Azusa, Lost but Seeking

Azusa, Lost but Seeking

Legendary Creature — Human Monk

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

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Format Legality
Duel Commander Legal
Gladiator Legal
Modern Legal
Legacy Legal
Unformat Legal
Tiny Leaders Legal
Brawl Legal
Leviathan Legal
Pre-release Legal
Highlander Legal
Custom Legal
Vintage Legal
Casual Legal
Historic Legal
Block Constructed Legal
Pioneer Legal
Canadian Highlander Legal
Commander / EDH Legal
Oathbreaker Legal
Arena Legal
1v1 Commander Legal
Standard Legal
Limited Legal

Azusa, Lost but Seeking occurrence in decks from the last year

Azusa, Lost but Seeking Discussion

Ehsteve on Lord Windgrace Sits Behind A Chasm

2 days ago

Great to hear, OJSTheJuice.

So looking over how Field of the Dead generally plays from experience:

This deck as it stands is more like a land toolbox deck that ramps to just try and cast a big Torment of Hailfire, honestly that's the gameplan 99% of the time. So you won't usually be fetching out Field of the Dead until it's necessary as it enters tapped and taps for colourless mana, so its not a good ramping card and fixes nothing colour-wise. You also can't attack while Glacial Chasm is out, which is your main way to just pretty much phase out of until you ramp into big mana with Cabal Coffers and Urborg, Tomb of Yawgmoth, so its offensive capacity is somewhat hindered if you're turtling. Honestly by the mid game you should have seven different land names because with the fetch/land tutor mix unless you get rather unlucky and end up with a whole bunch of basics with no fetches, snow lands wouldn't really make that much of a difference. If you have have access to fetches, you can fetch shocks or cycle lands (still waiting for triomes in jund, one day...). So the only case where this would really affect anything is where you have maybe 7-9 lands and some duplicate basics. Given that maybe half the deck is lands, there are multiple search and graveyard recursion strategies, I think that this is the only scenario you could lose out.

Looking at Field of the Dead, the best setup you could have would be something like Vesuva + Thespian Stage copying Field of the Dead with a Ramunap Excavator and Azusa, Lost but Seeking plus Lord Windgrace. Now best case scenario this might be something like 5 land drops over 3 to that's 15 zombies: 30 power isn't bad at all (even assuming you get fetches, you might squeeze an extra 2 or 3 drops before you start running low on fetchable sources), but it shouldn't really be the focus of what you're doing. Field of the Dead is a good way to throw up blockers, not really be offensive unless you have no other options (either because of counterspells or because you milled both Torment and Exsanguinate with no Bala Ged Recovery  Flip to get them back). The vulnerability in this deck is that it has surprisingly few ways to get back things that aren't land.

How I've used Field of the Dead in the past is for instant-speed blockers, because it's not something a lot of players can really interact with. It's a good way to defend Lord Windgrace from an attack (as he's not protected by Glacial Chasm). It's value should be largely incidental to what you are already doing (ramping), not the focus unless it is one of your last remaining strategies (only just above Valakut, the Molten Pinnacle).

Harbinger69 on Ghave, Pile of Cards

5 days ago

Don't forget to put CMDR next to your commander's text in the entry box to make him show up as your commander.

As for advice, I would try to lower the number of 3 drops you have (Curve is suffering because of this) and then add more 2 mana ramp like Rampant Growth or Three Visits, while cutting back on your "goodstuff" cards that aren't necessarily adding synergy like Azusa, Lost but Seeking. I would also cut Triskelavus, Oathsworn Knight, Nantuko Husk, and Duneblast. These cards either dont add much to your deck or are far overcosted for what they do (Specifically dune blast's effect being overcosted when you could be running the multitude of 4 mana wraths or just Single Combat)

kpres on Tide Pod Breakfast

1 week ago

Corpse Connoisseur out, Gravebreaker Lamia in.

Golgari Grave-Troll out, Doom Whisperer in.

Splinterfright out, Reclamation Sage in.

Overeager Apprentice out, Skull Prophet in.

Foster out, Tormod, the Desecrator in.

Torgaar, Famine Incarnate out, Jarad, Golgari Lich Lord in.

Azusa, Lost but Seeking out, Laboratory Maniac in.

Grave-troll and splinterfright are great for different decks, but in this deck I can reanimate everything at once, and then these two die right away. Besides, I need Doom Whisperer's type of mill to find and activate Second Chance and I don't have enough removal for artifacts/ench.

Skull Prophet adds mana to get me Muldrotha, and then "mill two cards" is effectively the same thing as "draw two cards". This makes up for the huge mana boost and discard enabling of the apprentice.

Foster is a really good mill card, but Tormod is better.

Torgaar is great against life gain decks, but they aren't very common and Jarad is effective against all decks.

Azusa is good, but she won't let me play more cards from the graveyard and Kodama of the East Tree lets me put lands from my hand into play whenever I put anything into play. I need the lab maniac for the Zegana win condition.

elk88 on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

2 weeks ago

BenWin To each their own mate! That's the fun part of commander in that building what you want and the flexibility of what you play (or what you have/own) isn't a huge impact overall. Yes there are 'best/optimized decks' (like cedh type stuff) but we're not typically grinding ladders or in tournaments and having to worry about metas etc. Heck you can potentially politic your way into or out of a situation which you can't really do in any other format and that in turn changes the value/importance of certain cards.

One thing that did catch my eye though is your comment about Strip Mine not fitting your aggressive playstyle. My comment to that is to look at the raw fundamentals of game turns, your expected winning turns and your opponents winning turns. The folks I play with are very competitive with minimal politics and are on the verge of cedh lists (some I'd even call cedh excluding maybe a few big $$ toys like og duals) and on average the number of turns in our games is from 5-9 (6-8 is very common and then outliers from there like T2 to omg has this game really been 2hrs already?!?!?). So considering that, this deck wants to ramp T2, ramp T3, hopefully be playing Omanth T4 or 5 and be threatening to win on T6-9 to be able to compete (consider this a goldfish exercise). Now if you know your opponents at the table have decks of a similar power level and for argument sake, are going to pop off around the same time then who becomes the beatdown and who becomes the control. Turn order then becomes a big factor (did you win the die roll? Are you the last to play?) in how aggressive you can actually be. As much as I agree that this is a strong/aggressive/linear deck, flexibility (within the confines of the deck), knowing your 'role' and adapting are huge factors to piloting this deck to success (unless the decks you're facing are drastically skewed in power level and you can just toss out permanents and dunk on your friends like a lot of red mages try to do on Arena lol). It's not really a difficult deck to play but there is a reasonable amount of decisions points to be made which makes it challenging and fun!

By now you're saying to yourself, 'elk stap! I know all this stuff and you're preaching to the choir and I don't just cast wincons into 2 open mana and what does all this rambling have to do with Strip Mine' and to that I say, consider how long turns 4 to 8 actually take? How long a turn cycle actually takes to get around the table and how much actually happens on each players turn in those mid/late turns. Now consider putting one opponent behind 1 turn? Again looking at Strip Mine as a utility land; which doesn't really hurt this deck, does putting your opponent behind 1 turn matter? Interrupting their opportunity to multi spell? Delaying the turn in which they can attempt to win? Or looking at it another way and it's put you ahead by a turn? Strip Mine has the potential to change actual turn cycles and therefore game play which in turn relates to how aggressive you can be (or look at it like it's moving you from player position 4 to player 3 and depending on ramp maybe even 2 or 1). It can change the timing of the game for you or your opponent (or both) and that's on top of all the other things that have been mentioned previously. For what it's worth, Strip Mine is in 3 out of the 5 decks I own because of the impact it can have (as long as it doesn't hurt the overall mana base and in this case, it's a 2 color deck with 42 lands so the impact is almost unnoticeable). Again not trying to convince you to change your mind, like I said, you do you especially in a casual/fun format. I just wanted to hopefully hightlight some things you might not have considered and show that Strip Mine actually has the potential to change the turn order/tempo of a game and allow you to move from a control to a beatdown position (or in short - help you be aggressive/ the threat at the table). Just some food for thought (I hope?).

Besides, the groups I play in (who don't consider the unwritten rule of leaving lands alone), getting something like Ramunap Excavator and Azusa, Lost but Seeking into play and putting a player or two several turns behind while still making tokens in the process is back breaking/game winning and definitely definable as aggressive.

shadow63 on Joe’s deck of power

3 weeks ago

I'd cut pretty much all your creatures. If your trying to make this modern viable. There are just so many better options. Keep Azusa, Lost but Seeking Carnage Tyrant and Thrun, the Last Troll and Lotus Cobra. Primeval Titan is the best green creature in the game if you add in more instans and sorcery Delver of Secrets  Flip is incredible

kpres on Muldrotha Oracle Ruling vs. Rule …

1 month ago

Muldrotha, the Gravetide is a popular card in Commander because it lets you play stuff from the graveyard. However, there appears to be some confusion about playing lands from the graveyard. I want to address this because it's all over the place on Muldrotha deck lists. It stems from this Oracle ruling:

"If you play a card from your graveyard and then have a new Muldrotha come under your control in the same turn, you may play another land or spell of that type from your graveyard that turn."

This seems to contradict Rule 305.2b. I've copied the relevant rules for lands below. There seems to be a nonbo suggested by the community of getting additional land plays by flickering or re-playing Muldrotha.

The nonbo is supposed to work like this: Cast Muldrotha, and then cast Kaya's Ghostform on it. Sacrifice Muldrotha to a sacrifice outlet, e.g. Phyrexian Altar. Kaya's Ghostform brings Muldrotha back from the graveyard, and the new copy allows you to cast an enchantment from your graveyard. Cast Kaya's Ghostform on Muldrotha and repeat. Every cycle, you can also cast another permanent spell of each type and play another land. I believe the ruling is misinterpreted to give you extra land plays. According to the ruling, and without reading Rule 305.2b, you're supposed to be able to play every land in your graveyard in one turn. I believe that this not possible because you only have one land play available each turn, unless you have another land play available by some other means such as Azusa, Lost but Seeking.

In other words, Muldrotha doesn't give you land plays - it only lets you play a land from your graveyard if you have a land play available. Flickering Muldrotha will only let you play more lands from the graveyard if you have additional land plays available.

This is in "Deck Help" because I'm building a Muldrotha deck and I need to make sure my rules are correct before I try some combos or nonbos. I'd like to hear from judges or officials or anybody who really knows the rules well. Am I correct?

305.1. A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see rule 116). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities.

305.2. A player can normally play one land during their turn; however, continuous effects may increase this number.

305.2a To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.

305.2b A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands they have already played this turn. Ignore any part of an effect that instructs a player to do so.

LegendMainsOnly on Yarokk big love

1 month ago

Now that Azusa, Lost but Seeking is so cheap, you should definitely add one in while prices are so low.

kpres on Muldrotha and Deadeye

1 month ago

Does this also work with Azusa, Lost but Seeking? For example, I have Azusa paired with Deadeye Navigator and 10 islands in my hand. I play two islands for my additional two, and then flicker her with Deadeye. Do I get to play two more islands, flicker again, and then play two more islands, etc?

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