I don't really like him as a commander. Most white/blue decks want to keep up counters, so spending mana post-combat seems like he wants to be more voltron. Dragonlord Ojutai seems far better for that sort of attack-maters sort of deck build.
If they had just given him a sup'ed up detain upon entry, or something closer to orim's chant effects (no combat), then he could make for a good flicker-control commander. But without that little bit of extra push he doesn't really stand out to me.
I think people are ironically blinded by Azor's Revelation ability.
1) People are usually thrilled when they cast an X=10 Revelation, therefore disappointed by Azor's on-attack limitation, but do remember that Azor can use this ability every turn WITHOUT costing a card, which means the net card advantage is always +, and therefore X does not have to be high either, at least not so high that you lose control in other turns. Paying 1WUU or 2WUU each turn for extra cards and life is all you need, steady instead of explosive. If you don't get to use his ability this turn, use it next turn, no biggie.
2) Azor is the only Azorius legend that has built-in life gain.
3) People expect to play Azor the same way as Brago and Augustine, which is misleading. While Brago's flicker theme could abuse Azor to a greater degree, it doesn't mean Azor cannot have similar effects in his deck (like Conjurer's Closet). Because Azor's EtP effect shuts down instant and sorceries, he also benefits from Grand Abolisher, popular in any Azorius decks. We should design Azor base on various things he could do instead of leaning towards preexisting styles; he's capable of many things.
4) Azor is a 6/6 flyer, he beats face when education fails.
Strength
a) Azor shuts down each opponent's instant and sorcery for the next turn to come, and benefits greatly from flicker effects.
b) Azor can gain life and draw cards each turn.
c) 6/6 flyer ends game quickly.
d) Within the colors of flicker and heavy control.
e) Suits well with other Azorius legends in the 99.
Weakness
a) EtP effect lasts one turn and only shuts down instant and sorcery of one opponent's turn, which means opponent A could cast instant to kill Azor during opponent B's turn.
a) 6cc and heavy in colors.
c) Expensive ability.
Direction
I personally would build Azor as an artifact based Stax and/or Prison commander.
1) Artifacts provide the quick mana Azorius usually lack, especially for Azor's descend and ability.
2) Winter Orb and Mana Web could further control opponent's resources while you use artifact mana or tap Orb before untap step, an effect Azorius has aplenty. Or just beat face with a flying 6/6.
3) Flicker effect also adds to the aforementioned Stax/Prison strategy.
4) Azorius is capable of setting up control from very early on, paving the road for Azor.
I was writing a post that got eaten the other day - Azor can greatly benefit from Empyrial Armor and Empyrial Plate as well as Sword of Feast and Famine to go Voltron. His love of artifacts and mana rocks means that artifact tutors are also pretty good with him.
Private Mod Note
():
Rollback Post to RevisionRollBack
Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
The decree ability is less useful than you might think. I can cast instants on any turn other than my own with it, and if I'm in green I will be playing Seedborn Muse and probably casting instants accordingly, and I can still remove Azor with ETB creatures like Ravenous Chupacabra, as well as things like Seal of Doom and Executioner's Capsule, to say nothing of planeswalkers, or just counter him. tl;dr: He's protected from boardwipes other than Rout, Nevinyrral's Disk, Pestilence for a turn, but not much else. Unless your playgroup has a thing for "synergy" removal spells like Spread the Sickness in Superfriends or Corpsehatch in tokens.
That said, one turn is all you need when you consider the Revelation ability. It doesn't take much of an x to make "draw X cards and gain X life" good.
You will need mana rocks, and lots of them. Azor is a lightning rod for removal, as I said.
Private Mod Note
():
Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
It depends on how you plan on protecting him. Various boots have been mentioned, but I think the one card he can really run in cards that he wants very badly is sword of feast and famine to untap all those lands you just tapped to draw cards and gain life. Tapping 4 mana on your turn to draw a card and gain a life isn't bad, but it leaves you wide open to problems if you can't react. Blue/white control is generally all about reaction.
Edit: I do see someone that mentioned the sword, but it's still a good idea. Also, if you're running a bunch of mana rocks and you're tapping them to draw cards and gain life, brago may not be a bad idea to reset the rocks (and azor himself if you need a blocker).
Make a bunch of treasure and play a bunch of rocks. Then play a ton of land wipe effects. Now you are drawing tons of cards and your opponent is struggling to play the game.
"When Azor, the Lawbringer enters the battlefield, each opponent can't cast instant or sorcery spells during THAT player's next turn."
I highlighted the part for you. Azor can only stop a player from casting instant and sorcery during THAT player's next turn, which means player A can still cast instants during player B's turn to kill Azor.
You'd really have to work in the white to make it worth while picking Azor over Nin.
There are plenty of benefits in dipping into white instead of red. Grand Abolisher, for one, greatly complements Azor's ability, alongside protections and hatebears. Azor's ability also doesn't require a target and gains your life, though I can see Nin's ability being more political than Azor (who's a hate magnet).
Again, I find it odd that people insist on paying a lot of mana for Azor's revelation ability, treating it like the original Revelation instead of a stable turn-by-turn advantage. You only need to use Azor's ability in mid-late game to maintain the fire, it's a supportive power, not a nuke, I'd focus more on establish the board to regularly blink Azor and other creatures for control first.
I made a deck for the builder challenge, the decklist is in my signature. Some of its combos:
1) Azor + Forbid + Arcane Laboratory = Use Azor's ability to fill your hand and recast Forbid for control.
2) Azor + Grand Abolisher/Teferi + Blink = Lock down against any non-creature spell that'd damage your combo.
3) Artifact mana -> Winter Orb + Mana Web + Propaganda/Ghostly Prison + Paradox Engine = Prison/Tax.
For my case the only worry I have is azor might be one of the best stax commanders yet.
Thanks to the Deckbuilder Challenge, I found out many styles of Azor decks. Mine is creature + prison, some went with enchantress, and some went with spellsling and have almost no creatures, though I think the goal remain unchanged: To use Azor as a way to sustain firepower instead of burst profit like the Revelation.
I highlighted the part for you. Azor can only stop a player from casting instant and sorcery during THAT player's next turn, which means player A can still cast instants during player B's turn to kill Azor.
"When Azor, the Lawbringer enters the battlefield, each opponent can't cast instant or sorcery spells during that player's next turn."
You seem to be missing the "each opponent" part of the ability. I bolded it for you.
I highlighted the part for you. Azor can only stop a player from casting instant and sorcery during THAT player's next turn, which means player A can still cast instants during player B's turn to kill Azor.
"When Azor, the Lawbringer enters the battlefield, each opponent can't cast instant or sorcery spells during that player's next turn."
You seem to be missing the "each opponent" part of the ability. I bolded it for you.
Let's break this down because you seem to be missing something:
Azor resolves. He triggers. His trigger resolves to do what the text above says.
The next player in turn order (Player A) starts their turn and draws Path to Exile. They want to cast Path to Exile but they cannot due to Azor's ability. So, they pass the turn.
The next player (Player B) starts their turn. Priority eventually reaches Player A and they still want to Path Azor. Now, however, there is no restriction on casting it. Azor's ability affects each opponent but only during their turn. Since it is no longer Player A's turn, they are free to cast Instants.
To cyberium_neo's point, Azor is very susceptible to being removed before it gets back to its controllers turn. And I agree. He is a huge target and is likely to eat a removal spell of some sort before being able to attack. And, even if he does attack, the UW player now needs to dump mana into drawing cards on their turn which leaves less room for reactionary spells on their opponents turn.
I really like the card but I think the need to attack to get to the ability means it may be more aggressive (and allow for less reaction) than some UW decks want to do. Some are fine with it so it depends on how much the deck is doing things on its own turn.
My apologies, thought he was saying only the next player couldn't cast spells on that turn.
It's ok, WizardMN explained it better than I did. Consider Azor and Sphinx's Decree are the first of its kind in this game, ruling confusion is bound to show up. Perhaps more of this effect will be printed when Ravnica returns (again).
To cyberium_neo's point, Azor is very susceptible to being removed before it gets back to its controllers turn. And I agree. He is a huge target and is likely to eat a removal spell of some sort before being able to attack. And, even if he does attack, the UW player now needs to dump mana into drawing cards on their turn which leaves less room for reactionary spells on their opponents turn.
I really like the card but I think the need to attack to get to the ability means it may be more aggressive (and allow for less reaction) than some UW decks want to do. Some are fine with it so it depends on how much the deck is doing things on its own turn.
There are several creature-based Azorius decks in existence, such as Ephara, God of the Polis, Brago, King Eternal, Geist of Saint Traft voltron, etc, all capable of being aggressive. Now, when I say "aggressive", I don't mean it like Jund's one to two-shotting opponents, but in relate to average Azorius, which could still be pressing.
Azor is most certainly the most mana intensive Azorius commander to date, which is why the deck must tackle opponent in more than one facet. In my version of Azor (in signature) I uses small hate bears and mana taxing to ensure that I'd have enough mana to handle opponent's retaliation, either 1) He cannot cast more than one spells, or 2) I have enough untapped artifact mana/cards to keep up the prison. Again, I cannot emphasize enough the importance of NOT using Azor's ability as you would with a Sphinx's Revelation, while the effect is the same, they must be managed differently due to timing.
I play a Medomai the Ageless deck, which is probably the most underplayed, overpowered general in commander.
Which had me wonder why, like Taigam, Ojutai Master maybe people have issue with combat related Azorius (then there's Bruna, Light of Alabaster) or maybe they just prefer Medomai in Rafiq of the Many for double striking abuse. Good call on using Medomai in Azor for extra turns.
Thought about running Consecrated Sphinx myself, though it raises the mana curve for my deck, but it is very powerful for Forbid/Arcane Laboratory lockdown.
I have to say that with City of Solitude and Dosan the Falling Leaf in green, you'd get a lockdown on sorceries and instants if you can blink Azor. There should be a bant GWU build with these three cards in the deck for sure. I'm looking at my Roon of the Hidden Realm deck, but it has way too many instants, which City of Solitude and Dosan the Falling Leaf would shut down. So it would be some concentrated version that looks to only play things in your own turn.
I have to say that with City of Solitude and Dosan the Falling Leaf in green, you'd get a lockdown on sorceries and instants if you can blink Azor. There should be a bant GWU build with these three cards in the deck for sure. I'm looking at my Roon of the Hidden Realm deck, but it has way too many instants, which City of Solitude and Dosan the Falling Leaf would shut down. So it would be some concentrated version that looks to only play things in your own turn.
I would assume playing it with flicker as mentioned above by several, and balancing that with Grand Abolisher effects on your turn to lock out their interactions with you. I'm not getting much from this legend, personally. Maybe a Detain theme, it's his guild right?
This is one of the ravnica guild pact leaders that never got a card until now
And he's looking promising for a commander since he has a ETB Sphinx's Decree on a stick and when he attacks Sphinx's revelation on a stick
How would you make the 99 if he's your commander?
I don't really like him as a commander. Most white/blue decks want to keep up counters, so spending mana post-combat seems like he wants to be more voltron. Dragonlord Ojutai seems far better for that sort of attack-maters sort of deck build.
If they had just given him a sup'ed up detain upon entry, or something closer to orim's chant effects (no combat), then he could make for a good flicker-control commander. But without that little bit of extra push he doesn't really stand out to me.
For brewing specifically with this, then the generic flicker effects in commander (conjurers closet/deadeye navigator/ghostly flicker/etc) are good.
Unesh, Criosphinx Sovereign is a nice play to keep his cost down and net cards.
He absolutly needs protection. Any sort of repeated card advantage will make him a threat-to-kill, so lighting greaves/champion's helm/swiftfoot boots are ideal.
Obligatory insertion of alhammarret's archive.
Links to my most current deck lists;
Primary EDH; Rakka Mar Token Perfection, Crosis Mnemonic Betrayal, Cromat Villainous, Judith Gravestorm, Rakdos Empty Storm, Exava Artifacts, Bant Trash, & Fumiko Voltron!
EDH kept at home; Ruzzian Isset & Rakdos LoR!
EDH (nostalgic/pimp/retired) in storage;
Latulla Burns, Akroma Smash, Jeska Voltron, Rakdos Storm, Bladewing Darghans, Lyzolda Worldgorger, Xantcha Steals your Heart, Jori Storm, Wydwen Permission, Gwendlyn Paradox, Jeleva Warps, & Sigarda Brick!
Legacy Showanimator and High Tide!
1) People are usually thrilled when they cast an X=10 Revelation, therefore disappointed by Azor's on-attack limitation, but do remember that Azor can use this ability every turn WITHOUT costing a card, which means the net card advantage is always +, and therefore X does not have to be high either, at least not so high that you lose control in other turns. Paying 1WUU or 2WUU each turn for extra cards and life is all you need, steady instead of explosive. If you don't get to use his ability this turn, use it next turn, no biggie.
2) Azor is the only Azorius legend that has built-in life gain.
3) People expect to play Azor the same way as Brago and Augustine, which is misleading. While Brago's flicker theme could abuse Azor to a greater degree, it doesn't mean Azor cannot have similar effects in his deck (like Conjurer's Closet). Because Azor's EtP effect shuts down instant and sorceries, he also benefits from Grand Abolisher, popular in any Azorius decks. We should design Azor base on various things he could do instead of leaning towards preexisting styles; he's capable of many things.
4) Azor is a 6/6 flyer, he beats face when education fails.
Strength
a) Azor shuts down each opponent's instant and sorcery for the next turn to come, and benefits greatly from flicker effects.
b) Azor can gain life and draw cards each turn.
c) 6/6 flyer ends game quickly.
d) Within the colors of flicker and heavy control.
e) Suits well with other Azorius legends in the 99.
Weakness
a) EtP effect lasts one turn and only shuts down instant and sorcery of one opponent's turn, which means opponent A could cast instant to kill Azor during opponent B's turn.
a) 6cc and heavy in colors.
c) Expensive ability.
Direction
I personally would build Azor as an artifact based Stax and/or Prison commander.
1) Artifacts provide the quick mana Azorius usually lack, especially for Azor's descend and ability.
2) Winter Orb and Mana Web could further control opponent's resources while you use artifact mana or tap Orb before untap step, an effect Azorius has aplenty. Or just beat face with a flying 6/6.
3) Flicker effect also adds to the aforementioned Stax/Prison strategy.
4) Azorius is capable of setting up control from very early on, paving the road for Azor.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
The decree ability is less useful than you might think. I can cast instants on any turn other than my own with it, and if I'm in green I will be playing Seedborn Muse and probably casting instants accordingly, and I can still remove Azor with ETB creatures like Ravenous Chupacabra, as well as things like Seal of Doom and Executioner's Capsule, to say nothing of planeswalkers, or just counter him. tl;dr: He's protected from boardwipes other than Rout, Nevinyrral's Disk, Pestilence for a turn, but not much else. Unless your playgroup has a thing for "synergy" removal spells like Spread the Sickness in Superfriends or Corpsehatch in tokens.
That said, one turn is all you need when you consider the Revelation ability. It doesn't take much of an x to make "draw X cards and gain X life" good.
You will need mana rocks, and lots of them. Azor is a lightning rod for removal, as I said.
On phasing:
You'd really have to work in the white to make it worth while picking Azor over Nin.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Edit: I do see someone that mentioned the sword, but it's still a good idea. Also, if you're running a bunch of mana rocks and you're tapping them to draw cards and gain life, brago may not be a bad idea to reset the rocks (and azor himself if you need a blocker).
Credit to DolZero for this awesome sig!
"When Azor, the Lawbringer enters the battlefield, each opponent can't cast instant or sorcery spells during THAT player's next turn."
I highlighted the part for you. Azor can only stop a player from casting instant and sorcery during THAT player's next turn, which means player A can still cast instants during player B's turn to kill Azor.
There are plenty of benefits in dipping into white instead of red. Grand Abolisher, for one, greatly complements Azor's ability, alongside protections and hatebears. Azor's ability also doesn't require a target and gains your life, though I can see Nin's ability being more political than Azor (who's a hate magnet).
Again, I find it odd that people insist on paying a lot of mana for Azor's revelation ability, treating it like the original Revelation instead of a stable turn-by-turn advantage. You only need to use Azor's ability in mid-late game to maintain the fire, it's a supportive power, not a nuke, I'd focus more on establish the board to regularly blink Azor and other creatures for control first.
I made a deck for the builder challenge, the decklist is in my signature. Some of its combos:
1) Azor + Forbid + Arcane Laboratory = Use Azor's ability to fill your hand and recast Forbid for control.
2) Azor + Grand Abolisher/Teferi + Blink = Lock down against any non-creature spell that'd damage your combo.
3) Artifact mana -> Winter Orb + Mana Web + Propaganda/Ghostly Prison + Paradox Engine = Prison/Tax.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Not talking about how good azor is.
For my case the only worry I have is azor might be one of the best stax commanders yet.
Thanks to the Deckbuilder Challenge, I found out many styles of Azor decks. Mine is creature + prison, some went with enchantress, and some went with spellsling and have almost no creatures, though I think the goal remain unchanged: To use Azor as a way to sustain firepower instead of burst profit like the Revelation.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
"When Azor, the Lawbringer enters the battlefield, each opponent can't cast instant or sorcery spells during that player's next turn."
You seem to be missing the "each opponent" part of the ability. I bolded it for you.
Building: Varina
Azor resolves. He triggers. His trigger resolves to do what the text above says.
The next player in turn order (Player A) starts their turn and draws Path to Exile. They want to cast Path to Exile but they cannot due to Azor's ability. So, they pass the turn.
The next player (Player B) starts their turn. Priority eventually reaches Player A and they still want to Path Azor. Now, however, there is no restriction on casting it. Azor's ability affects each opponent but only during their turn. Since it is no longer Player A's turn, they are free to cast Instants.
To cyberium_neo's point, Azor is very susceptible to being removed before it gets back to its controllers turn. And I agree. He is a huge target and is likely to eat a removal spell of some sort before being able to attack. And, even if he does attack, the UW player now needs to dump mana into drawing cards on their turn which leaves less room for reactionary spells on their opponents turn.
I really like the card but I think the need to attack to get to the ability means it may be more aggressive (and allow for less reaction) than some UW decks want to do. Some are fine with it so it depends on how much the deck is doing things on its own turn.
My apologies, thought he was saying only the next player couldn't cast spells on that turn.
Building: Varina
It's ok, WizardMN explained it better than I did. Consider Azor and Sphinx's Decree are the first of its kind in this game, ruling confusion is bound to show up. Perhaps more of this effect will be printed when Ravnica returns (again).
There are several creature-based Azorius decks in existence, such as Ephara, God of the Polis, Brago, King Eternal, Geist of Saint Traft voltron, etc, all capable of being aggressive. Now, when I say "aggressive", I don't mean it like Jund's one to two-shotting opponents, but in relate to average Azorius, which could still be pressing.
Azor is most certainly the most mana intensive Azorius commander to date, which is why the deck must tackle opponent in more than one facet. In my version of Azor (in signature) I uses small hate bears and mana taxing to ensure that I'd have enough mana to handle opponent's retaliation, either 1) He cannot cast more than one spells, or 2) I have enough untapped artifact mana/cards to keep up the prison. Again, I cannot emphasize enough the importance of NOT using Azor's ability as you would with a Sphinx's Revelation, while the effect is the same, they must be managed differently due to timing.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Anyway, it would be awesome in a deck with Azor as it allows you to "tap out" for the turn and then get to untap and play those cards you drew.
Both being Sphinx I'd look to run Unesh, Criosphinx Sovereign, Consecrated Sphinx in the 99 as well.
I've come around, Azor ability to prevent sweepers and storm like decks, is pretty relevant.
I'd run a bit of a Equipment package as well, with the main targets being Sword of Feast and Famine and Blade of Selves. Stoneforge Mystic and Stonehewer Gaint providing extra tutoring. Blade of Selves can be equipped to Stoneforge Mystic, to search for 3 more equipment in a 4 player game, but more importantly can be put on Azor to get his entering the battlefield effect every turn.
Training Grounds can help to pay for Azor draw ability.
Also its one of the few commanders that with infinite mana (that can be done at instant speed) will allow you to draw your deck and win.
I'm definitely going to make a deck, there are some very broken plays to be had, with a proper setup.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Which had me wonder why, like Taigam, Ojutai Master maybe people have issue with combat related Azorius (then there's Bruna, Light of Alabaster) or maybe they just prefer Medomai in Rafiq of the Many for double striking abuse. Good call on using Medomai in Azor for extra turns.
Thought about running Consecrated Sphinx myself, though it raises the mana curve for my deck, but it is very powerful for Forbid/Arcane Laboratory lockdown.
Oh, that's evil, in a four player game you shut down opponents for two more turns per attack. Ouch.
I believe Azor's ability is a trigger, not an activation. I suspect WotC designed it that way to avoid players abusing Azor's revelation.
Power Artifact combos perhaps? It suits the general Azorius mana ramping via artifacts.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
How about Teferi, Mage of Zhalfir then? You no longer need green. Grand Abolisher is bread and butter with Azor also.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar