Azusa, Lost but Seeking

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Azusa, Lost but Seeking

Legendary Creature — Human Monk

You may play two additional lands on each of your turns.

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mjbiffi on feeling cute , might sunburst later

3 days ago

I love the card in Mono Black Coffers, it could be nice here too but maybe you should have more way to use it rather than just activate Door to Nothingness. What if it gets countered or destroyed? Also you might need some way to tutor it.

Also you could use fetch lands or Life from the Loam to get full advantage of Roiling Regrowth and Harrow. Maybe Azusa, Lost but Seeking could help you ramp too.

PulsarGR on Azusa, lost but seeking

1 month ago

Profet93 All of your suggestions are valid. Most cards were printed after I stopped mtg for a while. 1 or 2 of your suggestion appeared for a period in the deck ex All Is Dust. My next addition will certainly be the green Urborg that immediately caught my eye. Any thoughts on the mana-dorks + Skullclamp or swords of x&y ? Could I do something else for t2 Azusa, Lost but Seeking because w/o clamp little elves are dead draw in late game.

Ardees on Gates? Nine Fingers Keene Competitive

1 month ago

If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.

Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,

Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.

Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy

Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).

Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit  Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.

Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence

Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.

Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.

If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.

Corrus555 on Green/blue sea monsters copy

2 months ago

Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.

My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.

lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/

Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.

Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate

The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.

Tutor for your big guysFierce Empath This will pay for itslef in one turn Lotus Cobra Good long game card in my opinion that can be used for sac outlet and mana sink to pay into Tireless Tracker

Lands I like Terrain Generator Temple of the False God Hinterland Harbor cheaper than dual shocks, Thats Breeding Pool this is a dual shock land.

Late game cards that are VeRy NiCe but extra Praetor's Counsel Tooth and Nail

To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample

Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.

Jhi69 on The Greendale Human-Beings

3 months ago

Hello friend!

I would like to suggest you some cards :)

Wyrm's Crossing Patrol: This card is a house on multiplayer! The Tokens are exiled at the end of combat BUT it's still +3 counter on Kyler on each attack if you play in a four player pod

Odric, Master Tactician: choose how to block and dont block its insane. just oneshot some people without resistance

Maja, Bretagard Protector: will give you for every Landdrop a human body to pushes Kyler. And if your on enough mana you can use Selesnya Sanctuary every turn to constantly generate humans. Even better with Azusa, Lost but Seeking.

Forge of Heroes: When your up to one more mana you can give Kyler instant a counter when he enters

Overwhelming Stampede: Just win the game on the spot. Your big creatures getting even bigger with evasion

Greater Good: Massiv Draw, just sacrifice one token after the combat (maybe one from Wyrm's Crossing Patrol) and refill your hand

wallisface on Sultai Frog Value [Help - under working]

3 months ago

ghgiunco to explain my thought process:

  • yes Wayward Swordtooth is like an Azusa effect, but you already have Azuza. Having multiple of these kinds of effects in play at once is usually not super helpful because even with one down you usually end up playing all the land from your hand super quickly. Importantly also I think you have a LOT of 3-drops and limited early-turn plays. Arboreal Grazer lets you play lands early, which will matter for a fast game, and Growth Spiral/Explore refill your hand while ramping, which is super relevant.

  • Ob Nixilis, the Fallen won’t really win as fast as you think he will. You may have to still play something like 5 lands after playing this guy, and at any point your opponent can just kill him in response to the trigger. Compare this to something like Titania, Protector of Argoth, which creates value and leaves threats on-board even if she’s killed.

  • i’m not suggesting to ditch Ramunap Excavator, but 3 copies imo should serve you better. Drawing multiple of this card is usually going to feel really bad. Imo the only reason to run 4 would be if your deck needs him do achieve anything at all - but that’s a really dangerous place to be so i’d suggest not leaning too heavily on this one card (or at least mix-up the effect with Life from the Loam and Crucible of Worlds). Keep in mind that if you’re playing best-of-3’s, your opponent is very likely to be packing graveyard hate game 2 onwards also.

  • I think Oracle of Mul Daya is similar to the points I made around the Swordtooth above. Notably it’s just another Azuza effect when Azuza herself should be sufficient. But what you really need is those 1-2 mana cards to help snowball your land count early, while still keeping your hand count high where possible. Even if your deck makes a lot of mana, 4 is a lot to spend on this effect.

  • I would second nbarry223’s idea that Harrow does seem like a good fit. However i’d also say i’m not sure if there’s much room to fit it after my other suggestions (which, imo need to come first).

I think my proposed version of the list looks something like:

CoarselyRefined on Help with Ziatora

4 months ago

Please tell me that it's dragon tribal aristocrats? Running Frontier Siege and Terror of the Peaks to get the ETB damage, sac to fling on the finish? Outpost Siege to add to the sac damage or speed up the draw? Palace Siege to recur? Crux of Fate for a tasty flavor wipe?

Curse of Opulence is one idea to gen treasures if you have some early swings. You're in green so you can always run cards like Exploration and Azusa, Lost but Seeking. I also like Walking Atlas and other cards like it to cheat in extra mana. I also like to sneak out a T1 Amulet of Vigor and abuse a bounce land to have 5 mana T2

Chasmolinker on A Conflagration of Dragons

4 months ago

I made some small changes here. I cut 2 copies of Explore and Courser of Kruphix for 3 Profane Tutor to give the deck a way to search out the big mana dragons. I also cut Azusa, Lost but Seeking as the deck doesn't run enough lands to justify it. I added a 4th Glorybringer in its place.

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