Creature — Azra Warrior
At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Azra Oddsmaker Discussion
1 month ago
I'd be careful about having too much card draw that is reliant on your deck working. Having draw that just draws because it draws is often going to turn a game from not going well to being a little better.
Take a look at a similar but more established commander for ideas too Kardur, Doomscourge
And there might be better options here than what I listed as I was mostly looking through my madness deck for some things to fit your needs Karazikar, the Eye Tyrant
I generally recommend around 15 card advantage total but you can go significantly lighter when your commander draws.
3 months ago
I agree that Esper Sentinel is better suited as a tax piece than it is draw value, but I’ve been brainstorming what secondary card could help boost the draw potential of it and I think the best card to compliment it is Sword of Light and Shadow . Making the tax may be too disruptive for most players to want to pay, but it also gives the Sentinel protection from two prominent removal colors and provides a cheap recursion method to get him back as recurring a 1/1 with no evasion through your commander may be too much to ask.
Even without the Sentinel it looks like your deck has a number of other targets that look more suitable to recur with the sword than with your commander such as: Azra Oddsmaker , Linvala, Keeper of Silence , Sire Of Insanity as well as your tax pieces that lack evasion especially since the added protection the sword gives can also keep those tax pieces around longer.
5 months ago
MeanLizard thanks for sharing your list! I'd love to talk out where I see variance in our design!
You're only playing Dragons (and Anger , always Anger )! I really like your low creature count and how it opens up space for instants and enchantments. I'm seeing our differences in playstyle come from this section. Also, we both REALLY need to add Goldspan Dragon ...a lot.
Lathliss, Dragon Queen consistently underwhelmed for me. I hope you haven't found that to be the case!
Please let me pitch you on swapping Hellkite Tyrant for a utility creature like Dockside Extortionist ! I always found Tyrant to be a win-more card and I consistently feel like this deck doesn't need to win-more, it needs to sustain and accelerate.
Where you have Tormenting Voice , I run Azra Oddsmaker . For Wild Guess , I run Chainer, Nightmare Adept . Your Cathartic Reunion swaps in for my Daretti, Scrap Savant . Your Molten Echoes mirrors my Feldon of the Third Path .
How have you felt about your gameplay? You've streamlined this strategy to the Nth degree with heavier draw and reanimation packages - I can imagine this being SO quick and potentially a bit more prone to getting squashed by graveyard hate. Maybe not because of how much card draw you're doing?
Take out Final Parting for Mausoleum Secrets and enjoy! Also, how can we find space for Underworld Breach here?! You're leaning into flashback and threshold a bit more than I do, I'd LOVE to see these inclusions!
I have some other questions and thoughts, but that feels like plenty to start with!
5 months ago
Hey, good job on a budget. Nice Demonic Tutor :)
Some $1-$2 cards to consider adding:
- Dark Ritual
- Seething Song
- Seize the Spoils
- Mana Geyser
- Final Parting
- Magus of the Wheel
- Mask of Memory
- Faithless Looting
- Dragon Breath
- Dragon Mage
- Azra Oddsmaker
- Chaos Warp
Some budget land upgrades to consider:
- Unclaimed Territory --> Looming Spires
- Smoldering Marsh --> Bloodfell Caves
- Jund Panorama --> 1x Mountain
- Path of Ancestry --> 1x Mountain
- Shadowblood Ridge --> 1x Mountain
- Ash Barrens --> 1x Mountain
- Temple of Malice --> 1x Swamp
If interested I offer more advice including cuts to consider. Good luck with your deck.
6 months ago
Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?
I'll try to make suggestions with budget in mind!
- Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.
- This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.
- Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.
- Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!
- The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...
- Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.
- Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.
- This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...
- I personally don't think this deck needs to go wide, otherwise you'd be running more cost reduction ( Urza's Incubator , Dragonspeaker Shaman ) as well as Nesting Dragon . Big-mana decks are always going to need mana, and Goldspan makes it in spades.
- This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.
- Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...
- Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...
- Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!
- Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!
Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.
- All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!
Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .
I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!
Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)
7 months ago
X-Factor11105 - Alright, round two.
So, Hagra Mauling Flip has been a fantastic card. 'Tis an inefficient kill spell, but it acts as a land if it must. The instant speed makes it hit the only mark I have required in a removal slot, yet, being in a deck with a sparsity of lands, it suffices upon another front. I have been adding it to a lot of my black decks, just for the powerful and relevant utility.
Outpost Siege is a fantastic card that I run in a fair few decks, as it allows me an additional card each turn. Sometimes, it exiles a spell I cannot cast or a card that is inopportune for the time, but it primarily exists for me to hit land drops and have some sort of card advantage. I could run the newly-printed Valakut Exploration, which would put cards in the graveyard, but the Siege exists to find me lands, and Valakut Exploration requires lands to draw cards, thus I can no longer play a mana source for the turn. Overall, it is always fine and almost always gives me something I can play.
Upon the card draw lands, these purely exist for the moments in which I have nothing better to do with my mana, or if I have a sparse number of cards in hand. Being in Rakdos colours and being a player who loves drawing cards leaves me desirousof always have an answer or way of advancing my board. I am a player who likes something to always be happening, and these allow for an effectual use of my mana. Castle Locthwain is the first to go in the wake of better land options (looking at you, Blightstep Pathway Flip), but I would recommend these for any deck that can suffer having a colourless land in the mana base.
Well, the Ox of Agonas has been severely average. The most typical course of action is it being discarded early in the game, whereupon it moulders in the graveyard until I have two lands in hand. It is fine card advantage when I need it, but can always be pitched with one of my rummaging effects. I must reiterate this point, rummaging allows me to put whatever I need in the bin whilst filtering through my library. The Ox has been perfectly fine, as I just exile all noncreature cards, but is probably better in a deck more centric to self-mill. I like it for the option is provides, more than anything. As for Anje's Ravager, I have tested with it. This deck tends to have five or six cards in hand most of the time, much due to my playstyle, so an aggressive creature that pitches my hand each turn is not exactly optimal. I prefer it in Canadian Highlander.
Ah, you see, I test around 600 cards whenever I build a deck, Azra Oddsmaker being amongst them. I discard a card, you see, target a creature, thereupon the creature dies to a Path. I am personally athwart to card disadvantage, and this card is overwhelmingly subject to it. The card draw only provided once I get a creature through combat, assuming a big idiot exists on the field or that it even survives the high chance of removal. By itself, a 3/3 gets outclassed incredibly quickly, and it cannot always provide advantage by itself. It requires additional support to be good, and Rummaging Goblin, however horrendous its stat line, always does its job. I played the card in a Canadian Highlander aggro list, and it was severely lacking, thus my opinion of it has carried to commander.
Another long comment, but I do hope this sates your queries.
Good day to you.
7 months ago
Thanks for the responses! A few more questions / discussion items :)
Have you experienced a lot of "nonbo" moments with Outpost Siege and your large quantity of Dragons? I love the idea of finding card advantage in red and am wary of putting answers in exile, especially when we can't get them back.
In packing three "draw" lands of Bonders' Enclave, Castle Locthwain, and War Room, how have you felt about them? Have you ever playtested Mikokoro, Center of the Sea, or are you wanting to stay away from packing too many symmetrical effects?
PLEASE tell me Ox of Agonas has played well for you - I've loved this card ever since it came out in TBD, though I've never quite been comfortable including it in my build. Do you play it over Anje's Ravager because you have a bit more control over when its effect takes place?
How can I convince you to include Azra Oddsmaker in your build? It's performing incredibly well and you could swap it in for a slow rummaging creature - Rummaging Goblin has the worst stats of all of the dedicated rummaging creatures in your deck.
8 months ago
- Trigger for one of the ETB effects you listed (Tempest / Scourge / Terror)
- Send original to yard based on available recursion (PRO: fills the yard, CON: telegraphs your next move a bit). This could also be a lesser synergy with Boneyard Scourge
I think the nonbo aspect to me is that there isn't that perfect, consistent synergy with those legendaries - in this case, Drakuseth, Maw of Flames, Dragonlord Kolaghan, and Kolaghan, the Storm's Fury. It's hopefully a trigger, but choosing the token to remain on the battlefield also clearly telegraphs to your opponents what's coming next. The deck is fairly straightforward, so it's not like it'll be a big shocker, but I'd expect multiple players to hold up mana for counters / spot removal if they see you keep the token and send the original to the graveyard.
In my experience with Bladewing, I've had trouble sustaining an early-game presence, even with a host of 2-3 drops and a bunch of looting effects. Admittedly, I might be looking at Echoes through a narrow lense - the late-game synergy is truly back-breaking (multiple Balefire Dragon, Utvara Hellkite,or Scourge of the Throne triggers probably wins the game outright). I think I'd just be concerned to drop an enchantment that doesn't affect the board on T3 or T4 while my opponents continue to ramp or get their strategies really in motion on that same turn. If you've seen the benefits outweigh the negatives I'd love to know about that experience!
I can confirm Hazoret's Monument has been great, even at a slightly higher cost. Having that additional method for filling the yard has been super helpful.
Speaking of, have either of you considered Drownyard Temple? I don't think I use it currently but could see it having value, knowing how much discarding wants to happen here (hi Chainer, Nightmare Adept! Also considering Azra Oddsmaker and Olivia, Mobilized for War).