Yeah, it's fine. Rules are rules. If you want to make more rules for yourself, go ahead, but people should be able to play whatever they want in a casual format.
And, just for fun, do something that's the complete opposite of your Azami deck. Like All-Creatures Ruric Thar or something.
I can tell you what will eventually happen to you if you only play Azami. Eventually, someone's going to play Boil against you, or something along those lines, and counter your counterspell with Pyroblast. And destroy all of your permanents with their general, Jaya Ballard. Trust me - you do NOT want your local meta to get to this state.
Timetwister is very good. It's not something that you can just put into every deck though, like Mana Drain. But in the decks it's good in it's head and heels stronger then anything else you could be doing for the cost.
Every permanent, including Pack Rat tokens, is black and boosts devotion, which makes your Erebos, Disciples, Gray Merchants, and Nythkos very strong. Lots of tools versus aggro, control, midrange, whatever. Pack Rat is exceptional in the deck, as is the Whip with all the CIP creatures.
Doran the Siege Tower. He turns your bad infect creatures like Blightwidow or Priests of Norn into legitmate threats. It's also a LOT easier to buff defense then offense - Tower Defense says hi, as well as Slagwurm Armor. Admittedly, some of your cards get a bit worse, but overall it will be a bonus. Green and black together also allow you to play most of the cards that allow you to grant other creatures Infect, which cannot be discounted.
You would be surprised how much Leyline of the Void can screw with the average blue deck. It's more then you'd think.
Good cards to remember in Karador are Silence and Autumn's Veil, to help brute force your spells through, alongside cards like Boseiju and Cavern of Souls.
The most effective tool to deal with a blue deck is to deal with their mana. Forcing through a Cataclysm while you have Karador on the field and a Sakura-Tribe Elder in hand will win you many games.
Considering the amount of permanents in black that have BB in their cost, Gray Merchant is much more then borderline. In any other color? Sure. In Black? The color of Dauthi Slayer, Chittering Rats, Pestilence? This card is superb.
Also, if there was ever a deck that could ACTUALLY USE the -1 ability of Venser, the Sojourner to great effect, it's THIS ONE. Bident of Thasa seems great too, adding another attack trigger and clearing away potential blockers by forcing an attack. Finally, running a card like Sleep, Cryptic Command, Turnabout or Ensare can ensure an attack gets through.
So, better Double Strike enablers, and ways to actually get your creatures through. Hope that helps.
You should include a Shield's of Velis Vel, which is a staple in any overlord deck. It allows you to steal any of your opponent's creatures.
As for improving the manabase, try to get lands which produce 5 colors. Command Tower is a must, and cards such as City of Brass, Reflecting Pool, and the Vivid Lands will make your deck much more consistent. The tri-lands from Shards block are also good investments. Finally, there are green enchant lands that can fix your mana almost single-handedly. Fertile Ground, Dawn's Reflection, and Abundant Growth all fix your mana, and either ramp you or don't cost you cards.
In general, you want artifact creatures over nonartifact creatures - You're going to get more mileage out of a Wurmcoil Engine in a Glissa deck then in any other deck.
As artifacts go, you're looking for ones with useful sacrifice effects. Even something innocuous like Vial of Poison becomes increasingly deadly in a Glissa deck - on it's own, it's not worth the card, but being able to use it repeatedly (And on opponent's creatures, no less) justify it's inclusion.
Finally, and I cannot stress this enough, Memory Jar is UTTERLY BONKERS in a Glissa deck. Like, seriously OP.
Buyback in general has plummeted in usefulness, with the exception of forbid.
Here's mine - Activating Thawing Glaciers, then Using Palinchron to untap it and rampant growth 3 times in a turn. How about you guys?
It's the most fun part of EDH.
And, just for fun, do something that's the complete opposite of your Azami deck. Like All-Creatures Ruric Thar or something.
I can tell you what will eventually happen to you if you only play Azami. Eventually, someone's going to play Boil against you, or something along those lines, and counter your counterspell with Pyroblast. And destroy all of your permanents with their general, Jaya Ballard. Trust me - you do NOT want your local meta to get to this state.
Please use card tags in future posts. The Forum Guidelines explain how to do that. ~ Hendrik
4 Pack Rat
3 High Priest of Penance
4 Sin Collector
3 Disciple of Phenax
3 Gray Merchant of Asphodel
1 Erebos, God of the Dead
4 Desecration Demon
2 Obzedat, Ghost Council
4 Thoughtsieze
2 Whip of Erebos
4 Doom Blade
1 Debt to the Debtless
<25 Lands>
4 Godless Shrine
2 Nythkos, Shrine to Nyx
4 Temple of Silence
6 Plains
9 Swamp
3 Hero's Downfall
2 Blood Baron of Vizkopa
4 Lifebane Zombie
1 High Priest of Penance
2 Ratchet Bomb
1 Debt to the Debtless
2 Erebos, God of the Dead
Every permanent, including Pack Rat tokens, is black and boosts devotion, which makes your Erebos, Disciples, Gray Merchants, and Nythkos very strong. Lots of tools versus aggro, control, midrange, whatever. Pack Rat is exceptional in the deck, as is the Whip with all the CIP creatures.
Sideboard is kinda preliminary.
Thoughts?
Good cards to remember in Karador are Silence and Autumn's Veil, to help brute force your spells through, alongside cards like Boseiju and Cavern of Souls.
The most effective tool to deal with a blue deck is to deal with their mana. Forcing through a Cataclysm while you have Karador on the field and a Sakura-Tribe Elder in hand will win you many games.
Silverblade Paladin would also be a good fit.
Also, if there was ever a deck that could ACTUALLY USE the -1 ability of Venser, the Sojourner to great effect, it's THIS ONE. Bident of Thasa seems great too, adding another attack trigger and clearing away potential blockers by forcing an attack. Finally, running a card like Sleep, Cryptic Command, Turnabout or Ensare can ensure an attack gets through.
So, better Double Strike enablers, and ways to actually get your creatures through. Hope that helps.
As for improving the manabase, try to get lands which produce 5 colors. Command Tower is a must, and cards such as City of Brass, Reflecting Pool, and the Vivid Lands will make your deck much more consistent. The tri-lands from Shards block are also good investments. Finally, there are green enchant lands that can fix your mana almost single-handedly. Fertile Ground, Dawn's Reflection, and Abundant Growth all fix your mana, and either ramp you or don't cost you cards.
Hope this helps.
As artifacts go, you're looking for ones with useful sacrifice effects. Even something innocuous like Vial of Poison becomes increasingly deadly in a Glissa deck - on it's own, it's not worth the card, but being able to use it repeatedly (And on opponent's creatures, no less) justify it's inclusion.
Finally, and I cannot stress this enough, Memory Jar is UTTERLY BONKERS in a Glissa deck. Like, seriously OP.