Overview:

This deck is a classic Azorius (White/Blue) Stax and Control build, centered around its commander, Grand Arbiter Augustin IV. The primary game plan is to slow down the game to a crawl for opponents by making their spells more expensive and restricting their actions, while simultaneously making your own spells cheaper. This allows the deck to operate more efficiently under its own stax effects, eventually winning through a protected Approach of the Second Sun or overwhelming combat damage from a large token army.

Primer:

Core Strategy Execution:

Early Game (Turns 1-3): Prioritize deploying mana rocks like Sol Ring and Arcane Signet to accelerate into your commander. Simultaneously, establish early stax pieces such as Blind Obedience, Deafening Silence, Drannith Magistrate, or Lavinia, Azorius Renegade to immediately begin taxing and restricting opponents. Aim to cast Grand Arbiter Augustin IV by turn 3 or 4.

Mid Game (Turns 4-7): With Grand Arbiter Augustin IV on the battlefield, continue to deploy more impactful stax effects like Winter Orb, Damping Sphere, Ghostly Prison, and Propaganda. Use your robust counterspell suite to protect your commander and key stax pieces, and to disrupt opponents' attempts to break free from the lock. Leverage planeswalkers like Teferi, Time Raveler or Dovin Baan for additional control, protection, or card advantage.

Late Game (Turns 8+): Once the board is sufficiently locked down and opponents are struggling to cast spells, pivot towards your win conditions. The primary goal is to cast Approach of the Second Sun. Use tutors like Mystical Tutor, Personal Tutor, or Solve the Equation to find it, and then to retrieve it for the second cast. Alternatively, build a formidable board presence with Monastery Mentor tokens or cast a game-ending Storm Herd to create a massive flying army for a combat victory.

Mulligan Priorities:

Aim for hands with 2-3 lands, prioritizing untapped sources. Always look for at least one mana rock (Sol Ring, Arcane Signet) to accelerate your commander. An early stax piece (Deafening Silence, Drannith Magistrate, Blind Obedience) or a cheap counterspell (Spell Pierce, Make Disappear) is highly desirable. Hands containing Winter Orb are strong, especially if you also have Grand Arbiter Augustin IV or multiple mana rocks to break parity. Avoid hands that are heavy on high-cost spells without sufficient ramp, or those with too many tapped lands.

Key Tips:

Protect Your Commander: Grand Arbiter Augustin IV is the linchpin of your strategy. Use your counterspells, protection spells like Unbreakable Formation, hexproof equipment like Mask of Avacyn, or flicker effects like Eerie Interlude to keep it on the battlefield.

Leverage Parity Breaks: Cards like Winter Orb are far more effective when you can operate under their effects better than your opponents. Your commander's cost reduction and mana rocks allow you to do this.

Strategic Stax Deployment: Consider your opponents' strategies when deploying stax. Deafening Silence is potent against combo, while Drannith Magistrate shuts down graveyard and command zone casting.

Approach of the Second Sun Sequencing: After the first cast, prioritize drawing cards (e.g., Dovin Baan, Faramir, Prince of Ithilien, Isperia, Supreme Judge) or using your tutors to get it back into your hand quickly. Consider casting Silence on the turn you plan the second cast for maximum safety.

Teferi, Time Raveler's Power: Use Teferi, Time Raveler static ability to prevent opponents from casting spells at instant speed, making your turns safer for deploying threats or comboing off. His -3 ability is excellent for bouncing problematic permanents.

Omen Machine Caution: Omen Machine is a double-edged sword. It shuts off your primary win condition (Approach of the Second Sun) and all other card draw. Only deploy it if you are absolutely certain it locks out your opponents more severely than it hinders your own game plan, or if you have a combat win already established. It generally creates anti-synergy with the deck's core strategy.

Weaknesses:

Critical

Commander Reliance: The deck's entire mana efficiency and stax strategy hinges on Grand Arbiter Augustin IV. Repeated commander removal severely cripples the deck's ability to cast its own spells efficiently and tax opponents.

Slow Mana Base: The deck relies heavily on a few mana rocks and has several lands that enter tapped, leading to slower starts and potential mana stumbles, especially if Sol Ring or Arcane Signet are not drawn.

Omen Machine Anti-Synergy: Omen Machine directly conflicts with the deck's primary win condition (Approach of the Second Sun) and all other card draw, making it a significant liability that can lock you out of your own game plan.

Moderate

Board Wipe Recovery: While the deck has some protection (Eerie Interlude, Unbreakable Formation) and recursion for small creatures (Dusk / Dawn), it lacks robust ways to rebuild a significant board state after a mass creature removal spell, especially if GAAIV is absent.

Targeted Stax Removal: Many key stax pieces and mana rocks are artifacts or enchantments, making the deck vulnerable to targeted removal that can dismantle its lock.

Aggro/Voltron Pressure: Despite pillowfort effects, a very fast or resilient aggro or Voltron deck might be able to push through lethal damage before the stax effects are fully established and the game is locked down.

Minor

Graveyard Hate: While the deck runs Rest in Peace, if an opponent plays graveyard hate first, it can disrupt your own recursion options like Dusk / Dawn or the utility of Rod of Absorption.

Limited On-Board Creature Removal: The deck has a strong counterspell suite for creatures, but once they resolve, it relies mostly on bounce effects (Aetherize, Aetherspouts, Teferi, Time Raveler) or specific board wipes (Sunblast Angel,Dusk / Dawn) which might not always be optimal.

Most Important Cards:

Sol Ring (Early mana acceleration) Arcane Signet (Reliable mana acceleration) Winter Orb (Core stax piece, creates parity break with commander) Drannith Magistrate (Powerful stax, shuts down many casting methods) Deafening Silence (Powerful stax, severely limits opponents' spellcasting) Approach of the Second Sun (Primary win condition) Mystical Tutor (Tutor for win condition and key interaction) Teferi, Time Raveler (Stax, protection, bounce, card draw) Storm Herd (Major alternative combat finisher) Dovin's Veto (Uncounterable protection and interaction)

Attribute Ratings:

Speed: 4/10

The deck's primary goal is to slow the game down, not to win quickly. Its main win condition, Approach of the Second Sun, is inherently slow, requiring two casts and drawing through cards, typically leading to wins around turns 8-10.

Resilience: 5/10

It features good protection for its permanents and a strong counterspell suite. However, its high reliance on the commander and vulnerability to repeated removal or specific stax-breaking effects limit its ability to consistently recover from major setbacks. Consistency: 6/10

A high density of counterspells and tutors for instants/sorceries helps find interaction and the win condition. However, the slow and somewhat inconsistent mana base, coupled with the commander's critical role, can lead to variable performance. Interaction: 8/10

The deck boasts an excellent and comprehensive suite of counterspells, capable of disrupting almost any opponent's spell. Its numerous stax pieces also act as proactive interaction, effectively preventing opponents from executing their game plans.

Rating Justification:

This deck is a well-defined Azorius Stax/Control strategy, leveraging Grand Arbiter Augustin IV to tax opponents and reduce its own spell costs, backed by a strong counterspell suite and clear win conditions. While it excels in interaction and can effectively lock down a game, its inherent slowness, reliance on its commander, and the significant anti-synergy ofOmen Machine prevent it from consistently achieving wins before turn 8-10, placing it in the higher casual to focused range.

Power level: 5.5 - 6.5

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91% Casual

Competitive

Revision 2 See all

(1 month ago)

-1 Aetherize main
+1 Absorb main
+1 Aetherize main
+1 Aetherspouts main
+1 Azorius Chancery main
+1 Command Tower main
+1 Convolute main
+1 Dovin Baan main
+1 Isperia, Supreme Judge main
+1 Karmic Justice main
+1 Make Disappear main
+1 No Escape main
+1 Rebound main
+1 Rewind main
+1 Spell Pierce main
+1 Taigam, Master Opportunist main