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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Azusa, Lost but Seeking
Legendary Creature — Human Monk
You may play two additional lands on each of your turns.
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Barbarian_Sun_Pope on Size Matters
13 hours ago
Have you considered Leatherback Baloth's cousin, Steel Leaf Champion? It pretty much accomplishes the same thing but with a little more upside. Reverent Hunter is a pretty nice follow up since it would be at least a 4/4 for 3 after playing a Baloth.
Azusa, Lost but Seeking and Whisperer of the Wilds can speed up the early game considerably.
Ghalta, Primal Hunger as a 'one of' might also be a pretty good finisher that could come out pretty quickly considering the amount of power in this deck (Goreclaw alone reduces his cost by 6). Hope this helps
NV_1980 on Hello Lindler
2 days ago
I think this deck needs a different commander; maybe even a colorless one (like Kozilek, the Great Distortion). You can do more or less the exact same thing (even play counterspells, because of Kozilek) and your deck would become much easier to control and predict (for yourself (or your buddy), as a player I mean). For some ideas, check out my Kozilek deck.
However, if you plan on sticking to Kruphix, I would recommend:
- to increase the number of lands. In a dual-color EDH deck I would expect at least 34 (if you also include a lot of 0-cost mana artifacts). When I play-tested this deck, I drew 10 starter hands and I had to mulligan for more lands 8 out of 10 times.
- use green's major strength: ramp. Right now you're not using it at all and it could drastically increase the speed of this deck. Green has phenomenal ramp creatures like Llanowar Elves/Elvish Mystic, Selvala, Heart of the Wilds, Azusa, Lost but Seeking to name but a fraction. Also, don't forget ramp sorceries like Rampant Growth, Cultivate, Three Visits, etc.
- use some more of blue's draw power. There's hardly any of that in here and it too could drastically increase the deck's speed (and the options per turn of the player). My recommendations would go out to Ponder, Preordain, Prosperity and Mystic Remora
I'd recommend removing some of the (mana-)artifacts in this deck to make room for the above. And Emrakul, since he's been banned from the format.
Hopefully some of this helped. Good luck.
nbarry223 on Viga-BOOM! (Turn 2)
1 month ago
Haha, I'm still trying to see if there's any other artifacts worth copying with The Mycosynth Gardens beyond the obvious Amulet of Vigor.
Cosima, God of the Voyage Flip seems like an interesting version of Tireless Tracker where you don't need to invest mana, but I am still not sure if the backside is worth copying, even though it lets us swing with Azusa, Lost but Seeking sort of, or capitalize with the creature side if we can't get through. I'll try it out, best thing I could find so far, even though highly situational, and probably a little slow.
Surprisingly nothing really comes to mind, but I will keep thinking about how to abuse the new deck.
nbarry223 on Viga-BOOM! (Turn 2)
1 month ago
Got my Azusa, Lost but Seeking on pre-order, such a pretty card, whole bundle is quite nice.
shock7123 on Omnath Whole Lotta Lands
2 months ago
Finally, another 4c Omnath player!
Omnath, Locus of Creation is a fun commander that gives you access to the grand majority of all the landfall effects to ever come out in Magic. I will say, though, there are a few things you could add if you wanted to make this deck more competitive. Not sure if that was your plan or not, but here are some suggestions I would make:
Geode Rager can help keep your opponents off your back and swinging at each other, making it easier for you to win. As long as you have a couple landfall token generators out, it isn't too hard to win in a 1v1 situation with this commander.
Felidar Retreat + Kodama of the East Tree + Simic Growth Chamber is a combo that allows you to win the game with literal infinite landfall triggers and infinite tokens being created. You can sub out Simic Growth Chamber for any of the Ravnica bounce lands (of which you have access to 7 total in your colors, including Guildless Commons.) You can also swap out Felidar Retreat for any landfall token generator like Zendikar's Roil, Rampaging Baloths, heck, even Scute Swarm will work. You just need to create a token of some kind whenever a land enters the battlefield under your control.
Valakut Exploration is a great way to give yourself some temporary card advantage while also pinging your opponents for whatever you don't end up casting. Careful with this card, though, as if you don't cast whatever is exiled with it, you don't get it back.
Retreat to Coralhelm can let you tap down creatures you don't want attacking you or give you card selection via a ton of scry effects.
Nissa, Voice of Zendikar is a solid 3-drop walker that lets you get some chump blockers out early, pump any tokens you control, or gain a bunch of life and draw a bunch of cards.
Ancient Greenwarden is a solid effect. It lets you get your fetch lands out of your graveyard to find another land, easy two landfall triggers per turn with that. It also acts as a Panharmonicon for landfall, which is amazing in this deck. With just this, your commander, and a Myriad Landscape or Fabled Passage, you can gain 8 life and add 8 mana for free to your mana pool each turn.
Azusa, Lost but Seeking makes it so that you can consistently get three landfall triggers per turn with just a Ravnica bounce land in your hand. You may not grow the amount of lands in your deck, but it does allow you to get that 4 damage trigger off from your commander consistently.
Tireless Tracker and Tireless Provisioner are the GOAT in a landfall deck. All the treasures, food, or clues you could ever hope for.
Trench Behemoth is a solid value engine that lets you return lands to your hand to protect itself while also forcing a creature to attack whenever you get a landfall trigger. If you have enough tokens, you can take out their big threats if they decide to swing at you with it.
I love my Omnath deck, as I've had it since I pulled a foil version of him from a Zendikar Rising prerelease box. If you want other suggestions, I'm happy to help!
mjbiffi on feeling cute , might sunburst later
3 months 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
5 months 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
5 months 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.
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