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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Legality

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

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

Azusa, Lost but Seeking Discussion

OmegaAura113 on Beledros Witherbloom EDH

1 week ago

I have a couple of ideas!

Izoni, Thousand-Eyed - you only really get one activation of her token ability, and you have a couple of enchantments that already perform her sacrifice ability

Decree of Pain - pretty high costed boardwipe, when there's others that won't nuke your boardstate in the process

Reap can be replaced with Road of Return , since both do similar things, but Road can interact with your commander directly

Tragic Slip - Abrupt Decay is much better

Profane Command - there's better X spells that aren't too expensive, like Genesis Wave or Torment of Hailfire . I noticed you're going a heavy mana ramp direction with the deck, which is perfectly fine, just also remember to try and include cards that let you play extra lands if you can (cards like Azusa, Lost but Seeking , which recently was reprinted, and Exploration )

And something else pretty important is that beside ramp spells, you'll also want a few rocks/dorks to supplement yourself. There's a lot of them in-budget, like Elves of Deep Shadow , Llanowar Elves , Elvish Mystic , and the Sakura-Tribe Elder you have in already. Another similar ramp one is Yavimaya Elder for fetching basics and such. For rocks, Golgari Signet , Fellwar Stone , Commander's Sphere , and Talisman of Resilience are cheap in both CMC and price, so see if you can slide any of those in too.

It's probably my hardest suggestion to apply, but as you run through and make edits, try and choose a direction to take the deck as a whole - tokens, or lands - as a focus. Once you start narrowing down the archetype you wanna follow, the cards you need to cut to streamline it will start looking more and more obvious!

Defied-27 on Lacerating Landfall (Budget)

2 weeks ago

Hey Reported, thank you so much, really appreciate it! I recently added Azusa, Lost but Seeking to the mainboard and it worked wonders for me.

wizards-of-the-coast on Sir Zndrsplt, aka How To Change The Commander Meta

1 month ago

I think you should add Azusa, Lost but Seeking and Exploration , seeing how important lands are.

Grimgrinner on Toski's Happy Tree Friends

1 month ago

Optional upgrades!! - I will only recommend cards that stay on the theme of small creatures getting big or overwhelming. If you want a Toski deck full of big threats, look at another build.

- Hall of Triumph pretty solid honestly. I just had trouble finding the deck slot for it. Run it if you like!

- Birds of Paradise - sure it's a worse Scryb Sprites in this deck but its also another Scryb Sprites and ramps so eh?

- Hope of Ghirapur better than scryb sprites and comes in for free off our Helm of Awakening but doesn't benefit from our green buff spells. Also that ability will probably draw some ire when people can't cast their turn 2 Arcane Signet or Rampant Growth or whatever.

- Skullclamp ill let you figure this one out

- Commander's Plate Toski get big and protection from 4 colors. What's not to like?

- Bow of Nylea The static deathtouch alone is worth the CMC. $6+ though, not as budget friendly. If you played during theros though, you probably opened about 3-4 of these and they're sitting in chaff boxes.

- Exploration I mean, yeah. look at it.

- Azusa, Lost but Seeking Its pretty good. Hard to drop the lands consistently. Make sure you got the draw to fuel her and something to spend all that mana on. She's better in landfall decks, really, and our only landfall in here is Scute Swarm .

- Heroic Intervention great for board wipes or combat tricks. Not so smug with your 1-mana Blasphemous Act eh?

greyninja on Land based edh

1 month ago

Cool idea for a thread! My Muldrotha, the Gravetide deck has many ways to loop extra turns. A couple involve lands, which not everyone expects. I've succeeded in both of these at least once. They take a bit of set up, but very satisfying overall.


Phyrexian Tower to sac Archaeomancer . Muldrotha, the Gravetide allows you to recast Archaeomancer , bringing back Temporal Manipulation . Take the extra turn and do it again! Requires seven mana plus Phyrexian Tower ; which is a crucial piece of the puzzle


Walk the Aeons and sac three Island s. Crucible of Worlds and Azusa, Lost but Seeking allow you to loop this to infinity. This is a more commonly known combo.


Honorable mention to Sylvan Awakening which I run in one of my omnath decks. Card is rowdy late game!

king-saproling on ProVag 2.0

2 months ago

I like cards like these with Damia since they get her out faster and help to empty your hand once she's out: Sakura-Tribe Scout, Skyshroud Ranger, Broken Bond, Swell of Growth, Azusa, Lost but Seeking. And they all feature ladies!

You might like these too: Alexi, Zephyr Mage, Diplomatic Escort, Silverglade Pathfinder, Go for the Throat (the promo art is also nice), Alluring Siren, Complicate, Fauna Shaman, Meren of Clan Nel Toth, Calming Verse, Song of Freyalise, Sheoldred, Whispering One

RadicalOink on

2 months ago

I would suggest putting in more cards that allow you to play additional lands. Azusa, Lost but Seeking, or Exploration would be good fits. Also, there a lot of infinite combos that you could try and work with. One of my favorites is: Sakura-Tribe Scout plus Retreat to Coralhelm plus Storm Cauldron. You can play a land by tapping Sakura-Tribe Scout, get the landfall trigger and activate Retreat to Coralhelm to untap Sakura-Tribe Scout, then immediately tap that land for mana, and because of Storm Cauldron, it will get sent back to your hand. Then you can repeat this process to gain infinite mana. You can also use other cards with landfall triggers to get even more value out of this combo. Tatyova, Benthic Druid would gain you infinite life and draw your whole deck. Stick Jace, Wielder of Mysteries in there and you would just outright win the game. Overall, pretty solid, budget deck. +1 from me.

Ehsteve on Lord Windgrace Sits Behind A Chasm

2 months 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).

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