FOR THE TIME BEING I HAVE REMOVED THE INFINITE LOOPS - Win Cond is now beat down after controlling opponent out of game
-LordRewind, 03/20/13
Based off of the 1v1 Azami Primer and the discussion that followed it. Modified slightly based on my interpretation of how a combo deck should function in a fun multiplayer environment.
old combo interactions below. moved to spoiler due to misunderstandings.
The idea behind this deck was to create a rail gun effect. I draw and ramp up to blowing up a single player, then I dig and ramp continually until I can do it again.
It is not, and will never be, intended to kill all players at once.
I like the idea of people being able to return fire, granted, once it gets going, they better fire fast. If your goal is to kill EVERYONE, I highly recommend combos using Mind Over Matter + Temple Bell or mana with Mikokoro, Center of the Sea or any X draw that hits everyone, such as Prosperity. Just remember to pack your Eldrazi to shuffle your grave back into your deck. (trick is repeat draw combo until you have 0 cards left in deck. Discard everything, including eldrazi during your end phase, shuffle grave back into deck, then repeat process to knock everyone else out of the game.)
The kill switches are, in order of preference:
-Infinite mana loop (Palinchron image, or power monolith) into Blue Sun's Zenith. This is the rail gun bullet.
-Diviner's Wand + Azami for general damage or massive critter beats.
-Slaver lock.
-Tribal beat down (copies of gauntlet help this a lot.)
I attempt to police the board, securing early game safety through counter spell generating wizards and a wall of cheap critters; and basically prevent my opponents from casting spells that will cause my deck to become ineffective. Big threats to me are mill cards, which can remove access to my win conditions, and board whiping effects, both of which are alive and well among my playgroups.
Card Interactions
Totally ripped this off of the 1v1 Azami Deck discussion. I highly recommend joining our conversation there.
Azami, Lady of Scrolls + Mind over Matter = Filter your hand. Tap Azami to draw a card. Don't like it? Pitch it to Mind over Matter, untap Azami. Rinse and Repeat!
Palinchron + High Tide // Extraplanar Lens // Gauntlet of Power = Infinite Blue Mana! Now this requires thought. Without any cost reducers, you need to be able to make 12 mana with 7 lands in order to go infinite. With High Tide // Extraplanar Lens // Gauntlet of Power out, that means 6 Islands. Less with mana reducers like Helm of Awakening!
Vedalken Shackles + High Market = Recurring creature theft and kill!
Grim Monolith + Power Artifact = Infinite colorless mana!
Snap // Treachery // Turnabout // Frantic Search + High Tide // Extraplanar Lens // Gauntlet of Power = Extra mana! More importantly though, these are NECESSARY to combo off of faster. If you can get down combo pieces and have 1-2 islands untapped after it's said and done, you can still win with these! Draw a ton of cards, Snap into Frantic Search into Turnabout into Win!
Diviner's Wand + One of the aforementioned infinite mana producing combos = Infinite draw! Again, be careful. Reckless players draw their deck. That can cost you!
Phyrexian Metamorph + Academy Ruins = Recurring non-targetting general/legend removal!
Mindslaver + Academy Ruins = Recurring Mindslaver Lock!
Phantasmal Image + Palinchron = Infinite Mana! You can do this without a mana doubler like Gauntlet of Power!
Any friendly tips and recommendations would be gladly accepted, I'm very happy with this deck and look forward to playing it for quite some time.
Recently, I was asked the following question, which I answered as I believe the rules work. That said, if anyone could affirm or deny any of the posts i add to this list, I would appreciate it, because I am not the end all of rules sources. Thanks!
Question: Can't you win with just BSZ + infinite mana? You target yourself, then draw BSZ repeatedly, casting it on opponents as you go?
My Answer: No, you cannot cast inbetween the draws, despite BSZ being an Instant. Once BSZ resolves, you must draw the FULL amount of X first, then you can continue your turn as per usual.
Quote from LordRewind »
Quote from removed his name incase he doesnt want to be quoted »
heya, saw your list, and I was puzzled by the assertion that it only kills one player at a time...
doesn't infinite mana + blue sun zenith = everyone dies?
what I mean is, you use blue sun to draw your deck. Then, you use singular draw to draw the blue sun after it's been shuffled (hah) back in, then use it on one of your opponents. Repeat those last 2 things for each remaining opponent. Presto, you win all the things.
While BSZ can be used on myself, i cannot cast another BSZ between my draws. I draw X cards at once. I cant say, i draw 500, then i draw till hit BSZ, cast it on an opponent, continue drawing till i hit it again, cast, etc. You MUST resolve the WHOLE spell before casting another. I would mill out, or till i hit however many cards left in my deck. I COULD repeatedly try, say, 10 cards at a time, and hope i hit BSZ, but then i am exactly where i was, just 10 cards in hand more.
ALL that said, if i have the wand in play, i CAN combo out and kill everyone.
Blue Sun's Zenith doesn't win just by itself. It can deck a single person, or, it can draw your deck. If you BSZ yourself for your entire deck with cards like Temple Bell or Mikokoro, Center of the Sea around, sure. In fact, with Mikokoro specifically with Palinchron, that'd be an easy thing to deck everyone else. Draw yourself to 0, it goes to 1 with BSZ, tap Mikokoro to draw, deck someone, Palinchron to untap Mikokoro, draw, rinse, wash, repeat.
Also, per rules on Gatherer:
"You follow the instructions in order. You won't be able to draw the same Blue Sun's Zenith that you cast."
Blue Sun's Zenith doesn't win just by itself. It can deck a single person, or, it can draw your deck. If you BSZ yourself for your entire deck with cards like Temple Bell or Mikokoro, Center of the Sea around, sure. In fact, with Mikokoro specifically with Palinchron, that'd be an easy thing to deck everyone else. Draw yourself to 0, it goes to 1 with BSZ, tap Mikokoro to draw, deck someone, Palinchron to untap Mikokoro, draw, rinse, wash, repeat.
Also, per rules on Gatherer:
"You follow the instructions in order. You won't be able to draw the same Blue Sun's Zenith that you cast."
Thank you very much for affirming my answer. Mikokoro would be a great card for an Azami deck looking to combo out all players at once.
Technically its not a primer, as it does not have the primer tags, however, we've had a thorough discussion about the deck and its useage for quite some time going, some 50+ pages. While it uses french 1v1 rules in the primer, its a great starting point for anyone considering our fair librarian!
is there room for caged sun to be fit in? another fun interaction is to add guile to all those counterspells. cloudstone curio with cloud of faries and palinchron?
is there room for caged sun to be fit in? another fun interaction is to add guile to all those counterspells. cloudstone curio with cloud of faries and palinchron?
I dont like caged sun due to its heavy mana cost, vs clone effects like sculpting steel or phyrexian metamorph. cloudstone curio is a solid card, no doubt, but palinchron doesnt need it to go infinite, as he can bounce himself, and cloud of faeries requires ANOTHER card to bounce, which might not be ideal, plus i'd have to cut cards from a wizard deck to make room for non wizards.
While those are strong combo effects, azami has no way to dig for combo parts except for sorceries and instants with tutors. Everything else is drawing cards as fast as possible. I dont see room for curio + faeries here, as it takes away from the primary objectives. For what its worth, getting infinite mana is never the problem, as there are NUMEROUS ways to accomplish that. the main issue i have is actually getting more than 1 kill shot per game.
could add a second bullet like stroke of genius and/or braingeyser to increase chances of drawing/tutoring for one? no room for archanis for extra draw?
could add a second bullet like stroke of genius and/or braingeyser to increase chances of drawing/tutoring for one? no room for archanis for extra draw?
I could add a second bullet, thats very true. Dont really see the point though. If i were to add more cards for a bullet, i would add in more tutor effects that would allow me to fetch cards, and just fetch BSZ.
Arcanis the Omnipotent is a great card, and he does great in edh. He combo's incredibly well with mind over matter and could be a great addition to this deck, i even own several copies. Currently, im trying to streamline the manacosts of my wizards, I dont even really like how costly magus of the future is. When i drop Azami for 5 mana, i can IMMEDIATELY draw 3-4 cards, sometimes more. Arcanis is a HUGE lightning rod, costs 6 (again, outside of my desired price range).
Perhaps if i could play a slower game, but my big problem is the immediate hate playing blue gets. Arcanis is a great card, but its turn 5-7 before i get him into play, and even slower to see turn around on his draw 3.
The MAIN reason I do not like expensive (mana cost) cards in this deck is because i play a very control oriented game. I draw, I build a little towards the combo, then I pass turn. Any card over 4 mana means I am limiting my counter spell potential. The cards you are recommending are great cards for edh, but in a deck where we want to establish and maintain board control, especially in multiplayer, the last thing we want to be is the blue mage who tapped out so that next turn he can draw 3 cards.
For those of you who are curious, the current cards i DO want to add are:
I feel both of these cards can win the game if they resolve. If anyone can look through my deck list and come up with ideal cards to drop to make room for these, I would love some input.
-=EDIT=-
btw, throwing a thank you to rogue'd: while i keep shooting you down for all your ideas, they are good ones that make me think up reasons why i do or do not like them. Please keep throwing them out there, because you are helping me rethink my strategy, whether or not you see that in my responses. Kudos sir.
The problem with omniscience is it sort of defeats my 'dont beat everyone at once' strategy, but it DOES enable me to draw my deck, and beat them to death with a wizard swarm and protect them like crazy via a serious fistful of counter magic.
The problem with omniscience is it sort of defeats my 'dont beat everyone at once' strategy, but it DOES enable me to draw my deck, and beat them to death with a wizard swarm and protect them like crazy via a serious fistful of counter magic.
I like your list, if I think of some ideas I'll post them, also you could take a look at my Venser EDH deck that is in my sig, it might give you some ideas, and i do have to renovate that list because its been awhile and its changed but it should be fixed by later today, haven'y update it yet should be done later today
I like your list, if I think of some ideas I'll post them, also you could take a look at my Venser EDH deck that is in my sig, it might give you some ideas, and i do have to renovate that list because its been awhile and its changed but it should be fixed by later today, haven'y update it yet should be done later today
let me know if you have any suggestions sir, thanks for taking a peek
* I have Land Equilibrium in the list at the moment but in the past I've had Rhystic Study in its place. Testing out the other enchantment atm.*
This is the decklist that I've brewed for multiplayer over the course of a few years. List reflects most recent set release.
The deck curves out at 6 with MoM being the only 6 cmc card in the list. Generally, the curve is extremely low which allows for exceptional efficiency in having the resources to deal with multiple threats. Highest point in the curve is at 3 cmc with 2 cmc being a close second.
Laboratory Maniac could be replaced with Sea Scryer. I am still deliberating that move.
I do like Omenspeaker out of Theros as well and may test it out to see how it functions with the rest of the deck.
A combo I do not have in here atm is High Market + Vedalken Shackles. It is an excellent way to remove problem creatures, but I find it unnecessary as once I hit t4-t5 I usually have Azami down with several wizards and am ready to start warping towards a combo finish with counter back up. If I ever felt a need to have the list slow down I would definitely make that combo an inclusion.
* I have Land Equilibrium in the list at the moment but in the past I've had Rhystic Study in its place. Testing out the other enchantment atm.*
This is the decklist that I've brewed for multiplayer over the course of a few years. List reflects most recent set release.
The deck curves out at 6 with MoM being the only 6 cmc card in the list. Generally, the curve is extremely low which allows for exceptional efficiency in having the resources to deal with multiple threats. Highest point in the curve is at 3 cmc with 2 cmc being a close second.
Laboratory Maniac could be replaced with Sea Scryer. I am still deliberating that move.
I do like Omenspeaker out of Theros as well and may test it out to see how it functions with the rest of the deck.
A combo I do not have in here atm is High Market + Vedalken Shackles. It is an excellent way to remove problem creatures, but I find it unnecessary as once I hit t4-t5 I usually have Azami down with several wizards and am ready to start warping towards a combo finish with counter back up. If I ever felt a need to have the list slow down I would definitely make that combo an inclusion.
Any other cards not included in the list are welcome suggestions as well!
real strong list dude. have you checked out our unofficial primer? mine is just one of many azami lists out there, and i avoid all the infinite mana tricks.
I love scroll rack if im trying to combo out
gilded drake depends on your meta.
diviners wand is a wizard so it taps for drawing, gives you fliers and pump ups on demands, and with infinite mana lets you draw your deck. GG
curse catcher is great vs competative environments, speed and the threat he brings to stopping their combo is great
1 Azami, Lady of Scrolls
-=Creatures [23]=-
1 Ertai, Wizard Adept
1 Glen Elendra Archmage
1 Jace's Archivist
1 Magus of the Future
1 Patron Wizard
1 Phantasmal Image
1 Phyrexian Metamorph
1 Sage of Epityr
1 Sea Gate Oracle
1 Sea Scryer
1 Shapesharer
1 Sigil Tracer
1 Snapcaster Mage
1 Sower of Temptation
1 Spellstutter Sprite
1 Stonybrook Banneret
1 Temporal Adept
1 Trinket Mage
1 Vedalken AEthermage
1 Vendilion Clique
1 Venser, Shaper Savant
1 Voidmage Husher
1 Voidmage Prodigy
1 Blue Sun's Zenith
1 Counterspell
1 Cryptic Command
1 Cyclonic Rift
1 Fact or Fiction
1 Frantic Search
1 High Tide
1 Hinder
1 Long-Term Plans
1 Mana Leak
1 Mental Misstep
1 Muddle the Mixture
1 Mystical Tutor
1 Pact of Negation
1 Remand
1 Snap
1 Turnabout
-=Sorceries [5]=-
1 Fabricate
1 Merchant Scroll
1 Ponder
1 Time Spiral
1 Wash Out
-=Enchantments [5]=-
1 Mind Over Matter
1 Opposition
1 Propaganda
1 Treachery
1 Volition Reins
1 Brittle Effigy
1 Diviner's Wand
1 Extraplanar Lens
1 Gauntlet of Power
1 Grim Monolith
1 Mindslaver
1 Pithing Needle
1 Scroll Rack
1 Sol Ring
1 Vedalken Shackles
-=Planeswalkers [2]=-
1 Jace, the Mind Sculptor
1 Tezzeret the Seeker
-=Lands [37]=-
1 Academy Ruins
1 Ancient Tomb
1 High Market
1 Cavern of Souls
1 Minamo, School at Water's Edge
1 Mutavault
1 Reliquary Tower
1 Riptide Laboratory
28 Snow-Covered Island
1 Tolaria West
FOR THE TIME BEING I HAVE REMOVED THE INFINITE LOOPS - Win Cond is now beat down after controlling opponent out of game
-LordRewind, 03/20/13
Based off of the 1v1 Azami Primer and the discussion that followed it. Modified slightly based on my interpretation of how a combo deck should function in a fun multiplayer environment.
old combo interactions below. moved to spoiler due to misunderstandings.
The idea behind this deck was to create a rail gun effect. I draw and ramp up to blowing up a single player, then I dig and ramp continually until I can do it again.
It is not, and will never be, intended to kill all players at once.
I like the idea of people being able to return fire, granted, once it gets going, they better fire fast. If your goal is to kill EVERYONE, I highly recommend combos using Mind Over Matter + Temple Bell or mana with Mikokoro, Center of the Sea or any X draw that hits everyone, such as Prosperity. Just remember to pack your Eldrazi to shuffle your grave back into your deck. (trick is repeat draw combo until you have 0 cards left in deck. Discard everything, including eldrazi during your end phase, shuffle grave back into deck, then repeat process to knock everyone else out of the game.)
The kill switches are, in order of preference:
-Infinite mana loop (Palinchron image, or power monolith) into Blue Sun's Zenith. This is the rail gun bullet.
-Diviner's Wand + Azami for general damage or massive critter beats.
-Slaver lock.
-Tribal beat down (copies of gauntlet help this a lot.)
I attempt to police the board, securing early game safety through counter spell generating wizards and a wall of cheap critters; and basically prevent my opponents from casting spells that will cause my deck to become ineffective. Big threats to me are mill cards, which can remove access to my win conditions, and board whiping effects, both of which are alive and well among my playgroups.
Card Interactions
Totally ripped this off of the 1v1 Azami Deck discussion. I highly recommend joining our conversation there.
Azami, Lady of Scrolls + Mind over Matter = Filter your hand. Tap Azami to draw a card. Don't like it? Pitch it to Mind over Matter, untap Azami. Rinse and Repeat!
Palinchron + High Tide // Extraplanar Lens // Gauntlet of Power = Infinite Blue Mana! Now this requires thought. Without any cost reducers, you need to be able to make 12 mana with 7 lands in order to go infinite. With High Tide // Extraplanar Lens // Gauntlet of Power out, that means 6 Islands. Less with mana reducers like Helm of Awakening!
Vedalken Shackles + High Market = Recurring creature theft and kill!
Grim Monolith + Power Artifact = Infinite colorless mana!
Snap // Treachery // Turnabout // Frantic Search + High Tide // Extraplanar Lens // Gauntlet of Power = Extra mana! More importantly though, these are NECESSARY to combo off of faster. If you can get down combo pieces and have 1-2 islands untapped after it's said and done, you can still win with these! Draw a ton of cards, Snap into Frantic Search into Turnabout into Win!
Diviner's Wand + One of the aforementioned infinite mana producing combos = Infinite draw! Again, be careful. Reckless players draw their deck. That can cost you!
Phyrexian Metamorph + Academy Ruins = Recurring non-targetting general/legend removal!
Mindslaver + Academy Ruins = Recurring Mindslaver Lock!
Phantasmal Image + Palinchron = Infinite Mana! You can do this without a mana doubler like Gauntlet of Power!
Any friendly tips and recommendations would be gladly accepted, I'm very happy with this deck and look forward to playing it for quite some time.
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
==3/20/13==
==OLD==
In:
==3/20/13==
==OLD==
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
Recently, I was asked the following question, which I answered as I believe the rules work. That said, if anyone could affirm or deny any of the posts i add to this list, I would appreciate it, because I am not the end all of rules sources. Thanks!
Question: Can't you win with just BSZ + infinite mana? You target yourself, then draw BSZ repeatedly, casting it on opponents as you go?
My Answer: No, you cannot cast inbetween the draws, despite BSZ being an Instant. Once BSZ resolves, you must draw the FULL amount of X first, then you can continue your turn as per usual.
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
Also, per rules on Gatherer:
"You follow the instructions in order. You won't be able to draw the same Blue Sun's Zenith that you cast."
Thank you very much for affirming my answer. Mikokoro would be a great card for an Azami deck looking to combo out all players at once.
I should've looked at the gatherer first, kudos.
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
Great question, I will add the URL in my main post, but here it is for your quick access:
Azami Primer
Technically its not a primer, as it does not have the primer tags, however, we've had a thorough discussion about the deck and its useage for quite some time going, some 50+ pages. While it uses french 1v1 rules in the primer, its a great starting point for anyone considering our fair librarian!
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
I dont like caged sun due to its heavy mana cost, vs clone effects like sculpting steel or phyrexian metamorph. cloudstone curio is a solid card, no doubt, but palinchron doesnt need it to go infinite, as he can bounce himself, and cloud of faeries requires ANOTHER card to bounce, which might not be ideal, plus i'd have to cut cards from a wizard deck to make room for non wizards.
While those are strong combo effects, azami has no way to dig for combo parts except for sorceries and instants with tutors. Everything else is drawing cards as fast as possible. I dont see room for curio + faeries here, as it takes away from the primary objectives. For what its worth, getting infinite mana is never the problem, as there are NUMEROUS ways to accomplish that. the main issue i have is actually getting more than 1 kill shot per game.
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
I could add a second bullet, thats very true. Dont really see the point though. If i were to add more cards for a bullet, i would add in more tutor effects that would allow me to fetch cards, and just fetch BSZ.
Arcanis the Omnipotent is a great card, and he does great in edh. He combo's incredibly well with mind over matter and could be a great addition to this deck, i even own several copies. Currently, im trying to streamline the manacosts of my wizards, I dont even really like how costly magus of the future is. When i drop Azami for 5 mana, i can IMMEDIATELY draw 3-4 cards, sometimes more. Arcanis is a HUGE lightning rod, costs 6 (again, outside of my desired price range).
Perhaps if i could play a slower game, but my big problem is the immediate hate playing blue gets. Arcanis is a great card, but its turn 5-7 before i get him into play, and even slower to see turn around on his draw 3.
The MAIN reason I do not like expensive (mana cost) cards in this deck is because i play a very control oriented game. I draw, I build a little towards the combo, then I pass turn. Any card over 4 mana means I am limiting my counter spell potential. The cards you are recommending are great cards for edh, but in a deck where we want to establish and maintain board control, especially in multiplayer, the last thing we want to be is the blue mage who tapped out so that next turn he can draw 3 cards.
For those of you who are curious, the current cards i DO want to add are:
Bribery
Time Stretch
I feel both of these cards can win the game if they resolve. If anyone can look through my deck list and come up with ideal cards to drop to make room for these, I would love some input.
-=EDIT=-
btw, throwing a thank you to rogue'd: while i keep shooting you down for all your ideas, they are good ones that make me think up reasons why i do or do not like them. Please keep throwing them out there, because you are helping me rethink my strategy, whether or not you see that in my responses. Kudos sir.
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
I am not sure if you understand how this deck works, but as i do not run the mill myself combos, this is not a problem for me.
If i ever make it more of an abusive combo out everyone deck, i will make this add in. in the mean time, i shall not.
That said, i dont intend to.
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
The problem with omniscience is it sort of defeats my 'dont beat everyone at once' strategy, but it DOES enable me to draw my deck, and beat them to death with a wizard swarm and protect them like crazy via a serious fistful of counter magic.
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
as per my discussion on the primer, now considering Time Warp over Time Stretch.
It plays a much more useful role in securing my early game to mid game transition rather than focusing on my late game.
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
1x Mishra, Artificer Prodigy
Artifact (40)
1x Chromatic Lantern
1x Coalition Relic
1x Commander's Sphere
1x Crawlspace
1x Crucible of Worlds
1x Darksteel Forge
1x Darksteel Ingot
1x Dimir Signet
1x Ensnaring Bridge
1x Gilded Lotus
1x Izzet Signet
1x Lightning Greaves
1x Mana Vault
1x Mind Stone
1x Mycosynth Lattice
1x Nim Deathmantle
1x Possessed Portal
1x Rakdos Signet
1x Reito Lantern
1x Sculpting Steel
1x Sensei's Divining Top
1x Skullclamp
1x Smokestack
1x Sol Ring
1x Sphere of Resistance
1x Static Orb
1x Sword of Body and Mind
1x Sword of Feast and Famine
1x Sword of Fire and Ice
1x Sword of Light and Shadow
1x Sword of War and Peace
1x Talisman of Dominance
1x Talisman of Indulgence
1x Tangle Wire
1x Thorn of Amethyst
1x Thran Dynamo
1x Torpor Orb
1x Trading Post
1x Trinisphere
1x Winter Orb
1x Academy Ruins
1x Ancient Tomb
1x Blasted Landscape
1x Blood Crypt
1x Cascade Bluffs
1x Command Tower
1x Crumbling Necropolis
1x Dakmor Salvage
1x Darksteel Citadel
1x Dust Bowl
1x Forgotten Cave
1x Graven Cairns
1x Great Furnace
1x Polluted Mire
1x Remote Isle
1x Rishadan Port
1x Seat of the Synod
1x Snow-Covered Island
1x Snow-Covered Mountain
1x Snow-Covered Swamp
1x Steam Vents
1x Strip Mine
1x Sunken Ruins
1x Tectonic Edge
1x Vault of Whispers
1x Vesuva
1x Wasteland
1x Watery Grave
Instant (2)
1x Blue Sun's Zenith
1x Cyclonic Rift
Sorcery (2)
1x Black Sun's Zenith
1x Scrap Mastery
Planeswalker (1)
1x Daretti, Scrap Savant
1x Arcbound Reclaimer
1x Braids, Cabal Minion
1x Goblin Welder
1x Junk Diver
1x Karn, Silver Golem
1x Kuldotha Forgemaster
1x Lodestone Golem
1x Master Transmuter
1x Mikaeus, the Unhallowed
1x Mishra, Artificer Prodigy
1x Myr Battlesphere
1x Myr Retriever
1x Nezumi Graverobber
1x Pentavus
1x Scarecrone
1x Sheoldred, Whispering One
1x Thopter Assembly
1x Wurmcoil Engine
1x Bitterblossom
1x Blood Funnel
1x Blood Moon
1x Contamination
1x Necropotence
1x Planar Chaos
1x Possibility Storm
1x Price of Glory
Avacyn, Angel of Hope
Edrick, Spymaster of Trest
Venser, Shaper Savant
let me know if you have any suggestions sir, thanks for taking a peek
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
cyclonic rift (or similar effects, such as tapping their army, etc) + wizard army + global pump up = beat down / counter control their recovery
general damage with azami + divining wand
basically, i beat them down for the win using wizards, and leverage my creatures to control my opponents ability to play against me
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage
1 Azami, Lady of Scrolls
Creatures
1 Sage of Epityr
1 Willbender
1 Jace's Archivist
1 Vendilion Clique
1 Patron Wizard
1 Trinket Mage
1 Meletis Charlatan
1 Snapcaster Mage
1 Vedalken Aethermage
1 Elite Arcanist
1 Laboratory Maniac
1 Rayne, Academy Chancellor
1 Graceful Adept
1 Sigil Tracer
1 Stonybrook Banneret
1 Glen Elendra Archmage
1 Venser, Shaper Savant
1 Voidmage Prodigy
1 Filigree Sages
1 Sower of Temptation
Instants
1 Trickbind
1 Wipe Away
1 Pact of Negation
1 Forbid
1 Counterspell
1 Stifle
1 Delay
1 Mystical Tutor
1 Mana Drain
1 Blue Sun's Zenith
1 Muddle the Mixture
1 Force of Will
1 Cryptic Command
1 Capsize
1 Cyclonic Rift
1 Negate
1 Misdirection
1 Temporal Manipulation
1 Capture of Jingzhou
1 Time Warp
1 Merchant Scroll
1 Personal Tutor
1 Timetwister
1 Transmute Artifact
1 Call to Mind
Enchantments
1 Land Equilibrium
1 Power Artifact
1 Stasis
1 Mind Over Matter
Artifacts
1 Mana Crypt
1 Grim Monolith
1 Mox Diamond
1 Mox Opal
1 Sensei's Divining Top
1 Sol Ring
1 Extraplanar Lens
1 Chrome Mox
1 Staff of Domination
1 Candelabra of Tawnos
1 Sapphire Medallion
Planeswalkers
1 Jace, the Mind Sculptor
1 Tezzeret, the Seeker
Lands
1 Polluted Delta
1 Flooded Strand
1 Misty Rainforest
1 Scalding Tarn
1 Ancient Tomb
1 Strip Mine
1 Mutavault
1 Cavern of Souls
1 Wasteland
1 Boseiju, Who Shelters All
1 Minamo, School at Water's Edge
1 Nykthos, Shrine to Nyx
1 Maze of Ith
1 Reliquary Tower
1 Temple of the False God
1 Academy Ruins
1 Riptide Laboratory
1 Tolaria West
17 Snow-Covered Island
* I have Land Equilibrium in the list at the moment but in the past I've had Rhystic Study in its place. Testing out the other enchantment atm.*
This is the decklist that I've brewed for multiplayer over the course of a few years. List reflects most recent set release.
The deck curves out at 6 with MoM being the only 6 cmc card in the list. Generally, the curve is extremely low which allows for exceptional efficiency in having the resources to deal with multiple threats. Highest point in the curve is at 3 cmc with 2 cmc being a close second.
Nykthos, Shrine to Nyx is a pro and combos with Filigree Sages + Candelabra of Tawnos making infinite blue mana with 6+ U mana symbols on the board. It's resilient and easily tutored for as well. I've found it to be very nice and superior than Power Artifact + Grim Monolith combo. Pair the shrine with something like Temple of the False God for a quicker mana combo. Though with 7-8+ U mana symbols any other two lands will do. Obviously even better with Extraplanar Lens down with an imprinted Snow-Covered Island.
Laboratory Maniac could be replaced with Sea Scryer. I am still deliberating that move.
I do like Omenspeaker out of Theros as well and may test it out to see how it functions with the rest of the deck.
A combo I do not have in here atm is High Market + Vedalken Shackles. It is an excellent way to remove problem creatures, but I find it unnecessary as once I hit t4-t5 I usually have Azami down with several wizards and am ready to start warping towards a combo finish with counter back up. If I ever felt a need to have the list slow down I would definitely make that combo an inclusion.
Criticism or suggestions?
Cards that I would like to debate:
- Scroll Rack
- Scent of Brine
- Gilded Drake
- Diviner's Wand
- Cursecatcher
- Swan Song
Any other cards not included in the list are welcome suggestions as well!
U Azami, Lady of Scrolls U
G Omnath, Locus of Mana G
C Karn, Silver Golem C
WUBRG Reaper King WUBRG
WUB Merieke Re Berit WUB
Standard
UW Control UW
Modern
UB Faeries UB
GW Melira Pod GW
UW Control UW
Legacy
U High Tide U
GW Maverick GW
BUG Shardless BUG BUG
real strong list dude. have you checked out our unofficial primer? mine is just one of many azami lists out there, and i avoid all the infinite mana tricks.
I love scroll rack if im trying to combo out
gilded drake depends on your meta.
diviners wand is a wizard so it taps for drawing, gives you fliers and pump ups on demands, and with infinite mana lets you draw your deck. GG
curse catcher is great vs competative environments, speed and the threat he brings to stopping their combo is great
check this thread mate: http://forums.mtgsalvation.com/showthread.php?t=314335
Primer - Mishra, Artificer Prodigy
Thor, Ragnar Röks!
Hela, and the Enemies of Asgard
Teferi, Temporal Archmage