Azusa, Lost but Seeking

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Rare
Commander's Arsenal (CMA) Rare
Champions of Kamigawa (CHK) Rare
Promo Set (000) Rare

Combos Browse all

Azusa, Lost but Seeking

Legendary Creature — Human Monk

You may play two additional lands on each of your turns.

Price & Acquistion Set Price Alerts

A25

CHK

Ebay

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Azusa, Lost but Seeking Discussion

Happymaster19 on Vraska Value

1 day ago

I was hesitant about adding an Azusa, Lost but Seeking but I can’t deny it adds extra permanents and ramps us nicely. I like what’s you’re doing. Very similar.

chickenekcihc on you gots tats bro?

1 day ago

You should add Azusa, Lost but Seeking to play more lands

Incubi on Lands Are Permanents Too! Lord Windgrace Combo

5 days ago

48 lands would be a lot in a traditional deck but in this deck it feels so good. Because there are so many utility lands in the deck, having options for lands to play instead of being forced to just hit land drops is significant. It also provides me with more lands to be able to pitch with Lord Windgrace and play with Oracle of Mul Daya and Azusa, Lost but Seeking. I find when running <40 lands I have potentially one explosive turn with them and then I run out of lands in hand or on top of the deck because there aren't a lot of draw spells, (unless you pair it with Horn of Greed in which case you're winning). Also it shores up the dredge game plan so that I am able to hit more lands with Life from the Loam. Having the extra lands just ensures that I am able to have options and get additional value out of my land matters spells and effects.

LabManiac_cobblepott on Tatyova Stax

1 week ago

breadbocks:

Yes, Ghost Town does provide value, but so do Oboro, Palace in the Clouds and Simic Growth Chamber. For the sake of consistency, we don't want too many of those effects in the list and colorful mana is more valuable than colorless.

zrob and inazuma98:

This list plays very well, particularly against other cEDH lists. Tatyova doesn't want to play 50 lands the way Azusa, Lost but Seeking does. Azusa gets away with that because you've got her in the command zone. In the case of Tatyova, you've got a draw engine in your command zone, but you don't assuredly have a way to dump your hand onto the table and go off. Thus, very high land counts can often be more of a setback than an exploit.

Instead, we want to go all-in on disrupting opponent game plans with the knowledge that when the time is right, we have our win engine in the command zone. We know we can eventually break parity because the list is built around doing so. We also know that most other lists (in the cEDH realm) will not be equipped to break parity along this axis, thus the advantage.

kyuuri117:

Once you kick the Tatyova engine, you expect to loop through your library and either:

  • Use Words of Wind to replace your draws and protect yourself from decking.
  • Use Timetwister + Regrowth / Noxious Revival loops to continue arbitrarily.
  • Bounce Tatyova to your hand to eliminate the draw triggers since you have the wincon on the table.

Cantplaypiano on Land Deck

3 weeks ago

Growing Rites of Itlimoc  Flip should get you far if you need one "really nice" land. Beacon of Creation, Primal Bellow, and possibly Overrun might also be good (although if your lands are meant to become creatures then Overrun is harder to work in.)

Dungrove Elder and Dauntless Dourbark are solid too.

This all keeps it under reasonable financial control, otherwise I'd suggest Crucible of Worlds, Exploration, Burgeoning, and Azusa, Lost but Seeking. Perhaps later. :-)

elgosu1337 on Lord of Cinder

3 weeks ago

You're missing the core of a lands deck to play lots of lands with things like Azusa, Lost but Seeking, Exploration, Mina and Denn, Wildborn, Oracle of Mul Daya, Storm Cauldron, Wayward Swordtooth, and Burgeoning. Also, recursion from Crucible of Worlds, and more lands that sacrifice. These will be much stronger than the typical ramp cards you are playing like Birds of Paradise and Sylvan Caryatid and Chromatic Lantern.

If you want to play burn, you need Boseiju, Who Shelters All and Vexing Shusher. Jaya's Immolating Inferno is a good X spell that can burn three opponents. Fall of the Titans can hit two.

Rather than all the mana doubling effects that help your opponents, just play Mana Reflection and Vorinclex, Voice of Hunger. Mirari and Wort, the Raidmother can help copy spells. You might as well add in some good removal like Decimate, Windgrace's Judgment, and Lavalanche to copy. You might have too many spells that just copy spells though.

I would cut Doubling Season and all the planeswalkers since they don't contribute much to that strategy.

Chasmolinker on Bitch.....you shady

3 weeks ago

Disregard that. Totally see where this is going. Azusa, Lost but Seeking

Ryne91 on Zombie Lands - Lord Windgrace EDH

3 weeks ago

It looks like a decent deck. Only suggestions I can make is looking into adding more ramp at lower CMC and adding more card draw.

Any additional modifications I'd suggest depends on budget. Exploration, for example is great for a lands matters deck. Azusa, Lost but Seeking is also insanely good. And Into the Wilds can be useful as well.

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