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Azorius Awakening - Now With Extra "Nope"!

Commander / EDH Awaken Control Counterspell Lands WU (Azorius)

loricatuslupus


Maybeboard


Back when it was new I had a pretty fun mono-blue Awaken deck that utilised irritatingly recurrable one-casts to lock things down until a Brain in a Jar could power out a big Crush of Tentacles or Part the Waterveil. Then Standard moved on, so I had a little think and adapted it for Commander. I considered going for an all-out "land matters" style deck but that would have ended up as Gruul or Jund colours, completely ruining the seaside flavour I wanted to keep. In the end, Noyan Dar, Roil Shaper let me continue playing an Awakening deck with a bit of Landfall still in there. In fact, if you can get out Retreat to Coralhelm + Ruin Ghost with a white source that enters untapped on the field then congratulations: infinite Landfall! Abuse at will.

Until you can build a good-sized army of elementals then you are the fun police, with lots of counterspells (which are modal where possible) and planar wipes to clear the board of anything that isn't a land. Cantrips help to filter and find what is needed. Playing too Azorius will irritate everyone else who's trying to have fun and lead to you getting removed first, so I've avoided going too far down the stax route. It's also important to remember that you'll never be able to counter everything, but this can be played politically by "allowing" things to resolve in exchange for favours. The key is to just seem non-threatening and convince everyone you're not worth the hassle...until you wash away the tides of filth and reclaim Zendikar. While many of the instant and sorcery cards have been chosen on the assumption that Noyan will be on the field, there's always a risk with decks that are too commander-reliant that they'll eat a Darksteel Mutation or the like and become dysfunctional. Accordingly, I've got a higher than average number of creatures than most Noyan decks to make sure it still has game without him and some alternate win-cons.

In the interest of fairness, however, I should be honest: this deck isn't very good in many pods despite having some excellent cards in. The commander costing five is a BIG drawback nowadays - especially when the deck really needs him out to function optimally - and Azorious is awful for ramp. Most precons can get their commander out turn three or four even without the 2CMC mana rocks provided, which in this deck would be completely dead draws later because they don't trigger Noyan. I think I may be forced to add some in regardless because I just keep not being able to reliably cast him, and commander tax becomes backbreaking. Things change in a more relaxed environment with other any commanders looking to play a slower game, where you can set up some enchantments and use your counters to politic without having to immediately worry about being pressured by everyone else simply because you don't have a board. If that sounds like your group then give him a go, otherwise you may be disappointed. You can also build this competitively and I've seen some killer decks but that was not ever my vision for the way I wanted to play this out.

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Everyone could tell the MDFCs were going to make a big splash, but this deck is one of the ones that has benefited the most. It sometimes found itself a little short on lands (especially as they can be killed once animated) and with W/U not being ramp colours the only reliable way to increase land drops was to add more of them. However this in turn meant fewer spells to activate Noyan/Talrand and the possibility of flooding out, something this deck can't really afford to do. MDFCs mean I can run forty lands but still keep my spell count high - being slightly overcosted doesn't feel so bad when they will also be animating lands or making tokens. Zendikar Rising also had some more stunning basics (one day I'll have one of every Zendikar Island in foil) and the prevalence of new Expeditions should make picking them up in non-foil relatively affordable. Oh and Felidar Retreat is an absolute powerhouse!

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Date added 6 years
Last updated 4 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

44 - 0 Rares

13 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.17
Tokens Bird 1/1 W, Bird Illusion 1/1 U, Cat Beast 2/2 W, Drake 2/2 U, Elemental 1/0 U, Elephant 3/3 G, Emblem Tamiyo, the Moon Sage, Emblem Teferi, Hero of Dominaria, Emblem Teferi, Who Slows the Sunset, Octopus 8/8 U, Shark */* U
Folders W.I.P
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