Azorius Chancery

Azorius Chancery

Land

This enters the battlefield tapped.

When this enters the battlefield, return a land you control to its owner's hand.

: Gain .

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Azorius Chancery Discussion

multimedia on Equip/Aura Galea

6 days ago

Hey, what you have so far is a strong start at upgrading the precon for your first deck, nice Hammer of Nazahn upgrade.

Currently you need to cut 24 cards to get to 100 cards. Some advice is start with cutting some lands because 43 lands is too much. Reduce it to 36 and if you think you need more mana then add more low converted mana cost (CMC) ramp sources or draw sources instead of lands.

Some lands to consider cutting:

All these lands always enter the battlefield (ETB) tapped and you have other lands that always do this too, but those other lands are better than these.


The next cuts to consider are some high CMC cards to reduce the mana curve.

Further cuts are some cards that are not as good as others here or have similar or the same effects.

Heirloom Blade and Reflections of Littjara are tribal cards that care about only one type of creature. That's not the strategy here since you have many different creature types. Skyclave Cleric  Flip and Tangled Florahedron  Flip are double face cards (DFC) that can be lands or played as the front face of the card and that can be helpful. The problem is the front face of the card is not worth playing even though they might be lands. Bala Ged Recovery  Flip is an example of a good DFC upgrade since front face is a good card and the bonus is that could be a land.

Suppression Field is a powerful card, but it affects equipment equip costs since that's an activated ability. Even if you control Puresteel Paladin with metalcraft activated you still have to pay 2 mana to equip the equipment to a creature you control. Puresteel will reduce the equip cost to 0, but then Field makes you pay an additional 2 mana to activate the equip ability. If an equipment is in your hand and you cast it or already on the battlefield you can't free equip if you control Field.

You have ways to get around having to pay for equip with attach. Difference is you're not equipping when you attach an equipment to a creature you control. The key word here is attach which bypasses the need to activate equip. You can free attach an equipment with Galea, Kindler of Hope, Halvar, God of Battle  Flip or Hammer of Nazahn. With Galea only if you cast an equipment from the top of your library, with Halvar only if the equipment is already equipped to another creature you control and with Hammer only if you cast the equipment or the equipment ETB. Free attach has synergy with Suppression Field, but the interaction is limited.

Good luck with your deck.

Omniscience_is_life on Untap/tap mechanic infinite combo

1 month ago

There are several combos of the sort you speak:

Kiki-Jiki, Mirror Breaker+Vizier of Tumbling Sands= Kiki, make a Vizier, the new Vizier to untap Kiki, repeat.

Simic Growth Chamber/Azorius Chancery/any bounce land with blue+Vizier of Tumbling Sands+Pemmin's Aura/Freed from the Real= land, float two, Vizier, untap land, use one floating to untap Vizier with aura, repeat.

passimo on Tappy Merfolks

4 months ago

Whoops sorry dunno why I said dimir, meant Azorius Chancery .

MagicMarc on Thopter deck

7 months ago

Hello, I have a couple of suggestions for your deck that may help. Your mana base could get some love. You have a lot of lands that enter tapped or bounce lands to stay in play. I think you should replace all copies of Azorius Chancery with more copies of basic lands and/or Glacial Fortress and your game play would smooth out. Bounce lands don't actually ramp your mana and you can't use them the turn you play them so you lose a bit of tempo. Irrigated Farmland or Celestial Colonnade are other good options if entering tapped does not bother you.

I also don't think Growing Ranks helps this deck and is either a dead draw or does not really advance your game state even when it comes online. I also feel the same way about Tempered Steel . This is basically a win more card. It can't win the game without creatures and it does not make them to win with. If you are already producing thopters, you don't need to boost their power and toughness. You just keeping making them until you win. I would cut both of these cards from your deck.

You also don't have much removal or card advantage. I would suggest increasing your copies of Dispatch and your other instants/counters and maybe adding copies of a sweeper to the deck. Either a wrath card or bounce everything card. Stuff like Supreme Verdict or Cyclonic Rift types of cards depending on your card pool or budget. Some other card suggestions would be Archmage's Charm , Whir of Invention , Witching Well . Any of these would serve you better than those enchantments I think you should cut.

0rc on Derevi, Holder of Lanterns

1 year ago

For the orbs?

Let’s take out Soul Herder (It’s great but we already have Thassa, which is harder to remove), and let’s take out Growth Spiral (also good, but this isn’t a lands matter/ramp deck).

Now we need a Derevi-style mana base that can play around the Orbs.

Since we will be abusing Derevi’s untap ability we should put in all of the lands we can muster that tap for 2+ mana, such as bounce lands: Azorius Chancery, Selesnya Sanctuary, Simic Growth Chamber, Lotus Field, and maybe even Growing Rites of Itlimoc  Flip if it fits your budget. You can take out the pain lands as they will not be so kind in Derevi. You can run less lands overall since theoretically you will end up with more lands in hand due to the bounce.

While we’re at it, let’s go ahead and slide Faeburrow Elder in there too...

Perfect. Now we have orbs AND a Derevi-style mana base that can play around them.

Enjoy.

akselodd on Super budget Flicker EDH ($25)

1 year ago

Thanks for the suggestions PaulMuadDib! I have some thoughts about your suggestions so I'll go through them step by step.

Pierce Strider/Jester's Scepter/Sapphire Charm: Once you have the combo, you should have access to your entire deck. Running cards for the explixit purpose of winning the game means that you are always running the risk of drawing a completely dead card. All current listed win-cons are both good as stand-alone cards but they also have the potential to provide a win-con later.

Skyscanner/Pondering Mage: These cards were previosly in the deck, but I took them out for separete reasons. Skyscanner was cut since most of or flicker/blink cards are single-target and single-use which means, just drawing a card proved to be to inefficient. The exclusion of Pondering Mage was because paying 5 mana for a Ponder was suppremely inefficient and the value that the ponder gained you was lost in how much mana it cost.

Stern Proctor: You are correct that the list is lacking in artifact hate and Stern Proctor might be warranted.

Think Twice: This suggestion I don't get. It is almost never going to be worth returning compared to other blink spells and it doesn't function like a win-con later, unlike Deep Analysis.

Engulf the Shore: You can reasonably expect to have between 2-3 per game. Thusly, this is going to function rather poorly as a boardwipe in the deck.

Azorius Chancery/Sunscorched Desert/Time Wipe: These I simply didn't think of. Especially Sunscorched Desert. They are all going in!

Again, thanks for the suggestions!

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