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
Commander / EDH 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
Casual Legal
Custom Legal
Quest Magic Legal

Azusa, Lost but Seeking Discussion

Neotrup on ? about exploration

2 days ago

Exploration doesn't tell you how many lands you're allowed to play in a turn, just that you can play one more than you could if you didn't have it. If you have 2 Exploration you can play 3 lands, if you have 1 Exploration and 1 Azusa, Lost but Seeking you can play 4 lands. From Gatherer:

8/7/2020 Exploration's ability is cumulative if you control more than one. It's also cumulative with other effects that let you play additional lands, such as the one from Dryad of the Ilysian Grove.

IMMG54 on BLRM (Bureau of Land and Resource Management)

1 week ago

If you are doing land destruction, which is a pretty big affront to a lot of EDH groups, you'll get maybe one play out of this and everyone knows your schtick. I had that with my vial smasher and thrasios turns. If you want more than one good play out of this deck, you're gonna want to speed up the clock. You've got dual lands in there, so I would assume that budget isn't a giant issue here. At the very least, cutting all your myr dorks for more efficient dorks like birds of paradise or elvish mystic. As many one-drops as you can get in there for mana. You've got almost no draw, which I get it, you're committing to a theme, but at the very least a wheel might be good. I like Wheel of Fortune , but there's plenty of awesome red spells. If not just for disrupting opponents hands. A lot of your land destruction is through instant and sorceries, and in red green you have access to permanent-based land destruction locks through cards like Azusa, Lost but Seeking combined with Crucible of Worlds effects and Strip Mine . If you decided to go more heavily on the land lock theme, that would give you access to some card draw engines with things like Tectonic Reformation , a favorite in my Windgrace deck. And this is mass land destruction, people are going to want to stop you in your tracks. I don't know what your meta looks like, but you definitely would want some interaction. Heroic intervention is great, if you have access to Teferi's Protection that can win you games right there. I might also suggest changing the green commander to the partner Kodama. I am quite curious to see what your success with this deck is. You've got tons of potential with this list, I am curious to see where you go with it.

Oof_Magic on

2 weeks ago

Had a Bo1 with Amulet Titan. Good lord that was one hell of a slog. It’s hard to keep track of what all they were doing but they got out an early Urza's Saga to follow up my Stoneforge Mystic . I took turn three to pop Saga with Field of Ruin . They quickly follow with another with some Arboreal Grazer action. I got out my Batterskull on an end step and deployed Gideon Blackblade to give the germ double lifelink. I pulled up ahead on line enough to take a hit for 18 from a Primeval Titan . I followed with Gideon of the Trials to pin the Titan. They managed to get another Titan off of Azusa, Lost but Seeking land drops and they had to eat a Gideon. They took out GotT with some Golems and got a second Titan on board to go at me. I deployed Kaldra Compleat with my Stoneforge sitting on the side to block it and take it down. My Batterskull was giving me big life at that point with a Sword of Fire and Ice attached so I could sponge some blows. Some more trading with another Blackblade sponging blows off the emblem and giving Batterskull big boy lifegain. I eventually foretold a Doomskar and that sealed the deal with my planeswalker beats and germ.

That was a real brawl. There was big work done by all contributors. Gideon of the Trials emblem made magnets of our Gideons taking a lot of pressure off our life total while Batterskull with double lifelink with Gideon Blackblade sent our life soaring. We were sitting at around 48-50 by the end? Blacksmith's Skill gave us clutch as a ‘block’ for one of our Gideons getting threatened by a Titan. That bought a turn for another GotT to come in and nullify it. Doomskar has been an all star coming in clutch to close out games. With a log of our threats being resilient to the sweep we could easily follow with a big swing. I was stunned we were able to hold the fight without a single Path to Exile or Solitude . Wow. Those would have been fantastic pulls. The one flaw in my play that I could identify was getting Batterskull instead of Sword of Hearth and Home . That would have been great for blanking Titan hits. So what we pulled performed wonderfully and and we had a lot of live draws that would have helped. This is a real confidence booster for this deck’s viability. I never even bothered attacking with Blackblade and I could have. xD

Polaris on moraug, fury of akoum help …

3 weeks ago

Moraug, Fury of Akoum 's landfall ability says to untap your creatures at the beginning of any combat phase it creates. Assuming you have Azusa, Lost but Seeking out and can play three lands, you'll have your precombat main phase, combat phase, postcombat main phase, then three additional combat phases (untapping your creatures at the start of each one), then your end phase. Unlike some extra-combat cards (i.e. Aggravated Assault ), Moraug does not give you an additional main phase after the combat phase, so once you're done with the Moraug combats you're basically done for the turn.

If you don't mind losing a bit of damage though (maybe you have Grand Warlord Radha and a big creature you want to ramp into), it may be preferable to play your lands during your first main phase. This means your creatures probably won't be untapped (and therefore won't be able to attack) during your normal combat phase, but you will still have a postcombat main phase left to cast sorcery speed spells.

Swebb87 on moraug, fury of akoum help …

3 weeks ago

So I want to play Moraug, Fury of Akoum in a gruul deck, most likely Mina and Denn, Wildborn but I am utterly confused by the landfall trigger and how it works. Would the optimal play to be as follows; untap, upkeep, draw. Move to attack, then in post combat main phase play land for turn, then 2 more lands using Azusa, Lost but Seeking or 1 additional land using Mina and Denn, Wildborn triggering 3 or 2, respectively, additional attack steps at which point the creatures would untap at the beginning of each of those additional attack steps?

Then from what I understand, I then have to move to end step as the lands being played were the end of my post combat main phase?

Thanks in advance

ElijahCallahan64 on Mono G ramp

2 months ago

Lotus Cobra , Evolving Wilds , Explore , Nissa, Who Shakes the World can make this deck flawless. . . and Explore if your down to spend the money for it, + Azusa, Lost but Seeking

multimedia on Kalamax

2 months ago

Hey, good job so far upgrading the precon overall on a budget. Some interesting expensive price card choices such as Ugin, the Spirit Dragon and Azusa, Lost but Seeking .

Ral, Storm Conduit is an excellent budget card with Kalamax. It's a source of many repeatable effects and it can be a win condition with Kalamax via damage with a Fork such as Expansion / Explosion . Return of the Wildspeaker is a $1 at CardKingdom and it's mode to draw based on the power of Kalamax can draw a lot of cards.

Instant Forks such as Reverberate are the effects that break Kalamax because they can put infinite +1/+1 counters on him which gives him infinite power and toughness. The way a Fork works with tapped Kalamax can be confusing since it uses the stack, but if you're interested to learn more about this powerful interaction I offer more advice about them.


Springleaf Drum , Holdout Settlement and Survivors' Encampment are budget cards that can tap Kalamax or any other creature you control to make any color of mana. Having ways to tap Kalamax without attacking is helpful because sometimes you can't attack or don't want to attack, would rather keep Kalamax to block, but you still want Kalamax to be tapped.

The precon lacks ramp. Not enough efficient low mana cost budget ramp sources such as Izzet Signet , Simic Signet and Gruul Signet . These two drop Signets can help to cast Kalamax with color fixing and ramp. Most manabases of precons are subpar with lands such as Rupture Spire and can be upgraded with more budget lands that enter the battlefield untapped such as Holdout Settlement , Survivors' Encampment , Yavimaya Coast , Shivan Reef .

I offer more advice including cuts to consider. Would you like more advice? Good luck with your deck.

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