans: Orzhov Signet , Azorius Signet , Dimir Signet , Talisman of Progress , Talisman of Dominance , Talisman of Hierarchy , & Smothering Tithe has powerful potential as well.
Ponder and Preordain are extremely powerful in helping you fix colors in the early game. They allow you to dig for the right lands. They're also good at any point in a game. Gitaxian Probe is easy to cast (at basically no cost) since you gain life.
Speaking of life-gain, you have some good ways to gain but no payoffs for it. Alhammarret's Archive seems to combo well with your general. Other ones that come to mind are Graveborn Muse , Greed , and Necropotence
I'd cut Crush Dissent and No Escape for cheaper counterspells. Lower CMC instants give you more opportunities to use them. Swan Song is BROKEN. Counterspell is good. Dispel is amazing but only if you feel your meta is threatening you with counter magic of their own. Muddle the Mixture and Narset's Reversal are unreal. Sometimes you'll misplay them though - they require some experience.
Boomcat12B on daxos
1 week ago
Cards to add-
Sea of Clouds You want to add glacial fortress for sure. It is a cheap check land that can come in untapped, and you want Rogue's passage to let you swing freely if your equip pieces are getting destroyed. I would run 36 lands in this deck and Sea of clouds can replace the bounce land if you want to go that route since it is a bit more expensive money wise.
Mystic Remora This will give you better card draw (in addition to what you already have. The more card draw you can have the better. This should give you around 10 pieces of card draw. Some of the card draw is situational so it will come to playing the deck and seeing if you need to add a bit more dedicated pieces.
Cards to suit up with-
Eldrazi Conscription - One of the best enchantments you can have for voltron
Sword of the Animist - Will help out with ramp...Add no matter what. This card is stupid good
Sun Titan - Allows you to get Equipment and artifacts back from the GY and you are running enough cards to make it worth running him.
Silent Arbiter - Perfect for your decks strategy, and will help with crack back
Umbra Mystic - Allows you to sacrifice your Auras instead of Daxos should he be killed.
Battlewise Hoplite - Gives you another creature to suit up if Daxos is taken out of commission or costs too much.
Augury Adept - Card draw and lifegain is worth it, plus it gives you another option for a creature to suit up
Removal- You are actually not to bad off in interaction. Your sitting at around 10 I think, but you do not have any boardwipes and that cna be a problem. However with your counterspell suit and single target removal it might play out alright. It will really be a matter of playtesting and seeing where you want to take the deck.Here are some ideas to add for board wipes (I would add one of these since there is one more slot to fill for the cards I suggested taking out. The rest can be ideas should you need to add board wipes)
Cyclonic Rift - This one is not cheap but I would definitely include it if you are willing to spend the money. I would add it over any of the other cards mentioned in this section.
Just a few ideas for cards to pull-
Mu Yanling, Sky Dancer - It just is not doing anything for you
Tamiyo's Epiphany - It costs too much for what it does
Curse of the Swine - just run a board wipe instead.
Angelic Edict - Costs too much for what it does
Dauntless Onslaught - This deck wants cards to suit up Daxos not combat tricks
Moment of Heroism - Same as above
Silence - A good card but your not looking to combo off so it is a slot you can use to further your game plan
Tragic Lesson - Better options for card draw
Corridor Monitor - Does not really provide much synergy for what you want to do All the bestow creatures- They just cost too much to use bestow and you have better options
Mesa Enchantress - A really good card, but Running 14 enchantments won't proc her enough to give you the value you want
Curse of the Forsaken - Does not really help all that much
Mystic Barrier - It does not really further your game plan
Unknown Shores - It isn't bad but being two colors you don't need to worry about color fixing that much.
Azorius Guildgate - Tapped lands can always be replaced
Alright so looking over the list these are the cards I would take out and the cards I would replace them with. I basically removed cards that did not provide a strong synergy, or cards that could be replaced with more efficient cards. The 2 biggest areas I focused on were Ramp and card draw since you were light in both areas. Simply by adding those 2 packages the deck will start to run better and more consistently which will lead to better games for you overall. I also suggested some lands so you can replace the tapped lands, as well as give you more utility to get dmg in with Daxos. Upping your land count by one should also help your land draw ratio as well. Next I suggested 2 more pieces of voltron that are just too good not to add. I pulled a lot of creatures that you were running because they did not provide synergy or they were just to costly. I replaced them with creatures that provide synergy and value for your deck, and also gives you a few more options in case Daxos gets shut down. Always need a back up plan. Finally Add in at least a board wipe. you really want three and I would personally replace 2 of your weaker counter spells (I left in most of your counter suite)with board wipe pieces. I gave you a few ideas as to cards you could run for board wipes. If you do decide to remove 2 counters to replace with w wrath I would suggest Stymied Hopes and Annul
I kept the upgrades to around $30-$40 dollars (I think I was not adding them up) but they should not more than $50 or so since I know you don't want to spend a shit ton on your decks. Let me know what you think or if you have any questions on choices or reasoning.
3 weeks ago
The big thing I see missing from this list is mana rocks. In a non-cEDH environment, you want about 45-50 of your cards to produce mana. I like to start with 37-38 lands and 7-8 rocks, then adjust based on what's in the deck. You'll want to max out on 2-mana rocks, since this deck wants to stick its commander early to hold up mana starting on turn 4, which is typically the turn where casual commander games get rolling. I'd start with Arcane Signet , Azorius Signet , Coldsteel Heart (makes snow mana!), Marble Diamond , Sky Diamond , and Talisman of Progress , then, if there's room, look at a couple of colorless utility rocks like MindStone or Thought Vessel . On the high end, I think any deck running Manifold Key should really consider Gilded Lotus .
I'd also run Arcum's Astrolabe , since you're running snow mana and it will give you both early fixing and historic triggers. Speaking of snow, if there was ever a deck for Heidar, Rimewind Master , this is it. You could also sub out Lawmage's Binding for On Thin Ice . Also, Marit Lage's Slumber is perfect for this deck, since it's snow and legendary themed. The final snow card I'd look at is Sunstone . Constant Mists is miserable to face down, and this is the snow equivalent.
Also, you're already running 6 2-mana instants, so I'd go for the Isochron Scepter + Dramatic Reversal package. Scepter is historic, plays nice with the instants you already have, and it's an easy way to include the "this game must end" win con that every deck should have tucked in somewhere to prevent 20-turn games of misery. Muddle the Mixture is the last card I'd finish out that package with, in addition to any other cool 2-mana instants you have in reserve. The other option for winning the game would be Chain Veil combo, but that is not something you want to put in the hands of a newer player.
As for lands, I would take out Evolving Wilds and Terramorphic Expanse. They're pretty bad in a 2-color deck that can get by on its mana rocks for fixing, and shuffling a 99-card deck is pure misery. If you want easy fixing that can be a snow permanent, Vesuva and Thespian's Stage are where it's at, and they're a great way to take advantage of a Cabal Coffers / Urborg, Tomb of Yawgmoth player.
Finally, I'd go poke around on the advanced search option on Scryfall. They've got everything from budget to color identity criteria, so it works well for EDH decks. Also check out the EDHREC page for Raff. Hope that helps!
3 weeks ago
Hey, nice budget Esper deck. Looks like you're not finished?
In Esper colors you can take more advantage of opponent disruption and you kind of need more of it if you want to consistently cast Chromium, who's seven mana. Control the game more by slowing down your opponents which can give you more time to prepare the game for when you drop Chromium. I think you should stick with Tocatli Honor Guard . In fact I'm suggesting to expand on it. Of course this means cutting most creatures who have an ETB ability.
Chromium doesn't have an ETB ability and there's not very many creatures here who do. In Commander many decks, much more than not, rely on ETB abilities from creatures to get value or even to win. Shutting this off can give you a big advantage. Creatures who exile other creatures or permanents when they ETB are risky because of board wipes. When these creatures die from a board wipe then the exiled card goes back to the opponent. Board wipes are more important for Control then these creatures.
In Commander 26 lands is very low for a Control deck. This is the amount of land you would play in a 60 card Control deck in Standard. In Commander there's a lot more than 60 cards therefore you need more lands because you want to make your land drops each turn. Mana rocks and other spells that can get you lands in your hand or on to the battlefield can help, but even with these cards you need more land. You really want both. There's only 91 cards here; my advice is start with adding 10 more lands and the three budget Signets: Azorius Signet , Dimir Signet , Orzhov Signet .
Budget lands to consider adding:
- Command Tower
- Exotic Orchard
- Caves of Koilos
- Ash Barrens
- Esper Panorama
- Sunken Hollow
- Prairie Stream
- Irrigated Farmland
Cards to consider cutting to add lands/Signets:
- Fleet Swallower
- Drowned Secrets
- Psychic Spiral
- Psychic Corrosion
- Thought Collapse
Consider cutting the opponent mill theme? Opponent mill is not very good in multiplayer Commander unless your dedicated to it. Graveyards are a huge resource for so many types of decks in Commander; mill will most likely help your opponents rather than hurt them. I wouldn't play mill unless it's the main strategy of your deck. Playing many wheel effects and having infinite mill combos as win conditions.
Other budget cards to consider adding (some of these are in the maybeboard):
- Aven Mindcensor : disrupt opponents tutors including Fetch lands.
- Notion Thief : deny opponents from drawing a lot of cards.
- Blind Obedience : prevents haste and denies your opponents from using artifacts for mana when they first come onto the battlefield.
- Hushbringer : a supercharged Tocatli Honor Guard.
- Rule of Law : can prevent many combos in Commander and it slows the game down for you to better control.
- Narset, Parter of Veils : allows opponents to only draw one card during their turns.
- Day of Judgment
- Cleansing Nova
- Diabolic Tutor
- Fellwar Stone
- Arcane Denial
- Detention Sphere
- Generous Gift
Cards to consider cutting:
- Final Payment
- Drown in Sorrow
- Deputy of Detention
- Hostage Taker
- Conclave Tribunal
- Shell of the Last Kappa
- Tome of the Guildpact
- Dire Fleet Ravager
- Sphinx's Insight
- Ob Nixilis, the Hate-Twisted
- Nightveil Predators
- Basilica Bell-Haunt
- Dimir Guildmage
- The Haunt of Hightower
- Rise from the Tides
3 weeks ago
Third 5 additions:
2 months ago
I'm assuming the deck's aim is to basically wall up and stall for a win condition? If so, I definitely recommend Counterspell , Render Silent , Lavinia, Azorius Renegade and Propaganda for those reasons. Depends on your budget of course. Counterspell and Render Silent are straight up counters, making any spell fizzle out and the opponent get set back. Render Silent also keeps that opponent from trying to counter or remove your stuff for the rest of the turn. Propaganda is another "pay 2 to attack you" spell, and Lavinnia helps slow opponents down.
I'd also recommend some mana-making artifacts. You have a pretty high average converted mana cost so they'll help you cast more spells. Some pretty cheap ones are Mind Stone , Star Compass , Commander's Sphere , Darksteel Ingot , Azorius Keyrune , Azorius Signet , Azorius Cluestone , and Azorius Locket . For really, really budget you could also play Manalith . It can be hard for Blue or White to play big spells so they're pretty useful.
Blue has excellent draw power. Ponder , Brainstorm , Opt , Impulse , and Sleight of Hand (ignore the price listed, its been reprinted in newer sets at a cheaper cost), and Drawn from Dreams are all great spells to dig for what you need.
That's all I can recommend for now. Do what you will with my suggestions depending on your budget, and when you play the deck I hope you have fun!
2 months ago
I do think that you should at least switch the Dimir Signet and Azorius Signet for their talisman counterparts. I say this because casting a talisman when you only have two mana up means you have one available when it resolves, whereas the signets require a mana to activate. (In general, I think the talismans are better than signets.)
My only other advice right now concerns Tainted Pact . You can turn this into a tutor-proper/ Laboratory Maniac win condition if you make your landbase truly singleton. (Since the only way it gets stopped is if you hit two of the same-name basic in a row.) Since you run 17 basics, this would mean changing 14 of them. A good way to start is by making 3 of the 14 into snow-covered versions of themselves; Tainted Pact only cares about names, so Snow-Covered Island and Island are totally different cards as far as it is concerned. (Note that if you want to keep the basic count high, switching half of each basic type to snow-covered will make the Tainted Pact less likely to fail, even with doubles in the deck.) That'd leave 11 lands to be replaced, though I don't think that'd be too difficult if you're willing to invest in your landbase a little. For instance, putting in the fetches you don't currently have would take care of 6 of those slots; more options include Forbidden Orchard , City of Brass , Mystic Gate , Sunken Ruins , etc. Remember that even if you don't go fully singleton, running fewer basics with the same name will increase Tainted Pact 's power.
2 months ago
I think you'd like Unquestioned Authority . Like Traveler's Cloak, it makes Brago unblockable and can be flickered with his ability for extra draw. These might interest you too: Curator's Ward (protects Brago and gives extra draw when he flickers himself! You can flicker the Ward as well, but be sure to leave 1 creature unflicked so the Ward has somewhere to land), Sunblast Angel , Heliod's Pilgrim , Totem-Guide Hartebeest , Flickerform , Coveted Jewel , Mulldrifter , Cloudblazer , Prophetic Prism , Azorius Signet , Fellwar Stone , Tsabo's Web , Nevermaker , Sovereigns of Lost Alara
Azorius Signet occurrence in decks from the last year
Commander / EDH:
All decks: 0.12%
WU (Azorius): 3.61%
WUB (Esper): 1.83%
RUW (Jeskai, America): 17.4%
GWU (Bant): 0.78%