Azorius Signet

Azorius Signet

Artifact

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Azorius Signet Discussion

multimedia on Tricky Flicky

5 days ago

Hey, well done so far on a budget.

Unfortunately, Ranar has been errata to instead say, "Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying". This change means Ranar + Samurai of the Pale Curtain + Blasting Station isn't an infinite combo anymore. The act of sacing a Spirit with Station is a cost not a spell or ability. Ranar now cares about the source that originally made the permanent leave the battlefield and the original source has to exile the permanent which Station doesn't do.

Samurai of the Pale Curtain's ability to exile opponent's permanents is also hindered by this errata because now Ranar cares about the source that removed the permanent from the battlefield before Samurai exiles that card. For example, if you destroy an opponent's artifact with Disenchant that permanent is destroyed and then Samurai exiles that permanent when it goes to the graveyard, but you don't create a Spirit by Ranar. The original source that made the permanent leave the battlefield is a spell, Disenchant, but Disenchant doesn't exile and it must to create a Spirit. Swords to Plowshares still works fine since it exiles the creature as the original source doing the exile.

Ranar + Blasting Station + Restoration Angel + Felidar Guardian is still a win condition infinite combo since the errata to Ranar doesn't change it's effect with blinking permanents.


30 lands is a low amount with only 5 sources of ramp. Consider 5 more budget lands and ramp?

A excellent budget interaction with blink is Palace Jailer since when Jailer is blinked the exiled creature doesn't return to the battlefield, that only happens when you lose the monarch not when Jailer leaves the battlefield. This makes Jailer when blinked an engine to exile opponent's creatures which also creates Spirit tokens by Ranar. Jailer also gives you the monarch when it's blinked for a repeatable draw source at your end step. Spirit tokens help to defend as blockers to keep the monarch since the only way you lose the monarch is by an opponent doing combat damage to you or an opponent plays a card that makes them the monarch.

If interested I offer more advice including cuts to consider. Good luck with your deck.

vecuu on Bant Commander

6 days ago

Mana talk:

Minimizing taplands is generally good but expensive (as you know). Plan to eventually replace stuff like the Vivids, snow-duals, and whatever the shorthand for Transguild Promenade is (which, btw, this is twice as slow as a normal tapped land and should 100% be replaced). Yes, even eventually replace the 'gain 1 life' lands that I love :(

I don't know the exact recommended land count. I see as low as 29 (with lots of 0cmc extra expensive cards) and as high as low 40s. I've been targeting 35ish with another 7-8 mana rocks, but I'm not in Green. In Green, you can run 2cmc ramp spells instead of 2cmc mana rocks. like Rampant Growth, Sakura-Tribe Elder, and Farseek.

With all of your land-tutor creatures, make sure you have enough targets. Since you're Chulane, erring on more lands overall might be better?

2 mana rocks like Azorius Signet and Arcane Signet are going be substantially stronger than 3cmc stuff like Selesnya Locket.

Cheatsheet and hyperlinks:

Shocklands: https://mtg.fandom.com/wiki/Shock_land

Temple Garden

Hallowed Fountain

Breeding Pool

Fetchlands: https://mtg.fandom.com/wiki/Fetch_land

Flooded Strand

Windswept Heath

Misty Rainforest

Filterlands: https://mtg.fandom.com/wiki/Filter_land

Mystic Gate

Wooded Bastion

Flooded Grove

Checklands: https://mtg.fandom.com/wiki/Check_land

Glacial Fortress

Sunpetal Grove

Hinterland Harbor

LeonSpires on Architects of Law

1 month ago

Your Brogo list looks like a good start. In my opinion the biggest thing that could improve your list is to run more mana rocks. Make sure the ones you run come in untapped as you can then blink them with Brogo for extra value to play more spells on second main or hold up interaction for opponents turns.

Start with Arcane Signet, Azorius Signet, Fellwar Stone, Gilded Lotus, Mind Stone, Prismatic Lens, and Thran Dynamo.

If your budget allows for it Talisman of Progress, Mana Vault, Mana Crypt and Grim Monolith.

Next I would consider running a few more low CMC interaction spells like Counterspell, Delay, Path to Exile, Negate, and Arcane Denial.

I hope that helps with your build. Good luck!

Last_Laugh on NaRsEt TuRnTaKeR

2 months ago

Narset wants LOTS of ramp. Stick to 2 drop or less though (3 if it adds more than 1 mana). Azorius Signet, Boros Signet, Izzet Signet, Talisman of Progress, Talisman of Conviction, Talisman of Creativity, Pentad Prism, Coalition Relic, Worn Powerstone, Basalt Monolith, and Crystal Vein.

A few pillowfort cards will go a long way also. Smoke is amazing here.

Feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Narset, American Beauty

soulwarden11 on Archon Tribal

3 months ago

My first thought is “How does this deck manage to function on barely 31 Lands and a total of 5.5 Ramp spells and 3 Mana Rocks?!”

Archons are a VERY expensive tribe to run; I would be cramming as mana Land tutors and mana rocks into this deck as I could, along with at least 37 lands.

I tried running an Elf tribal deck with 30 lands and always found myself wanting more lands after the first board wipe, and Elves average 1-4 mana each—I bumped that deck up to 36 and it’s much smoother nowadays. The Archons here average 5.8 mana each.

Arcane Signet

Azorius Signet

Dimir Signet

Golgari Signet

Orzhov Signet

Simic Signet

Selesnya Signet

Urza's Incubator

Chromatic Lantern

Kodama's Reach

Farseek

Harrow

Dryad of the Ilysian Grove

Roiling Regrowth

Explosive Vegetation

Burgeoning

Exploration

Land Tax

Gift of Estates

Mirari's Wake

It’s not fun to sit there wishing you had more mana to play your big, bomb-y creatures while your opponents are doing stuff the whole game. I’ve been there more times than I care to remember.

If you don’t want to add more ramp and mana fixing, the other option is to go more heavily into stax and tax effects to slow down your opponents to give yourself more time to build up to your big spells. You have a couple in the deck already, but there’s tons of options, especially since you’re playing 4c and Archons just happen to be primarily in White and also just so happen to love creating stax effects of their own, AND they DO like Enchantments!

Authority of the Consuls

Ashes of the Abhorrent

Mystic Barrier

There’s obviously more than this, but I’m on my phone and these are what came to mind.

multimedia on Oloro

3 months ago

Hey, well done for a first deck on such a low budget. I haven't seen this Commander before.

When you're just starting out building decks in Commander it can be helpful to have some basic deck structure guildlines to follow.

This is just a basic structure to get things started. It doesn't cover everything and your final deck may have different numbers for each part of the structure such as you might have more creatures. Some cards can cover more than one area such as Palace Jailer who is creature removal and can be repeatable draw which is really helpful.


Ramp is something all Commander decks need since you don't want to only rely on lands/land drops to make mana. You have Sol Ring which is really good, but that's where the ramp ends here. Only Sol is not enough ramp.

I always explain to new Commander deck builders that you need to be able to sacrifice (cut) some of the fun cards to add ramp to your deck. Since doing this will help gameplay so that you can more easily cast your Commander and the other big fun cards you want to play. In the case here my advice is consider cutting at least 9 cards to add more budget ramp?

Some cards to consider cutting to add more ramp are creatures who don't do enough for their mana cost: Gods' Hall Guardian, Living Tempest, Dread Rider, Shepherd of Heroes, Kor Celebrant, Ronom Unicorn, Brinebarrow Intruder


Like ramp all decks also need draw that comes from single draw effects and more importantly repeatable draw sources. Currently your deck has three good single draw effects Baleful Strix, Champion of Wits, Cloudblazer and one repeatable draw source Jace, Wielder of Mysteries. There's a reanimation theme here that can get you more draw from these creatures which is good, but consider more draw?

Jailer and Rose can be repeatable draw sources with the Monarch Emblem. When you have the monarch then you draw a card at your end step. Only one player in the game at one time can be the monarch and it can change players. As long as you are monarch you get the repeatable draw at your end step which is a big advantage.

For an opponent to become the monarch they have to do combat damage with a creature to you or play a card/effect that makes them the monarch. When this happens you loose the monarch and that opponent becomes the monarch. You can get back the monarch though by doing combat damage with a creature to the opponent who is the monarch or playing a card/effect that makes you the monarch.

Some cards to consider cutting to add more draw: Withercrown, Grave Endeavor, Arcane Endeavor, Smite the Monstrous, Extract Brain, Wand of Orcus


The area of your deck that you have a lot of is removal. I count 23 single effects of removal here. You can afford to cut some removal to improve other areas of your deck: Withercrown, Befuddle, Iron Verdict, Smite the Monstrous.

If you're interested I offer more advice in another comment. Including explaining how blink from single effects or repeatable such as Soulherder and Brago, King Eternal can be powerful here. Would you like me to continue with more advice?

Good luck with your deck.

KBK7101 on Kykar, Try some Flying

4 months ago

As someone who has a Kykar deck, I'd definitely recommend cutting some lands and adding some more artifact ramp such as Boros Signet, Azorius Signet, Izzet Signet and Mind Stone. Casting these will trigger Kykar, netting you a spirit token and helping to ramp you further ahead. I'd try and stick somewhere around 33-34 lands.

Other cards I'd recommend are Murmuring Mystic as another flying token producer, Jubilant Skybonder to help keep the heat off your fliers, Boros Charm for anti-boardwipe protection, Whirlwind of Thought for some more card draw and Immolating Gyre as a one-sided board wipe. Raugrin Triome is probably also worth a look.

Kykar is a super cool commander and I wish he had more lore. I really wanna know what plane he's from so I can tweak my basic land art accordingly. lol

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