Azorius Signet


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH 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
Commander 2018 (C18) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Archenemy (ARC) Common
Dissension (DIS) Common

Combos Browse all

Azorius Signet


, : Gain .

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Azorius Signet Discussion

KayneMarco on Enchanted battlefield

1 week ago

The cards I would take out are:

  • kruphix’s insight
  • Daxos of meletis
  • Ajani unyielding
  • bant charm
  • counterspell
  • eel umbra
  • sandwurm convergence
  • rapid hybridization

The cards I would put in are:

Also consider taking out maybe 5 enchantments and change them out for 5 enchantment creatures.

hkhssweiss on Masters of your Mind

4 weeks ago

Hey Aaerys, I used to run a Sen Triplets EDH deck also back in the day. Here is some insight which I hope you will find hopeful.

A couple questions, what is the budget are you working with? What is your main goal when you play with this deck? (Is it to control the game, deny resources, or stall until you combo?) What is the your playgroup level like?

Based on what you said your issues were while playing the deck, off the top of my head is to run more tutors, i.e. Demonic Tutor, Beseech the Queen, Vampiric Tutor (As you listed in your side board), Imperial Seal. You are in Esper colors which allows for optimal control of the boardstate.

To also answer your question you posted in your deck description, I would agree in turning it to a more control piece shell with more interaction. Cut out all unnecessary dead cards and add in cards such as Path to Exile, Delay, Mana Drain, Flusterstorm, Silence, Pact of Negation, Force of Will, Chain of Vapor, Mental Misstep, Swan Song. Ramp package is also quite vital for a control Sen Triplet shell, you should run almost all efficient 2 cmc and less rocks.

Some cards for ramp, Dimir Signet, Orzhov Signet, Azorius Signet, Mana Vault, Mana Crypt, Lotus Petal, Fellwar Stone, Mind Stone, Talisman of Dominance, Talisman of Progress, if you have the budget Mox Diamond, Mox Opal, or Grim Monolith.

If you have any other questions to help refining deck, I'll be happy to help!

The_Besticle on Trump's Wet Dream, or "We're Gonna Build the Wall"

1 month ago

Creature pump/value: Cloudstone Curio and Panharmonicon are both broken with Arcades. Serra's Blessing --> Brave the Sands: strictly better! Spidersilk Armor is great against heavy flying decks (and will rarely be a removal target because it is so unassuming)

Protection: Lightning Greaves/Swiftfoot Boots; Heroic Intervention; Teferi's Protection (don't let the price scare you; it came in your Edgar Markov deck); mainboard Ghostway

Ramp: Azorius Signet, Simic Signet and Selesnya Signet should all be run; they allow for a turn 3 Arcades. Thought Vessel (came in Meren) lets you keep your excessive draws and Mind Stone replaces itself if no longer needed. They also fit the bill of a 2 drop ramp. Sylvan Caryatid!

Target/mass removal: Dusk, Solar Tide, and Slaughter the Strong, will all be one sided wipes for you! Cyclonic Rift is worth the price tag; it will go in every blue deck. Consider mainboarding Path to Exile and Swords to Plowshares. Return to Dust is another strong card.

Land: Prairie Stream, Irrigated Farmland, Scattered Groves, Reliquary Tower, the temples (Temple of Mystery), bounce lands (Simic Growth Chamber), and pain lands (Adarkar Wastes) are all worth considering. Real solid base though!

Cards to replace: Steadfastness has no degree of surprise being a sorcery and isn't a large pump. Bar the Door and Shield Wall are both a little meh on their power level.

The counterspell suite is great in one on one games but in multiplayer, it is rarely a good trade. I would cut down to two or three. For efficiency Swan Song is a powerhouse; your Disallow exemplifies the flat out "no"; Insidious Will is wildly versatile and can win you the game.

Alexi's Cloak, Alpha Authority, Canopy Cover, Diplomatic Immunity, and Shielding Plax could be swapped out for repeatable protection (the equipments above) or effects that not only protect your whole board but also abuse ETB abilities (I cast Damnation, you cast Ghostway. I cry because you have your whole board and drew 5 cards).

Some other cuts that could be made for new stuff would include any of the walls that are just big dumb beaters like Glacial Wall.

The_Besticle on Noyan Dar, Creatureless... I promise...

1 month ago

Cascading Cataracts, Temple of Enlightenment, Rogue's Passage, Halimar Depths, Drownyard Temple, Deserted Temple.

If your goal is to get Noyan out as fast as possible, why is there so little ramp? A few that come to mind: Commander's Sphere replaces itself when faced with removal/becomes superfluous. Azorius Signet because signets are phenomenal, Azorius Keyrune is a creature when you want it to be.

Feroz's Ban, Ghostly Prison, Propaganda, and the like protect you. Granted, they aren't instants or sorceries but they warrant consideration.

Oh, and Darksteel Garrison.

elgosu1337 on Aminatou blink!!!

1 month ago

Your deck looks pretty good already! You could try Minion Reflector to copy creatures after blinking them. Noxious Gearhulk and Phyrexian Ingester are also good for removal. Massacre Wurm should be great to wipe out smaller creatures, or even bigger creatures if you can blink it multiple times. Sunblast Angel could work well as a boardwipe and discourages attacking and tapping.

I think Infinite Reflection is a bit risky because any removal on the enchanted creature removes both cards.

Your deck is missing a Sol Ring. Azorius Signet, Dimir Signet, and Orzhov Signet are also very helpful for ramp.

Chromate on My first EDH (recently)

1 month ago

Well, part of it is you sould run your signets, especially in three colours. Selesnya Signet, Simic Signet, and Azorius Signet. That will help with mana fixing when you need it.

You should run Evolving Wilds for three + colour decks imo. For two colours you do not need it. Again, mana fixing that allows you to pull a basic. You have Terramorphic Expanse already which is great.

Green is the absolute strongest colour in commander imo. The amount of mana ramp you can get and big creatures is just stupid. If you find you’re struggling for mana, add some classic ramp cards like Kodama's Reach, Rampant Growth, Nature's Lore, Skyshroud Claim, Harrow etc.

You already have Dual Taplands, and your deck cost 500$ already. Why not throw the Slow lands, Check lands, shock lands (bless guilds of Ravnica reprints) and filter lands. It’s important to have some basic lands in, so maybe remove taplands for those stronger duals.

My two cents anyways. Your average CMC is 3.7 as of this comment, which is on the higher side. So it’s important to have a solid base for your stuff.

Hope it helps!

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