Azusa, Lost but Seeking


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.

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Azusa, Lost but Seeking Discussion

hejtmane on Quest: The lost soldier

50 minutes ago

Here is some other mana cards Chromatic Lantern I find this very helpful on 4 color decks Prismatic Geoscope

Also other cards Mirari's Wake Gilded Lotus Gyre Sage Selvala, Heart of the WildsCaged SunJourneyer's Kite Sword of the Animist

extra Land Play Wayward Swordtooth Mina and Denn, Wildborn Exploration Burgeoning Azusa, Lost but Seeking this goes while with cards like this Courser of Kruphix

There are more depending on what type of deck and colors you are playing

KayneMarco on lord windgrace

2 days ago

A few card ideas to mull over are:

Snooktf2 on ...Ugh...

2 days ago

I believe that just because a permanent has "indestructible" that that doesn't mean it is immune to being sacrificed. I don't think you main combo will work here. Otherwise great idea. Maybe if you splashed green and played Crucible of Worlds + Azusa, Lost but Seeking or Exploration or Oracle of Mul Daya or Wayward Swordtooth and THEN put Indestructibility on one of those.

SynergyBuild on Land Destruction: A social conversation

6 days ago


I never claimed that perception didn't make it seem worse, however perception doesn't make it worse. Players who don't play around MLD might be screwed, if they don't sandbag unnecessary lands they are asking for it though.

This idea is a very simple one that many players, especially in EDH are familiar with, "overextending into a board wipe". Heard of it?

My points never stated that players should love MLD, they shouldn't, but they can't cope with things they outright ban, and you trying to support their idealistic world of no interaction is downright disgusting. If a player loses to something, they should either

A: Not get mad, because it was a loss out of luck.

B: Not get mad, learn something from it, perhaps play around it, change their playstyle.

C: Get mad, because the loss was unwarranted, and was predicated on collusion (players teaming up outside of the game), something outside of the game outside of collusion (an example is a player conceding when you stole a permanent of theirs, therefor depriving you of a resource you fairly gained), or something inside of the game that is broken for obvious reasons, such as a combo that is particularly degenerate due to game rules that do not work in the given format (many believe Felidar Sovereign falls under this category).

Which does land destruction fall under? No one has been able to convince me that C is the appropriate response, and a deck built around it is most likely much more consistent than A would have me believe.

This implies that B is the proper response.

If you think we should frown upon learning experiences, you know, like any interaction, win, or play in any game of magic, then you might as well not play, or is there something so integrally broken about the removal of lands that it in particular is the focus of contempt?

Secondly, I will quote you, Azdranax, and ask you to clarify further, your sentence #3, paragraph #5, comment #26:

"MLD leaves many players bitter in a way that no other strategy does."

Leovold shutting off hands, GAAIV stax type decks, stax decks of nearly any kind, decks that use Blood Moon, Contamination, Back to Basics, Static Orb, Hall of Gemstone, Winter Orb, Stasis, Tangle Wire, and other cards of that vein, decks that abuse discard like Nath and any deck with Sadistic Hypnotist for that matter, any deck that takes advantage of infinite turns or particularly long turns that imply storm or another slow to watch, difficult to interact with once it is going off style deck.

Yes, many of these are frowned upon, yet Land Destruction is the target of much more hate. Why? Can you explain that to me?

Above was my argument to anyone like Shrazik who reads your BS, Azdranax, I honestly didn't dislike you until the last paragraph.

Nope, not one bit, but at that point I was considering going off on you, however thought that anyone who read this would think I didn't have a rebuttal to your first 5 paragraphs. Those are above.

Here is a quote, sentence #2, paragraph #6, comment #26. Don't hand me BS like this anecdote again, as anyone with half-working eyes and a quarter-working brain can see that it won't work:

"Recently, a fairly competitive pod of 4 I was playing in lost to a Lord Windgrace deck that cast Silence + Armageddon + Splendid Reclamation on turn 6 - it was a brilliant play and the game was over in less than 10 minutes from that play."

Nice, a jund (Lord Windgrace's color identity of , , and ) deck that can run Armageddon and Silence. Also, nice that a combo that a third grader could see from miles away is considered "brilliant" in a moderately competitive table. BTW that combo takes 9 mana and seems like hot trash for even moderate cEDH IMO, specifically Splendid Reclamation, as Windgrace can do that effect himself.

Nice fake anecdote Azdranax.

Also, try not to claim that Ruination and Autumn's Veil are the cards at hand, or that he cycled Decree of Annihilation, or that Impending Disaster was the real effect, as all of those are extremely different and memorably so.

I almost could respect you.

Shrazik I hope your eyes glanced over the end, so you didn't see Azdranax's BS in the last paragraph that you quoted, however I will attempt to answer your questions anyway.

"Going a little off topic here but do you think that delves deeper into a more community based issue? One where players would ignore how wrong or right a strategy/playstyle might be in favor of their own perception of what should or shouldn't be played within their playgroup?"

This is the reason that I personally don't play casual EDH, it is competitive EDH, but less compassionate to new strategies, and is so toxic I just can't handle it.

The vast majority of formats, cEDH, Standard, Modern, Pauper, Legacy, Vintage, etc. are all more accepting than casual EDH, so I have just had to stop playing it. Almost every other MTG community is cool with land destruction, Ponza lists in modern are fun midrange strategies that blow up lands and want to go turn one Arbor Elf, turn two Utopia Sprawl and get 4 mana for some sick plays early on. It is a nice and hilarious deck.

Other times it has occurred in modern like in some newer Ramunap Excavator/Azusa, Lost but Seeking/Ghost Quarter lists with Collected Company in modern the decks have been cool but not oppressive, and though they can be rough matchups for some decks, they aren't ever called out to be banned or anything, and even in Vintage when Shops, a deck with some land destruction (Strip Mine, etc.) was a problem the issue was the turn one Lodestone Golem, not land destruction, and no one really minded or thought Wasteland should be restricted, but the Golem should.

As you can see, toxicity of casual EDH isn't much further, but is a problem for a lot of less toxic players who play EDH casually and want to bring a fun, janky Hokori, Dust Drinker to the table, but are banned from playgroups (anecdotal, and an example, not anyone I know, but I have heard of this situation).

Outside of land destruction, I think combo is pretty fair game as long as it doesn't do something unable to be interacted with. Like Flash Hulk turn two is cool, but Spell Pierce exists, so does Spell Snare, Swan Song, Containment Priest, Rest in Peace, Grafdigger's Cage, Leyline of the Void, Force of Will, etc.

Nobleknight98 on Lord Windgrace "Lands Matter"

1 week ago

KayneMarco thank you for the suggewstions, i will see about acquiring these cards, I knew about Azusa, Lost but Seeking and Courser of Kruphix don't have my copies yet but i agree a must add

KayneMarco on Lord Windgrace "Lands Matter"

1 week ago

I think you need more land sac outlets such as:

Also Azusa, Lost but Seeking and Courser of Kruphix would benefit this deck greatly.

hkhssweiss on Not sure what to call it yet

1 week ago


Hey welcome to EDH!!!

You are right in adding in a lot more ramp cards to trigger more land fall effects, cards I can think right off the top of my head that can accelerate you are Exploration, Burgeoning, Oracle of Mul Daya, Wayward Swordtooth, Mina and Denn, Wildborn, The Gitrog Monster, and Azusa, Lost but Seeking.

Mana dorks are efficient as well, and I would highly recommend Orcish Lumberjack as it pairs super well with your commander! Aside from that I would also incluse the efficient land ramp cards like Nature's Lore, Farseek, Rampant Growth, and Kodama's Reach. For some more triggers that can be amazing for a finisher would be Titania, Protector of Argoth. There are some cards that would synergize well with her and your deck such as Lotus Cobra!, Sylvan Safekeeper, Crop Rotation, Scapeshift, and Natural Balance.

One last card I would definitely recommend for your land package would be Realms Uncharted super amazing card for a land deck! Hope that helps and feel free to ask for more help if ya like!

Last_Laugh on Soylent Temur is Made of Creatures

1 week ago

I have a few suggestions, I'll try to categorize like you.

Animar Counters - Consider Hardened Scales.

Clone - Phyrexian Metamorph, Stunt Double, and Phantasmal Image are all great here.

Haste - Ogre Battledriver

Interaction - Ainok Survivalist and Stratus Dancer

Ramp - Azusa, Lost but Seeking, Oracle of Mul Daya, Exploration, Selvala, Heart of the Wilds, Somberwald Sage, Shaman of Forgotten Ways, and Sylvan Caryatid

Protection - Heroic Intervention

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