Back:Azcanta, the Sunken Ruin
Search for Azcanta
At the beginning of your upkeep, look at the top card of your library. You may put it into your graveyard. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta.
|Have (5)||Bluboltar , metalmagic , , , gildan_bladeborn|
Printings View all
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Search for Azcanta occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
All decks: 0.26%
All decks: 0.53%
Search for Azcanta Discussion
5 days ago
Hi Flooremoji! To be honest, I haven't played the deck a ton, but it's been alright for me! I've seen people have a similar distribution of counterspells, adding a proper Counterspell or a Pact of Negation in the mainboard. If needed, you can always Cunning Wish for a Pact!
The Search for Azcanta Flip can be fairly powerful, but the thing is that it's slow. I like it in the Control matchup, and as I mentioned in the description, my meta is fairly Control heavy. A really cool thing to do with it, is to activate it (sometimes with just one Island, if you've cast multiple High Tide) and untap it with either Turnabout or Time Spiral! :D
Hi 0rc! The thing about Daze is that it's very good on curve, on turn 2 or 3, for the early stages of the game, specially if you can afford to bounce an Island. But unlike Flusterstorm it's not a hard counter, it's in fact a pretty soft counterspell! And when you're comboing off, paying one mana is fairly easy for any opponent! Specially if they have Islands as well, because High Tide also increases their mana. Flusterstorm is mostly a protective counterspell in counter wars, for when you're comboing off, and the Storm count is at least 3 or 4. The deck can pretty handedly combo with 4 Islands and a good hand, more securely with 5 Islands, and if you have a great hand, even with 3 Islands! Having High Tide, Turnabout and Time Spiral you can cast Tide, untap with Turnabout, cast the Spiral, draw 7, you have six mana... if you haven't played a land yet (turn 4+ then) it's awesome...
Oh! I love this deck! hahaha Thanks to you both for commenting!
5 days ago
How has 7 counterspells been working for you?
1 month ago
Arachnogenesis, Sublime Epiphany, Honor-Worn Shaku, Chromatic Lantern, Heroic Intervention, Lazotep Plating, Manamorphose, Bounty of Might, Search for Azcanta Flip, Spark Double, Izzet Charm, Veil of Summer, Smuggler's Copter
2 months ago
Is this deck intended to be casual or competitive? Budget or no? I'd recommend changing the hubs for your deck to help everyone give more targeted feedback and to expose the deck to a broader audience.
That being said, here are cards I'd recommend based off of Mill decks I've seen on MTGO/online (not taking into account card cost): Shelldock Isle as it basically nets you an extra card/free spell
Oboro, Palace in the Clouds to trigger Hedron Crab over and over
Visions of Beyond because it's basically Ancestral Recall for Mill
Field of Ruin to hit your opponent's important lands
Crypt Incursion as a way to help you survive
Snapcaster Mage to flashback your Glimpses, Visions, etc.
Breaking / Entering as a maybeboard card if you really need more efficient mill
Here are some other thoughts I had:
-You have a fair number of expensive cards in your deck, but you only have 20 lands. I have a feeling that your expensive cards will be stuck in your hand as you struggle to draw enough lands to play them (which will only be exacerbated by the fact that you have 64 cards in your deck). Even still, you'll probably want 21-23 lands in your deck. With that the average game of Modern lasts about 5 turns - can you successfully mill your opponent out in that time? If not, you'll want to trim/remove the cards that don't have a significant impact by that time. For example, I would consider replacing the following:
Curse of the Bloody Tome: comes out on turn 3 and you'll probably get 1-2 triggers out of it.
Patient Rebuilding: very variable and you may not even get any triggers out of it.
Keening Stone: you probably won't be able to cast this card.
Traumatize: most of the time this will probably only be marginally better than another Glimpse or perhaps even worse! I'd recommend doing some playtesting with your deck to see on average how many cards you mill from your opponent by turn 5. Also consider that opponents will be thinning their decks with fetchlands, Arcum's Astrolabe, and Mishra's Bauble.
Increasing Confusion: this card is very deceptive in that it actually isn't that mana efficient. If you flash it back on turn 5, then it's the exact same thing as Glimpse!
Mind Grind: same thing except for Mind Funeral - at 6 mana, this card does the same thing that Mind Funeral does for 3! -If you can afford it, definitely run 4x Glimpse, 4x Archive Trap, and 4x Mesmeric Orb. Those are your most powerful cards that you'll want every game.
-You'll also want dual lands, like Darkslick Shores, Drowned Catacomb, Watery Grave, etc. This will really help prevent you from getting mana screwed by drawing too many of one basic. Also, fetchlands are Hedron Crab's best friend!
Mill is always a fringe deck in the Modern metagame as most decks will just out-value and outrace you, which is a shame because I always find Mill so fun to play! I hope all this helps you out and I hope I didn't come off as mean/rude. I'm genuinely trying to help you out with your deck so you can win more and have more fun with it!
2 months ago
My recommendations :
I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.
MANA COST TOO HIGH
I would first add better ramp, better draw, potential Stax, tutors and then other win cons.
Verity Circle (good against dorks)
Plunge into Darkness (a good Impulse)
CONSULT COMBO Demonic Consultation
AD NAUSEAM COMBO Angel's Grace
Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose
Heliod Walking Ballista
Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander
Didn't look at landbase
2 months ago
Your artifact ramp could be more optimized.
Take out all the Diamonds and put in Signets, they don't come into play tapped and are great for fixing your mana. Lotus Petal could be considered since it plays well with your commander, Fellwar Stone is also great or even Mind Stone. Just don't play mana ramp that comes into play tapped.
I would also try to leave some creatures out for powerfull enchantments/artifacts since your commander is focused on them, if you cast them you'll get a creature for free. I would consider these enchantments/artifacts: Grasp of Fate, Search for Azcanta Flip, Darksteel Mutation, Estrid's Invocation, Mirrormade, Copy Enchantment, Skullclamp, Sword of the Animist, Lightning Greaves.
Alela goes infinite quite easy with cards like Banishing Knack or Retraction Helix combined with a Battered Golem, Mirran Spy or Traxos, Scourge of Kroog and any 0 drop atrifact; Tormod's Crypt, Ornithopter, Everflowing Chalice, Memnite orvSpellbook. Making infinite faeries and infinite casts (Storm). Put an Aetherflux Reservoir next to this combo and BOOM.
2 months ago
Buried Alive, Entomb, Harrow, Primal Growth, Glen Elendra Archmage, Offalsnout, Wayfarer's Bauble, Aether Spellbomb, Nihil Spellbomb, Khalni Heart Expedition, Carrion Feeder, Swiftfoot Boots, Lightning Greaves, Crypt Ghast, Imprisoned in the Moon, Search for Azcanta Flip, Ramunap Excavator, Rapid Hybridization, Pongify, Reality Shift.