Green's best at three things: land management, creature tutoring and enchantment/artifact removal so card choices focus on these. As such enchantments, artifacts and planeswalkers are mostly avoided except for the most powerful and synergic ones as they die from inbound mass removals (Bane, Stone), are harder to recover and cannot be tutored for. Even cards like Planar Bridge or Planar Portal are ommited for that reason as well as any artifact ramp which is worse than lands at every stage of a game except for Turn 1. Deck also focuses on reaping most benefits from Azusa's multiple land drops which directly points to landfall ability and cards like Horn of Greed and Crucible of Worlds/Ramunap Excavator (with fetches).
Green's pretty bad at creature removal and interaction with stack but is not entirely helpless against them. Instant answers like Mouth of Ronom, Warping Wail, Beast Within or even Bind can easily catch opponents off guard while Oblivion Stone or Ugin can level a whole field of creatures if needed. Song of the Dryads makes great work at stopping commander-dependant decks and Glacial Chasm is priceless against any aggro or damage-based strategies and combos.
Having enough green search spells, redundancy in creature and land choices should avoided most of the time. Available creature tutors can find disruption (Thought-Knot Seer), removal (Bane of Progress), gravehate (Scavenging Ooze), recursion (Eternal Wintess) and more, not to mention tutoring for lands with equally diverse abilities. Redundant fatties like Avenger of Zendikar and Hornet Queen are not used both as they do basicaly the same thing at the same cost. On the other hand Avenger, Rampaging Baloths and Titania all produce tokens with the help of lands but each in a different way and at different mana cost which matters for cards like Birthing Pod or Eldritch Evolution. Exceptions to this rule are cheap cards that greatly support Azusa's gameplan of getting multiple land drops per turn along with multiple landfall triggers, that's why there is Oracle and Courser as well as Crucible and Ramunap along with playset of fetches.
Every deck needs means to recover from inevitable loses. It doesn't mean more threats are needed - it means there should be cards able to recover, reanimate or replay them using tools available for a green deck. Eternal Witness is classics and Artisan of Kozilek drops huge, annihilating body on the board along with reanimated creature. Temur Sabertooth protects stuff from removal and gives ability to reuse ETB triggers. When someone attacks deck's graveyard there is Kozilek to shuffle it back in with the help of Survival or sac outlet. Multiple draw effects allow to dig for more threats and answers and some of them use fatties as a draw fodder in response to enemy's removal.
Playing Azusa as a tempo deck is crucial. Tempo means there should be a selection of Turn 1 spells and lands that allow getting Turn 2 Azusa (eg. Crop Rotation, Elvish Spirit Guide) and T2 plays which support casting commander on T3 (eg. Sylvan Library, Lotus Cobra). Each of these T1 and T2 spells should also be able to work with no less efficiency in a mid-late game so any fast artifact ramp is not advisable here. The next turn or two should focus on further ramping (eg. Realms Uncharted, Oracle of Mul Daya) and the ones after should be dedicated to landing threats (eg. Avenger of Zendikar, Eldrazi titans). When game goes into late stage and earlier threats have been dealt with deck switches into a control mode until more wincons are drawn.
Quote from santgr11 »instant and sorcerys says 15 cards, but i count 12
Quote from Lando699 »what's your opinion on Nissa, Vital Force? haven't tried it yet, it loses some tempo that's for sure, but early game it can quickly ultimate, unless opponent has a flyer of course, and late game can pseudo/witness for extra flexibility
Quote from Isao »Hi, very nice deck, what's your personal take on Selvala, Heart of the Wilds ?