Creature — Human Advisor
At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game. Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.
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Azor's Elocutors Discussion
2 weeks ago
Azor is from Ravnica based off of the Rivals of Ixalan story arc and the card Azor's Elocutors
3 weeks ago
This is hilarious, just shoving as many alt win-cons in one deck as possible, I love it. +1 from me.
That said, I think you're taking the concept a little too far- the only 'control' cards you're running are Insidious Will, Path to Exile, and kinda Banishing Light. If I were you, I'd try to trim some of the 'fat' of the deck and focus on a few of the win-cons you have going here. There's a lot of ways to go about that, but I think your best bet would be to cut the green entirely. You lose Biovisionary, which is the least likely win for you to pull off here, and Doubling Season. Losing Doubling Season makes your wins a bit harder to pull off, but it's the only green card you'd be running which makes your mana harder, plus it's a dead card if you don't have a wincon out.
Surviving for 20 turns is a little unrealistic in modern, even if you had doubling season in to cut it to 10 you'd still find it difficult. I'd say cut the Darksteel Reactors, and probably the Throne of Geths as well. You can go up some more useful artifacts for Mechanized Production to target, like Ichor Wellspring to draw a card every turn, or Norn's Annex to make attacking you more and more impossible each turn. As far as control elements go, you could definitely use some wrath effects like Wrath of God or Supreme Verdict to help keep you alive against aggressive decks where one-for-one removal like Path just won't cut it. You could also go a more enchantment-y route with Ghostly Prison and/or Sphere of Safety to keep your opponent from whacking you to death while you stall for your turn-based victories off of Azor's Elocutors, Approach of the Second Sun, or Mechanized Production. Other worthwhile control-type cards that might be worth considering here: Detention Sphere, Remand, Supreme Will, Journey to Nowhere, Blessed Alliance
Of course, these are all just my thoughts as a longtime player. If you like it the way it is now or you think a certain card/style is fun, go for that :) Whatever you decide to do, good luck!
1 month ago
I considered those, but since the deck is designed to go against a hardcore aggro deck with a playset of lightning bolts (Gruul Might), It's difficult not to be dealt any damage. The win cons that I am looking at right now are Gideon and Elspeth planeswalkers, but If you can think of any other good azorius planeswalkers, that would be great! Also, another guy in my friend group already has an Azor's Elocutors deck, and I wouldn't want to copy him.
1 month ago
That's a good question, I'm looking for some more win cons for my ephara deck myself: Ephara Homebrew
1 month ago
I detest :P
But you should take a look here for general ideas of what works
1 month ago
I would cut your Jace. The problem with it is its +2 ability is inherently awful--granting your opponents card draw is pretty damning, as it only increases their odds of finding cards to foil your plans.
Right now, Sun Titan does nothing for your deck, other than provide a 6/6 with Vigilance. The only cards it can return are your Jace, Wall of Omens, and Oblivion Ring--none of which are particularly great targets for recursion.
Elspeth, Sun's Champion is strong, as she provides you a mini-army of blockers that eventually become larger and evasive. Many of the Gideon planeswalker cards can be used, as they become indestructible beaters (and you can play a card like Supreme Verdict safely, without worrying about your planeswalker being destroyed. Jace, Architect of Thought provides you some defence with his +1 ability, and allows you to take your opponent's win condition with his ultimate.
Since you're running control, you probably do not need more creature-based finishers than AEtherling - you can merely stall until you draw one of the copies you have (I'd probably run 2). There are some other options, but most are not as good or as budget-friendly as Aetherling.
My personal favourite win condition in U/W control is Azor's Elocutors, but it's by no means a good card and requires you to really design the deck around it. The Johnny in me merely has a soft spot for alternate win conditions.
2 months ago
Well if you're going to run Azor's Elocutors, Chasm Skulker, Sphinx of Magosi and Ishai, Ojutai Dragonspeaker (none of which I would save Chasm Skulker) you might consider cutting Solemnity. Soul Barrier remains at the top of my cut list along with Sphere of Safety for diminished effectiveness in EDH and having fewer enchantments. Maybe consider Norn's Annex as a replacement to both?
2 months ago
Here's a list of cards that seem underwhelming or out of place.
Azor's Elocutors: Flavor's great and all, but this is a 5 drop that doesn't affect the board. You then need 6 turns after it drops to win the game
Sphinx of Magosi: Below average beater, below average draw engine, combined it's just ok
Sigil of the Empty Throne: Another 5 drop that does nothing on its own. Completely dependent on casting enchantments, of which you don't have a huge number that's only gonna get smaller as you make cuts
Soul Barrier: 2 damage is a really minor price to pay in EDH
Starfield of Nyx: Another slow 5 drop enchantment. To get value out of it takes turns, and the potential targets aren't exactly massive bombs
Sphere of Safety: Unless a third of your deck is enchantments odds are this is just Propaganda that costs more to cast
Azor's Gateway Flip: I kinda dig the looting in a 2 drop. If you were to keep any of these cards this would be the one I like the most. But it takes 5 turns to go off, and it's liable to get popped if you start pitching useful cards toward flipping it
Spellbook: Without metalcraft, storm, or any other effects to play off of its 0 drop nature it's just a really underwhelming card for the slot
Venser's Journal: 5 drop that doesn't affect the board or offer any sort of card advantage
Approach of the Second Sun: 7 mana to gain 7 life. Then a turn to untap, draw into it (assuming commander is out and you have the mana or other effects to dig that deep), and another turn to untap and play it again. As far as win cons this isn't the worst there is, but I can't help but feel there are better options in the 7 drop range
Beacon of Tomorrows: This is a card for a deck that's leaning heavily into extra turns and cheating spell costs, neither of which your deck really does
Alhammarret, High Arbiter: Really underwhelming ETB for a 7 drop, especially in multiplayer when you have 3 opponents worth of threats and you can only name 1 card
Of course none of these cards are truly bad, easy cuts, otherwise they wouldn't be in your decklist in the first place. Cuts like this are hard, and odds are you probably really like some or all of these cards. This is my take on some of 'em, and if you wanna keep them just look at the rest of the deck and ask "if not this card, then what?"