|Commander / EDH||Legal|
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|Champions of Kamigawa||Rare|
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Azusa, Lost but Seeking
Legendary Creature — Human Monk
You may play two additional lands on each of your turns.
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Azusa, Lost but Seeking Discussion
4 days ago
1 week ago
If you want to smash face, then you need sisay to get out earlier. This would be best with mana dorks. As of now, you have 6. I would try to add others such as Bloom Tender, Fyndhorn Elves, Priest of Titania, Rishkar, Peema Renegade. Others include Somberwald Sage and Shaman of Forgotten Ways. The main reason why I am suggesting mana dorks is because they go well with Paradox Engine and enable a Turn 2-3 Sisay.
I HIGHLY recommend Survival of the Fittest. You can use it to drop a bomb legend like Iona into the grave and use loyal retainers to bring it back. Add Sun Titan for a value beater to bring back loyal retainers and others.
As of what to take out...
Azusa, Lost but Seeking - Mana dorks help enable turn 2-3 sisay and fuel paradox engine. You don't have that many lands to justify her.
Sakura-Tribe Elder - Again, mana dorks work better here.
Nature's Lore - Mana dork...
Rampant Growth - Mana dork...
Gaea's Blessing - Seems like a weird fit. Is mill a problem in your meta?
Authority of the Consuls - Doesn't seem to do much except maybe give you a little lifegain and possibly an opportunity to swing at someone.
1 week ago
Nature's Will can lead to some decent pseudo ramp for your secondary main phase. Primal Growth is good for a token build as well. I'd also consider Wood Elves as it can search out any forest and Yavimaya Elder which gets you a couple of lands in hand and draws a card. I'm only suggesting the creatures because I see your running Burgeoning and Oracle of Mul Daya which, let you drop another land on your turn. Another creature to consider is Azusa, Lost but Seeking which also lets you drop more land per turn.
1 week ago
@Bhaal666: Thank you for explaining all that for me!
@Karns_Pyromancer: The arbitrarily large combo would work if we don't have to repeat the same thing 5 or more times. If I'm not mistaken I believe that the Nath list on cEDH wins by the Squirrel Nest + Earthcraft combo, but I don't think the others have easily accessible optimized lists.
@chaosumbreon87: I am trying to win or at least place in the league so the point would be to not rack up ridiculous amounts of negative points by comboing off or blowing up everyone's lands. I usually start my decks off around $400 and if I like the deck enough to keep optimizing, then it does not really matter. The only themes I care about in a deck are consistency and how well it fits within league restrictions. I'm not really partial to playing anything, unfortunately. As for your suggestions, the only one's that I could use seem to be Teferi/GAAIV and Nekusar. To my knowledge all the rest of those are combo decks that would net me negative points. That Azusa, Lost but Seeking elfball list you posted awhile back on the cEDH tier list seems like it would work well actually lol.
Purphoros, God of the Forge seems like another good candidate, however mono red feels as though it has some consistency issues despite Purph's 2.5 tier listing. Thoughts?
2 weeks ago
Meloku the Clouded Mirror and Azusa, Lost but Seeking both feel like they'd be great in here. And Scapeshift is a must! Another random thought, Faith's Reward could be a cool trick. Gives you some wrath protection, or could combo for a giant landfall with Scapeshift, Zuran Orb, etc. A bit situational, but I've found a lot of fun from that in EDH. I feel like Yavimaya Elder would be great too. And of course you could add as many fetch lands as you want for the double landfall trigger, but obviously that drives the price up substantially so I understand if you don't want to do that.
I could see cutting Tunneling Geopede, it doesn't seem like it does enough. But looks like a really fun deck, makes me want to give this commander a try!
2 weeks ago
You should probably be playing every fetchland, tbh.
Then of course things that let you play a bunch of extra lands. Explore, Exploration, Azusa, Lost but Seeking, Summer Bloom, Storm Cauldron all come to mind. With two karoo lands, you'll guarantee you can play as many lands per turn as you possibly can.
3 weeks ago
nah, im just joshin ya.
I think you should turn this mono-green. the only critical thing you have that is black is Victim of Night, and it's very iffy on being able to cast it. I frequently needed the removal but only had one black mana source. now, yes you could pick a more easily castable black removal spell, or you could just go balls to the wall aggressive in green.
for starters, one advantage of going mono green would be to allow you to run forests, and only forests. mana bases dont get any more budget than that lol. the real gameplay advantage would be to allow you to run an insane mana ramp combo. now, you dont need ONLY forests to do it, but you need it to be mostly forests. if you ever decide you need some Ghost Quarters or some other utility land, dont be afraid to throw em in.anyway, the combo is Utopia Sprawl + Arbor Elf. by themselves, the ramp you normally, just giving you one extra mana. however, if you have the combo in you opening hand, you play t1 Arbor Elf, t2 utopia sprawl on your second (untapped) land. now, on turn 2, you have 4 mana to throw around.
you typically want 3 Utopia Sprawl, 4 Arbor Elf. running this would allow you to run 19 lands, and you could obviously cut Whisperer of the Wilds, Nissa's Pilgrimage, and Animist's Awakening. this would also solve the biggest grievance i had while testing this deck: no turn one play. yea, you have Typhoid Rats, but it feels really awkward to play a rat, and THEN play your mana ramp the following turn.
but yea, that would be the 2 biggest pieces of advice i have for you. Here's a few cards for you to consider, to make replacing black cards a tad easier on you. Also, ill mention a few green cards that could potentially be upgraded.
First! and HIGHLY HIGHLY HIGHLY recommended, is Rancor. This is arguably the best green enchantment ever printed, and it fits in your deck like a putting on a glove. ESPECIALLY if you put in Utopia Sprawl + Arbor Elf. Because it means Arbor Elf can now be a threat too. you could also give your big guys trample, which is always good.
second, and a personal favorite; Strangleroot Geist. super aggressive, super resilient. he's what control decks dread, and is also good against other aggro and midrange decks. I've won loads of games off the back of this guy, and probably will again in the future.
third, for removal. green is in a tough spot for removal, and typically you just want to have the stronger creature. but sometimes you just need to be able to kill something, even at a cost. for this, Beast Within is a pretty good option. I will admit though, this removal delema is exactly why i splashed white in my mono green deck. exclusively so I could run Path to Exile. A neat trick with Beast Within, though. if your opponent casts Path to Exile on your Strangleroot Geist, you can respond by Beast Withining your geist. this way you end up with a 3/2 geist AND a 3/3 token, and their path will fizzle.
now i have two cards i think you could improve.
next, I think you should give Garruk Wildspeaker some testing in place of Nissa, Vital Force. they both have relevant abilities in your deck, but i think you'll find that while nissa helps you get an advantage on your opponent, garruk will straightup win you games.
and that's pretty much it. I hope this helps you out! let me know what you think =)
3 weeks ago
There is an artifact called Doubling Cube and an enchantment Helix Pinnacle these two cards should do wonders in this deck, add Lotus Cobra for that added boost in mana if you're doing a lands route Rites of Flourishing Ghirapur Orrery and Azusa, Lost but Seeking for added land drops, Horn of Greed for more card draws just from playing lands....basically for a really GOOD Mono Green Omnath deck, you want card draws and land drops out the ass...Ramp is good if you are using the Helix Pinnacle route for sure