|Commander / EDH||Legal|
Printings View all
|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.
Commander Recommendations Start Commander Deck
Latest as Commander
Azusa, Lost but Seeking Discussion
1 day ago
Yo WarriorMagic, based on the list you sent me it seems like you want to go with the value route. Is there a particular budget that you have in mind? Muldrotha has access to a plethora of colors, I can help you get like a defined list of core cards and packages that would be great and than you can add in your particular flair that you like to make it more personalized for your meta or style.
Right away from what I can see these are already a list of cards you can cut due to inefficiency.
- Dimir Locket
- Golgari Locket
- Kodama's Reach
- Splendid Reclamation
- Jarad's Order
- Final Parting
- Vessel of Nascency
- Secrets of the Dead
- The Eldest Reborn
- Journey to Eternity Flip
- Deadbridge Chant
- Ash Barrens
- Blighted Woodland
- Azusa, Lost but Seeking
- Butcher of Malakir
- Hydroid Krasis
- Izoni, Thousand-Eyed
- Underrealm Lich
- Night Incarnate
- Priest of Forgotten Gods
- Sidisi, Brood Tyrant
- Perpetual Timepiece
- Yavimaya Elder
- Liliana, Death's Majesty
Cut these cards away first so we can see the deck in a 100 cards first than we can work from there~
3 days ago
While on paper Deserted Temple seemed like a good addition for mana fixing, the only real synergy it has in the deck is untapping a Cabal Coffers with Urborg, Tomb of Yawgmoth . Deserted Temple generally works a lot better when paired alongside lands like City of Traitors or Scorched Ruins but since this deck doesn't play either of those options it is a prime candidate for cutting. The most likely replacement is another basic Forest . Vesuva covers the same angle, but with far more flexibility.
Worm Harvest is another candidate for replacement. In a grand total of one game I have cast this spell, and the advantage is that it can be reused from the graveyard but unfortunately it is slow strategy (even for this deck) and is an inefficient way of getting land into the graveyard even if that becomes the main reason for using it in the first place.
More and more I find myself falling out of love with Wayward Swordtooth . Early game it provides some slight ramp, but ultimately a 5/5 that doesn't block effectively for Lord Windgrace until we get city's blessing is underwhelming. Especially in that critical 3-drop where we would otherwise want to cast an Azusa, Lost but Seeking for even more land drop potential (especially with Crucible of Worlds ) or Harrow for mana fixing.
I've also had a change of heart of Journey to Eternity Flip. This has mainly become tech against sacrifice-based strategies such as Sheoldred, the Whispering One or any deck playing Grave Pact / Dictate of Erebos .
Another few additions to the maybe-board that I've seen played across a few other Lord Windgrace decks are:
The primary issue with Chandra, Torch of Defiance is that her uptick for quasi-card advantage can exile an essential land with no chance to bring it back, but she does represent another win condition with her ultimate (even if it is slow). If you are only using Chandra for her mana uptick, I think that it's a waste as a 4-mana ramp spell. Whereas Nissa, Vastwood Seer Flip provices something the deck really likes doing: ramping or drawing cards. The downside of this Nissa is that her downtick is not fantastic, but I guess it provides a blocker to help protect her or Lord Windgrace . Further her ultimate (turning 6 lands into 6/6s) leaves lands vulnerable, but also represents a potential game-winning swing *(note that this does not give the lands haste so this has absolutely no synergy with anything that brings land back from the graveyard to the battlefield or making extra land drops as they would be subject to summoning sickness and would not even be able to tap for mana if you were planning of using it for Exsanguinate or Torment of Hailfire ).
5 days ago
I've seen this card in a lot of EDH decks under the "Help" section. It makes me angry that Wizards keeps putting this trap into precons, so I'm going to lay out why Temple of the False God is bad. Ask yourself these questions:
Do I want a 4-mana rock in this deck?
Am I already running Thran Dynamo ?
Would I run a second Dynamo?
Does my deck have exactly zero Karoo lands?
Am I playing less than 3 colors?
Am I not playing green, with the exception of Azusa, Lost but Seeking ?
Does a major part of my game plan involve getting out a 6-drop ahead of curve?
Do I have ways to draw out of an opening hand with 2 lands and a Temple?
Am I okay being stuck on 4 lands for a turn?
Is my deck redundant enough that I can afford to regularly waste a mulligan?
Is what I am doing in the first two turns of the game important enough that I wouldn't be happier to see 2-3 lands and a Fractured Powerstone over Temple in my opening hand?
If you answered "no" to any of these questions, DUMP THAT FLAMING GARBAGE RIGHT NOW.
1 week ago
Azusa, Lost but Seeking is in there just so that I had a place to put them after titanbloom got banned. It isn't really that good of a card for the deck. So, you can drop the price by $30 by replacing her with Draconic Disciple and have a better version of the deck.
1 week ago
1 week ago
I was intrigued and looked for your list, but I didn't see it on TappedOut. We should compare, at the very least!
In any case, sorry it took so long to write this response. I wanted to try and break down what I think are your main points, and, well, I apologize if I misinterpreted you, but here's what I got out of your comment:
The way I read it, it looks like you're saying the deck needs to be slower. This reading is a little unfair on my part, possibly a little too overly hostile, but, I mean, I can't fathom a turn-six kill when I play a card like Peregrination on turn four. Like, that's just not going to happen. And if you're arguing that the deck becomes more able to grind, well, I have two problems with that:
First, I guess I don't know your meta entirely, but do non-optomized tables not just gun for Sasaya immediately? Like, even just reading what she does kind of sets off some alarm bells, doesn't it? I know everytime I play with somebody new, whenever I get to the "So if I have six Forests out, they all tap for six green" bit, the inevitable response is something akin to "Oh, that's not good." And then if the combo does work, all the more incentive to get targeted next game, or next week, or whenever I play the deck again. That's why I aim for speed above everything else, because if I don't, well, I just get run over.
Second, the methods you suggest of becoming more resilient don't really work? Like, yeah, Howling Mine has its uses, but I'd really rather not give my opponents more cards to beat me with, because I'm still the target. It's also why I'm skeptical of Oath of Druids . It's not that I probably won't get free stuff, it's that other people get free stuff first, and when Sasaya's on top of the hill -- a position the deck's going to be in until it's dead -- all that free stuff is headed right at me. I figure you disagree with me about this -- I mean, you did talk about how people want to deal with other people's threats -- but that really hasn't been my experience.
Incidentally, these are the reasons I cut utility lands as well. They do have a use. Of course they have a use. But that use is kind of marginal when just playing them makes the deck slower. If they were named "Forest" or "Snow-Covered Forest", we might be talking, but they're not. The only instance I can imagine where that wouldn't be the case is hitting one off of Oracle of Mul Daya , and that seems kind of marginal at best. I've mentioned this before, but sometimes I'm not even sure Scrying Sheets belongs in this deck.
But, speaking of Utility lands, let's talk Reliquary Tower . Or, I guess more specifically, "no max hand size" effects and why I think they're bad/overrated:
So the consensus as far as I understand it in "real EDH" (read: non-Sasaya) circles is that these cards (Reliquary Tower specifically, though I imagine Spellbook and Library of Leng have similar reasoning (at least Thought Vessel is a mana rock)) are kind of win-more. Like, there is definitely the feel-bad psychological effect of casting a big Blue Sun's Zenith , not finding an outlet for all those cards, and having to discard all the way back down to seven, effectively wasting all that mana, but if you think about it, at the end of the day you're still keeping seven really good cards. So that plus the fact that the graveyard is much more of a resource in EDH than almost anywhere else, and the "no max hand size" effect starts to lose its luster.
But let's talk about Sasaya specifically. As you mentioned, seven lands is a lot of hand space. Under normal circumstances, that means you'll only really have room for one payoff spell, so it better be a good one (put a pin in this idea, we'll come back to it in a bit). But there are alternatives. Last paragraph, I talked about the feel-bad of not getting to keep that big hand, but remember how that big hand happened in the first place: a Blue Sun's Zenith. More specific to my point: an instant.
Continuing this thought experiment a little further, let's ask why a player might cast a 7+ card draw spell in the first place. One might imagine that a player casts such a draw spell hoping for an effect that removes their hand limit, but that's not the only possibility. They could also be looking for a specific combo -- a way to end the game. Compare that to Sasaya's instant-speed land searchers (a special shout-out to Yavimaya Elder !). In Sasaya's case, the payoff effect we're looking for is already in the Command Zone.
In my opinion, therefore, the deck doesn't need its hand limit removed because there are enough effects that ignore that limitation, and cards like Expedition Map that can find these cards aren't actually that good.
But the "why" for that specific claim is a different topic entirely. Let's talk about it!
In your post, you mentioned that cards like Cultivate , Kodama's Reach , and Peregrination were all "ideal ramp spells" for a Sasaya player, as they also added a land to the hand, therefore ending up card-positive. Now, I already dismissed Peregrination out of hand for being too slow, but it's important to include it here as well because I feel it has the same other trappings that might encourage a Sasaya player to play these cards. In short, I posit that these cards are, in fact, card-neutral at best.
This applies to Renegade Map et al. as well, but I'm just going to focus on the sorceries just for simplicity's sake. Let's examine a typical goldfish turn. First, the draw step. Obviously, they're at plus one card. Then, the goldfish plays a land, removing a card, then playing a non-land, which is minus another. If that non-land is a Cultivate effect, that only adds one card back, which leaves the goldfish more or less where they started. Because ramp becomes negligible once Sasaya flips (while there is certainly a difference between, say, eightteen starting mana and twenty-eight, I find it's not enough to worry about, and the difference between twenty-eight and forty is even less), that means the goldfish is spending three mana on nothing much at all (as a sidenote, you might notice Nissa's Pilgrimage and Evolution Charm in the deck, which seem to contradict this point. However, both of these cards have occasional upside potential. It doesn't always happen (and, in Pilgrimage's case, certainly never on Turn 3), but circumstances for it do exist, so they keep their slots).
The solution some Sasaya players offer is to stop making land drops, but that seems so tempo-negative to me. I feel that, if I do continue making land-drops, eventually I'll be able to cast these giant threats without the help of Sasaya, and could easily win the game that way.
Lastly, before I get into specific cards, I wanted to talk about the ramp spells I do play. Namely Azusa, Lost but Seeking and similar effects. I already mentioned the speed aspect of my build, and these cards are a part of that. To be more specific, these cards are in the deck to turn cards like Chord of Calling and Citanul Flute into more ramp if necessary, which, when you're going for a Sasaya flip and a kill in the same turn, is worth having in the toolbox. But these cards also function as pseudo-alternate win-conditions. As I alluded to just a paragraph above, the only difference between tapping ten lands for a Kozilek, Butcher of Truth and tapping one or two is how smug the caster gets to feel. But the caster still gets an eldrazi in either method, so I don't think the difference in smugness is very big.
So now we come back to that pin I made earlier. Let's talk card specifics. Now, I've tried to go through a lot of these already, sifting through to get at your main points, but there are some notable stragglers, so let's take a look:
Summer Bloom : I've tried it. The problem is, because it's a one-shot effect, it's way too dead pre-flip. Azusa and her kin are both tutorable and stick around, so they're just better.
Skyship Weatherlight : This and Book of Rass are my two favorite suggestions, and I definitely want to try playing around with them on paper instead of just theorycrafting. If there's anything you take from this too-long screed, I want to thank you for bringing these cards to my attention.
Goblin Cannon : This was suggested before and I didn't really dismiss it off-hand, though I did ask "What do I cut?" I didn't have a good answer, then, though maybe it's -1 Akroma's Memorial , Hydra Broodmaster , and Kamahl, Fist of Krosa for +1 Goblin Cannon , Book of Rass , and Skyship Weatherlight ? I'm still hesitant because Kamahl at least is fine pre-flip (Broodmaster is bad yes, but not terrible. At least, I think there's a difference there), not to mention in my meta, effects like Crawlspace and Ensnaring Bridge are less popular than Leyline of Sanctity or even Aegis of the Gods . I guess there I'll have to test and see. You're right, by the way, about Akroma's Memorial being pretty dead 99% of the time, but it's the best haste outlet, and specific kill's been good enough for me.
If I didn't mention a card here, it's because it obviously is different from either my strategy as I've listed in various places, or is implicitly against the deckbuilding philosophy of my particular list. Or maybe I missed it, and you can bring it up if/when you respond.
In any case, thanks for the comment, and keep fighting the mono-green combo fight!
x12721 on Nikya Base
2 weeks ago
Cards (especially creatures) that give you extra lands will synergize well with your commander. Therefore, my first suggestions are Solemn Simulacrum , Sakura-Tribe Elder , Wood Elves , and Burnished Hart . Another suggestion in the same vein would be cards that let you multiple lands a turn, such as Azusa, Lost but Seeking , Mina and Denn, Wildborn , Wayward Swordtooth , and Oracle of Mul Daya . Additionally, for a deck like this, creatures that emulate the effects of noncreature spells are going to be very useful. Brutalizer Exarch , Reclamation Sage , Bane of Progress , Acidic Slime , and Manglehorn come to mind. Finally, utility creatures such as Archetype of Endurance , Anger , Soul of New Phyrexia , Garruk's Packleader , and Woodland Bellower . Cards that draw you extra cards are good, as are cards with the Landfall ability.
A good website to use for suggestions is EDHrec. They have some excellent suggestions based on your colors, commander, and theme.
2 weeks ago
Azusa, Lost but Seeking would be really powerful in this deck.
Azusa, Lost but Seeking occurrence in decks from the last year
All decks: 0.41%
Commander / EDH:
All decks: 0.26%