Azorius Signet

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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.

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Azorius Signet Discussion

Mint0055 on [Primer] Victoria Angelica!

1 week ago

In that case best to go with cheap colored mana rocks. I like the hedrons for the card draw effects later game but Any of the Signets ( Ex. Simic Signet, Azorius Signet, Etc.) should workout. Dont forget Darksteel Ingot. Not tons of ramp, but great for color fixing and early game headstarts. Burgeoning May be worth considering as well. You know your deck best though so whatever works.

filthyc4sual on Gwafa, You're such a D!CK!!!!! (HELP)

2 weeks ago

One fun (LOL NO) card for your opponents could be Stifle. You could also use Pithing Needle and maybe Sorcerous Spyglass.

You could also use more ramp, like Azorius Signet.

Cool deck!

Pygmyrhino990 on HALP

2 weeks ago

First of all if your ramping into door to nothingness you either want duel lands or tri lands and Mana rocks such as the various border posts or signets. Secondly you want a secondary win condition, and my advice is (staying in colourless theme) Darksteel Reactor. Although slow, many people will try to work out ways to eliminate it because it appears to be a threat. Finally you need more blockers to help protect your plan. Keeping theme, Etched Champion and Myr Servitor fit nicely here.

Firewild Borderpost

Fieldmist Borderpost

Veinfire Borderpost

Mistvein Borderpost

Wildfield Borderpost

Dimir Signet

Orzhov Signet

Azorius Signet

Gruul Signet

Selesnya Signet

Golgari Signet

Simic Signet

Boros Signet

Rakdos Signet

Izzet Signet

Obelisk of Esper

Obelisk of Grixis

Obelisk of Jund

Obelisk of Naya

Obelisk of Bant

Manalith

Gemstone Array

Chromatic Lantern

Crumbling Necropolis

Jungle Shrine

Seaside Citadel

Arcane Sanctum

Savage Lands

Sandsteppe Citadel

Mystic Monastery

Opulent Palace

Nomad Outpost

Frontier Bivouac

Elopsm on Cascade, Cascade, Cascade...

4 weeks ago

Ironwright's Cleansing -> Disenchant More Efficient

Azorius Cluestone -> Azorius Signet More Efficient

Dimir Cluestone -> Dimir Signet More Efficient

Golgari Cluestone -> Golgari Signet More Efficient

Silumgar Monument -> Boros Signet More Efficient

Hanweir Garrison -> Golgari Signet More Efficient

Faith Unbroken -> Oblivion Ring More Efficient

Seek the Horizon -> Rampant Growth More Efficient

Cyclops of Eternal Fury -> Mass Hysteria More Efficient

Ulvenwald Observer -> Phyrexian Arena Cheap Carddraw

Chariot of Victory -> Llanowar Elves More Ramp

Banishing Light -> Swords to Plowshares More Efficient

Hanweir Battlements -> Spire of Industry Better Card

Wrecking Ball -> Terminate Land Destruction not relevant

Interpret the Signs -> Blue Sun's Zenith Doubles as finisher with infite mana

Negate -> Counterspell Better Card

Chromanticore -> Last Stand More Utility

Cromat -> Mayael's Aria Win Con

Midnight Banshee -> Angel of Despair More Trigger and Removal

Primal Surge -> Brilliant Ultimatum More Trigger + easy to cast with ramos

Lorthos, the Tidemaker -> Conflux More Trigger

Saharez on ramos good stuff

1 month ago

I would suggest up to 10 signets, Fellwar Stone and Sol Ring

Izzet Signet

Gruul Signet

Dimir Signet

Azorius Signet

Boros Signet

Golgari Signet

Rakdos Signet

Selesnya Signet

Orzhov Signet

Simic Signet

That should reliably get you to make by turn 4.Enabling you to play the 2 lands into play cards at 4 mana instead of 3 mana for 1 in hand and 1 into play.

It will help a lot with mana fixing aswell.

SaifurCommander on Making a Sharuum the Hegemon ...

1 month ago

So, I'm making a buy/trade list for an Esper Sphinx artifact deck. This list isn't including cards I already have, I'll add that as I go or as people suggest the cards I do have.

Basically, what I'm looking for is suggestions of cards to add or remove from this list.

ComSharuum the Hegemon f7.58

Creatures Sphinx of the Steel Wind 1.43 Jelenn Sphinx 0.20 Magister Sphinx 3.15Medomai the Ageless 0.90 Enigma Sphinx 0.57 Sharding Sphinx 0.46 Isperia the Inscrutable 0.48 Sphinx Summoner 1.29Isperia, Supreme Judge 0.73Sphinx of the Final Word 2.20Unesh, Criosphinx Sovereign 0.73 Sphinx of Lost Truths 0.39 Vexing Sphinx - 0.50Consecrated Sphinx 26.60Glyph Keeper 0.32 Prognostic Sphinx 0.31 Argent Sphinx 0.29 Cerulean Sphinx 0.34 Conundrum Sphinx 0.32Belltower Sphinx 0.19 Petra Sphinx 2.31Windreader Sphinx 0.77Adaptive Automaton 6.51Athreos, God of Passage 11.37Thassa, God of the Sea 6.92 Brass Herald 0.26Heliod, God of the Sun 3.91Thassa, God of the Sea 6.89Erebos, God of the Dead 7.60 Order of the Sacred Torch 0.37

Artifacts Chromatic Lantern 11.99 Expedition Map 2.88Sword of Fire and Ice 46.99Sword of Feast and Famine 25.74 Sword of Light and Shadow 25.43Sword of War and Peace 15.18 Sword of Body and Mind 11.39Thought Vessel 4.20Thran Dynamo 9.02Venser's Journal 3.80Lightning Greaves 3.23Belbe's Portal 8.00 Orzhov Signet 0.25Azorius Signet 1.16Dimir Signet 1.16Panharmonicon 2.70Whip of Erebos 1.89Coat of Arms 7.55Door of Destinies 5.75Urza's Incubator 18.51Darksteel Forge 7.99Instants Withering Boon 0.92Swan Song 1.68 Illumination 0.20Sphinx's Revelation 3.59 Punish Ignorance 0.32 Cyclonic Rift 5.69 Cryptic Command 31.91Counterspell 1.10Fact or Fiction 0.53Enlightened Tutor 10.46

Sorceries Wrath of God 6.07Damnation 18.80 Rite of Replication 2.49Day of Judgment 2.83Fumigate 1.81Demonic Tutor 25.56Supreme Verdict 7.12

Enchantments Oblivion Ring 0.30Ghostly Prison 2.13Rhystic Study 9.18 Leyline of the Void 17.70 Leyline of Sanctity 27.50

Land Command Tower 1.00Reliquary Tower 4.12Opulent Palace 0.25 Orzhov Basilica 0.23Azorius Chancery 0.26

Sgtpopnfreash on Sen Triplets Ultimate Domination (HOD updated)

1 month ago

Ok so I have a lot of suggestions that would make this deck more competitive because its pretty far off at the moment. I'll go by each section.

First artifacts, you should take out everything you have except for Sol Ring and Sensei's Divining Top. Yes even Chromatic Lantern, especially Chromatic Lantern. Spending 3 mana on a rock that only produces 1 mana is too much of a tempo loss in a competitive game and its effect is unnecessary which I will explain when I talk about lands. Instead add some fast mana acceleration. Cards like Mox Opal, Mox Diamond, Chrome Mox, Mana Crypt, Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Azorius Signet, and Orzhov Signet. You should strive to run as much of that ramp package as you can afford.

Second lands, with a solid land base you should have no need for a card like Chromatic Lantern even in Sen Triplets. Lands like Forbidden Orchard, Exotic Orchard, Mana Confluence, City of Brass, Reflecting Pool, Gemstone Caverns, Gemstone Mine and Command Tower along with Mox Diamond and Mox Opal should be able to provide all the green or red mana you should ever need in a game. You also are running far far too mana lands. With a decent ramp package running anywhere from 29-34 lands should be more than enough.

Third instants, you are running a lot of control style interaction with counterspells and one-off removal which is sort of fine but a lot of it is simply not viable in a competitive setting. Cryptic Command is super versitile but 4 mana as a response is brutal. Needing to leave up 4 mana for an answer will cause you to not be able to play anything in the early game. There are plenty of 1 and 2 mana counterspells that you should run instead. Disallow and Render Silent have the same problem, its just too expensive on turn 2 or 3 when you are trying to play a signet or talisman to ramp you should be able to have mana for an answer as well. Pull from Tomorrow and Flash seem like super weird choices and IDK why you are running Orim's Chant and not Silence.

Fourth sorceries, the only thing here that i notice is that the triple white kind of makes it unplayable most of the time even when you do have the condition met. With all the other creature wipes I would cut it. Also no Toxic Deluge? Unburial Rites is also way expensive when you have reanimation effects like Exhume, Dance of the Dead, and Necromancy.

Fifth creatures, no this one is messy. you have WAY too many reanimation targets, you need to cut some fatties. In competitive re-animator you only need like 1-3 fatties because they should be so powerful that once they are reanimated they just win you the game essentially. You do not want to have one in your hand ever in an ideal world so you really want to limit the number of reanimation targets in the deck. The only ones i see that are worth running are Jin-Gitaxias, Core Augur and Elesh Norn, Grand Cenobite. You could add an eldrazi titan if you wanted as well. The others are simply weak in comparison.

Those are my thoughts on the cards you are currently running. Now for the second awkward part of this deck. The majority of your card advantage I notice is over time. You have a lot of engines like Phyrexian Arena and Rhystic Study and not many 1 off draw spells like Night's Whisper. That is fine in a stacks strategy when you can slow the game down enough to get the value form them but you arn't really running any stacks effects. This deck should probably run cards like Aven Mindcensor, Sphere of Resistance, Torpor Orb, Cursed Totem, Pithing Needle, Aura of Silence, Seal of Cleansing, Nihil Spellbomb, Tormod's Crypt, Phyrexian Revoker, Blind Obedience. The problem is there arn't that many hard stacks cards that don't hurt your gameplan as much as everyone else. The deck needs a lot of cleaning up and some cohesiveness in its strategy to be considered competitive.

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