Azusa, Lost but Seeking


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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.

Azusa, Lost but Seeking Discussion

SakuraStorm on Wrenn and Six Lands by Turn 3! Ft. Summer Bloom

1 week ago

This is awesome! He's becoming a real Azusa, Lost but Seeking with Summer Bloom . Nice deck!

dingusdingo on Reki, Kamigawa doing its best

2 weeks ago

Alrighty roo, let's spend 10 minutes fixing your deck


Aluren + Cloudstone Curio + any 2 legends 3 CMC or below = draw your deck.

Don't run Reap . It depends on opponents board state to function, meaning it is unreliable.

You are running Snow-Covered Forest but don't have Mouth of Ronom slotted. Low opportunity cost land that allows mono G to have a targeted creature nuke.

Add Prismatic Vista for increased deckthinning.

There are a whole host of other legendary cards you can be running that are 3 CMC or less. Replace any combat oriented or random buff artifacts/creature (most of the 2/3/4 CMC legendary artifacts, and also Skyship Weatherlight) with some of the following

Voltaic Key works with Paradox Engine and Sensei's Divining Top to draw deck. You already slot the other two. Key also lets you ramp or get value from other artifacts.

Inventors' Fair opens many winning lines from many board states, usually by fetching Paradox. Expedition Map lets you get to Inventors' Fair more often.

You should really up creature tutor density, and add some value targets. Eldritch Evolution Chord of Calling Finale of Devastation Natural Order Time of Need Woodland Bellower Summoner's Pact Uncage the Menagerie Weird Harvest

Adding in value creatures that can be grabbed from tutors gives you a far greater chance to escape from nasty artifacts/enchantments Caustic Caterpillar Reclamation Sage Manglehorn

Burgeoning Mirri's Guile Earthcraft and Oath of Nissa have far less value here than you think. I would cut them all, except possibly Earthcraft due to how well it works with Paradox engine. You should add Squirrel Nest as an alternate wincon if you keep it.

Why are you running Strip Mine ? You run no other stax pieces and no land recursion.

Gidgetimer on Does blinking an Oath of ...

2 weeks ago

Kogarashi: I'm not sure it would work even with your modified scenario. I'm only familiar with doing something an additional time in reference to land drops. It used to be that you could specify which effect you were using for a land drop and blinking an Azusa, Lost but Seeking or playing a new one would reset the additional lands. With the release of M14 they made it so that you looked at the number of lands you had played and compared it to the number you were allowed with the effects currently in affect. If you had land drops left you could play another, otherwise you could not play any more lands.

I would be interested if you know of examples of other effects allowing additional instances have other rules. The Chain Veil has an activated ability that creates an effect upon resolution and so is a little different.

Gidgetimer on Need help again with picking ...

3 weeks ago

Xenagos, God of "You're Swinging with a HOW BIG?" is my build. Azusa, Lost but Seeking doesn't really perform exceptionally well, so dropping her for literally any other mana dork can bring the price down to $114 for how I had it. Though I was trying out Finale of Devastation so that would add a little more to the price. But you can at least get a general idea of how the deck I was describing functioned.

SideBae on I Play For Free, You Don't Get To Play!

3 weeks ago

The first thing I notice when looking at this list is that you run 41 lands. I strongly advise against this. In my experience, unless you’re a green landfall deck like Azusa, Lost but Seeking , there is little utility in running more than 34, maybe 35 lands. There are budget options for fetching, such as Evolving Wilds or Terramorphic Expanse , which you might find helpful for color fixing. Also, you might consider running the shock lands in your colors ( Hallowed Fountain , etc.). These can be grabbed by slow fetches like Flood Plain , and add a level of consistency to your mana base without breaking the bank. Hall of the Bandit Lord is also a consideration, though it can be pricey. Temple of Epiphany , Temple of Enlightenment and Temple of Triumph may be helpful to find more/fewer lands early, before Narset is down, and remove ‘dud’ lands from the top of your deck after she is ready to attack. Command Tower , Mana Confluence and City of Brass are also good additions.

My second piece of advice is to add top deck manipulation. While many of these kind of cards are expensive, like Jace, the Mind Sculptor , Scroll Rack and Sensei's Divining Top , card’s like Ponder , Brainstorm and Preordain are very affordable. I especially advise the first two, as they permit stacking up to two spells on top of your deck before attacking with Narset, where Preordain only stacks one. However, all three are great in an opening hand looking for lands or action cards, and I would run all three in virtually all blue decks. Telling Time and Serum Visions are also contenders for this slot, though I don’t think as highly of them.

Mystical Tutor , Enlightened Tutor and Personal Tutor are also great ways to stack cards you need on top of your deck before a Narset trigger resolves. These are in the $20-$30 range though, so they may not be super accessible.

Strionic Resonator copies your generals ability... just sayin’.

If you don’t want to run counter magic, you should at least consider counter counter magic measures like Defense Grid or Price of Glory . These will make it way more difficult for your opponent to counter your general on her way down, or your free spells during the resolution of her trigger. Silence is also a good card from that view. Some interaction is always good, though. Here, I recommend Wrath of God , Supreme Verdict and/or Swords to Plowshares . The first two are board wipes that will hold back wide decks and give you time to cast your general; Swords is just the best spot removal in the game. Wear / Tear is another great piece of interaction in RUW.

With respect to your ramp: I see you’re running all three cluestones. I think the signets ( Azorius Signet , Boros Signet and Izzet Signet ) are better. In my experience there is a tremendous difference between 2- and 3-mana rocks in EDH. Similarly, I advise Talisman of Progress , Mind Stone , and Thought Vessel as ramp options. Coldsteel Heart is also a good idea.

Depending on your board presence during each game, you might consider Restore Balance , as a Narset trigger allows you to cast it immediately. This may be helpful if you can’t go off that turn, and just want to keep opposing boards in check.

If you want to get SUPER spicy, Mind's Desire and Volcanic Awakening are also good options to hit off Narset triggers. Temporal Manipulation is an extra turn card you may have missed.

Card draw and selection is a premium in EDH and decides most games. Chart a Course , Faithless Looting and Dack Fayden all come to mind when viewing your list. Ancestral Vision is about $10 these days, and is a fun flip off a Narset trigger, though Concentrate may be just straight better, as you can cast it from your hand as well. Mystic Remora is a good enchantment for drawing cards. If you choose to run a counter counter magic package, Dictate of Kruphix or Howling Mine may help; however, be weary of playing them when you have no counter protection, as they are symmetrical effects.

Finally, depending on how mean you are, Ravages of War , Armageddon and Cataclysm are possibilities. Nuke-ing all the lands means that Narset is very likely to take over the game, and resolving one of these spells may win the game on its own. Cataclysm is, in my experience, even more brutal than the other two, as it kills walkers and removes armies of blockers.

I hope you find this helpful; let me know if you need clarification on any of my comments.

Good luck with deck building!

LeonSpires on Tatyova, Land-Matters

3 weeks ago

You are certainly on the right path here, +1. As far as cards I would recommend. Cyclonic Rift is a blue staple for a reason. Simic dosen't have many field wipes and rift certainly helps out with that. On that note I would recommend more interaction like Counterspell , Swan Song , Delay , Negate , and Krosan Grip . Burgeoning helps with landfall and is an amazing turn one play. Oboro, Palace in the Clouds returns to hand to make sure you don't miss a landfall trigger. Training Grounds works wonders to make Moonfolk's abilities cheaper to activate. Of course Azusa, Lost but Seeking , and Oracle of Mul Daya but those go without saying. How has Trade Routes been in this deck? I've thought about running it in Simic Moonfolk Landfall but have been on the fence about the card. Good luck in your games and happy deck building!!!

edengstrom1 on Lord Windgrace

1 month ago

Cool deck! I really like Landfall as a mechanic and this seems like it would be a lot of fun to play.

I noticed you have Azusa, Lost but Seeking and Oracle of Mul Daya in your sideboard, but they seem like they would be auto-includes in this deck. Is there a reason to not play them?

Boomcat12B on Lord Windgrace .. First time building

1 month ago

So without knowing your budget I'll give you a few ideas across all price ranges. To begin I would work on your mana base. Switch out most if not all of your tapped lands for lands that come into play untapped. Especially fetches because Windgrace allows you to really abuse fetch lands by using them multiple times to trigger landfall effects. Play a fetch for land for turn, crack it and grab another land put it onto the battlefield, then plus Windgrace to bring it back and crack it again. That is a bare minimum of 4 landfall triggers in one turn. Plus fast lands will speed up your deck overall and allow you to play more cards each turn.

Next I would suggest adding some cards that would allow you to play multiple lands per turn. Burgeoning , Azusa, Lost but Seeking are two that you could look at. Also cut a land card you will be fine running at 40 lands. Scapeshift is a must have. It will allow you to trigger Gitrog and Omnath all at the same time.

Overall your deck does not look to bad, especially for it being your first build. Taking out tapped lands and adding fast lands will give you th most bang for your buck and you will see a huge improvement in how it runs just by doing that. (As a side note if you get Amulet of Vigor and play a bounce land while being able to play more than one land per turn you can tap the bounce land to float the mana, then bounce it and replay it to get extra mana.

Without knowing how competitive your play group is the only other things I would suggest would be adding more Tutors (Always a good call in any deck) and maybe adding some combos so you do not have to win by just doing Dmg. Here is my Windgrace deck if you want to take a look to get some ideas. Tectonic shift I play in a competitive play group with decks that can win as early as turn 3. While my windgrace deck is slow (Most green ramp decks are) it is extremely powerful and can hold it's own assuming noone combos off before I get going (Usually around turn 5 or 6). When i play it at my LGS against most other decks it is usally one of the strongest decks in the store and we have pretty good turn outs for EDH. If you have any questions or what not feel free to ask me and I will help you out.

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Azusa, Lost but Seeking occurrence in decks from the last year


All decks: 0.07%

Commander / EDH:

All decks: 0.05%

Green: 0.32%

Golgari: 0.11%

BRG (Jund): 0.97%