Back:Azcanta, the Sunken Ruin
|Commander / EDH||Legal|
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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.
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Search for Azcanta Discussion
1 day ago
I can reconfigure the deck to run Settle the Wreckage mainboard and cut a Logic Knot, but I'm not sure about the third Search for Azcanta Flip. Two has always felt like a pretty good number to me, especially with all the cantrips in here.
2 days ago
3 days ago
DankStompy The argument for Path to Exile here is anything but silly as the deck we are evaluating runs both we are not comparing them here but rather evaluating a decklist with access to Path to Exile and what that means for the deck, and my list is not of cards that Push can hit, the list is of the most played creatures in the modern format based off of metashare, the list is entirely relevant seeing how your argument boils down to "push can't hit some stuff" and yes push can't hit some things, but when evaluating the modern meta 47 of the top 50 most played creatures are hit by push. I'm not saying Cast Down cannot hit these cards but rather it is the strictly worse option as the two cost versus the one cost, there is a reason things like Doom Blade are not played (and before you say it yes the restriction on this card is far worse than Cast Down however it is a solid example of black removal). There is also a reason that Fatal Push is the 8th most played card in modern with a 13.74% dominance, it is just the most efficient piece of black removal in a format that emphasizes being mana efficient. This in no way means that Cast Down is unplayable but if deciding between running one of either Push or Cast Down the decision should always be push bar a meta that is entirely focused on big mana strategies or Madcap Experiment type decks as you mention earlier. It could potentially be a viable option in a role similar to Terminate in other decks as hard removal seeing how this list cannot play Terminate, but only in that capacity.
I also feel you are not giving burn the respect it deserves, Goblin Guide sure has the downside, but it can get out of hand quick, I'm glad to hear you have never struggled against it but that doesn't mean that it isn't a threat, imagine the line of this deck when they turn one guide, you push in response to the trigger if you like and buy yourself some damage on turn one and can immediately play Search for Azcanta turn two without having to hold up Cast Down.
I'm curious how much control you play? The fetchland argument is one of the reasons that Fatal Push is so good in modern, it's very easy to trigger revolt with them, sure this doesn't predicate a revolt trigger every turn but modern is not a format where everything is over 2 mana anyway, again this is an efficient format with many low cost creatures, enough fetchlands allows for smart play with push, they are an incredibly good way to trigger revolt, an easy way to trigger revolt and that has been a known fact since push took modern by storm.
And speaking of storm, as the player behind this deck has indicated Storm is a deck that is a part of their meta and with that in mind Cast Down already is worse as it cannot hit Baral, Chief of Compliance, push allows a one mana option to beat Baral which can be relied on even on the draw whereas even in a hypothetical where Cast Down could hit Baral you would need to take your turn two off to remove him mainphase or risk just losing on the spot. Additionally Cast Down cannot hit Thalia, Guardian of Thraben seen in the humans decks this author has again indicated they face, a deck like humans can easily win turn 4 so having Cryptic Command readily available is a big deal, and having access to removal is even bigger, on that turn 4 with Cast Down you would only be able to remove one creature, with Fatal Push as many as three in a perfect scenario, though assuming thalia stays then at the very least potentially two, removing Thalia, and unlocking additional pushes or paths. Cast Down limits your options against modern's best deck in this scenario, a deck that one will actually face on a regular basis on the competitive scene. Honestly, your entire argument is a bit ludicrous as to why the less efficient removal spell is better, Cast Down is great in standard but its too slow for modern as primary removal and outclassed by Fatal Push except in very niche situations where, if you find yourself facing down a Platinum Emperion something has already gone wrong for you to allow that to happen as the control player.
I know its impossible for me to get through to you however please be open to argument as I will be with yours, Push has established itself as the premier piece of removal in the modern format and that wont change because of a less efficient card from a new set, in a format like modern 1-mana is always better than 2 when it comes to removal. The only truly threatening card that push can't hit that is commonly played (a high metashare) is Hollow One, which needs to be prepared for, but given the explosiveness of that deck is better dealt with by sweepers.
4 days ago
If you are taking the deck esper, esper control is a really underappreciated deck in my opinion, then first and foremost I would pick up the card that makes esper so appealing in Esper Charm, it does virtually everything you want and is the real reason to go esper in my opinion.
Additionally I disagree with the above sentiments regarding Search for Azcanta in fact I would even consider upping it to 3, as I'm sure you know a control deck in modern these days is largely judged based on whether or not it has Search online, and recently seasoned control players such as Benjamin Nikolich have been championing 3 in the mainboard.
Also for sweepers I think Supreme Verdict is still the best option, its more flexible and most of your lands are already blue sources so it makes sense. I would aim for 3 since you have the lingering souls plan. Also I would cut 1 Tasigur for another Logic Knot though that stems from my strong control preference.
Overall, the list looks solid!
Good draws, Oloro
4 days ago
With your mana base, add in at least one Godless Shrine to fetch up.
With boardwipes, you should be using plainswalkers as your win con. Elspeth, Sun's Champion is amazing, but if you're looking for a cheaper one, Gideon, Ally of Zendikar could work as well. If the addition of a shock land gets you to dangerous life totals, try Sorin, Lord of Innistrad. I've seen one or two Heart of Kiran being run alongside plainswalkers as well
hope this helps! +1
6 days ago
I've been feeling a little down with grixis at the moment because the local store I play at is at the competition level of an SCG Open, or day 1 of a GP.
Leyline is sounding better and better to me. It shuts off Logic Knot, Search for Azcanta Flip, and Snapcaster Mage from control decks, which is enough to justify boarding in a few copies. Vs Jund it shrinks Goyf, turns off K-Command and Liliana, the Last Hope's -2, as well as some sideboard cards they play. Against Junk it makes Lingering Souls much more manageable.
I don't know if that's enough to justify playing down 1 card in the matchups, but it's worth testing.
If I do pick it up, my sideboard might become 4x Anger of the Gods, 4x Ceremonious Rejection, 4x Leyline of the Void, and 3 flex slots to shore up the control and midrange matchups. Maybe only 3 Leyline, but still. Kind of a weird sideboard plan, but if it works I'll do it.
So what about Eldrazi? Damping Sphere is beautiful vs Tron, but there's a lot more Eldrazi than there is Tron these days and Damping Sphere isn't very good against Eldrazi. I predict RG Eldrazi will pick up a lot of metagame share over the next few weeks, then fall off again.
Ceremonious Rejection is really good, but only if they don't have Cavern of Souls. I'm sharing your hate for Cavern of Souls right now. That card has no right to exist in modern. Terminate is pretty good against RG Eldrazi, but that deck is basically a pile of 2-for-1's.
I miss Infect and Twin. Those decks would have been great at punishing Eldrazi decks. Eldrazi doesn't have enough removal to stop a Twin player from comboing and their 2-for-1's are useless against the explosiveness of Infect.
on Mana Bar
1 week ago
No problem. I forgot to add that it also counts the flip lands towards mana contribution too, even if the face part doesnt produce mana (like Search for Azcanta Flip or Primal Amulet Flip). I love that personally.
1 week ago
I'm with Catbeard, the land count seems pretty low. Maybe run some utility lands to offset the number of rocks, so even if you're flooding you don't necessarily hate drawing them, examples: Academy Ruins, Arch of Orazca, Arcane Lighthouse,Blighted Cataract, Buried Ruin, Cavern of Souls if you already own one, those are pricey, Command Beacon, Desolate Lighthouse, you get the idea. If I were you I'd take out Flusterstorm and maybe Spell Swindle for more versatile and easier to cast counterspell package like Arcane Denial and maybe Negate. It allows you to use your turn better without needing to hold up 5 mana, and also lets you counter more things than Flusterstorm. And stuff like Search for azcanta seems good, scrying in general. And if you're looking to do lots of cantripping with cheap artifacts, Mind's Desire, or Haze of Rage might be pretty sweet payoffs. and if you fill up your hand, maybe Stormbreath Dragon?