From my knowledge, being intelligent and main decking meta calls is called good magic, but I could be wrong. The people on here have no idea what the definition of a meta call, and have no idea why decks run so much graveyard hate.
while i agree that you should tweak your deck for the best results, edh isnt exactly a format where everyone carries around sideboards or really adjusts much for their meta. my playgroups players rotate in and out constantly, and its very difficult to adjust hate towards any specific players, even less so when we play big multiplayer games (which is easily 90% of our games).
All that said, i honestly feel none of these cards should be banned, this is EDH, big silly cards are the ones people are SUPPOSED to be playing. Lets remember that this isnt legacy or a serious format, its a casual. While banned lists prevent spikes like me from ruining it, i still dont think its a format that needs a heavy policing hand.
Fatespinner seems strong. I thought at first he was strong too, but it turned out he was just 'good'. I always found the hate that card creates is not worth the profit, if you know what I'm saying.
Ah, good point, totally ignored the political implications. Azami generates enough hate, dont need to create more.
Broke three boxes this weekend. 1 cavern of souls. It's seriously beginning to feel like a mythic.
I will probably just send my buddy Ajax to go pick one up for me. That said, has anyone ever had lonely sandbar actually save a clutch situation for them? The way i see it, i get it early game, i want mana thats untapped when it ETB, unless i have too much mana in hand, in which case i'd rather it be just another card rather than a cantrip, and at hyper late game when i dont want mana, i alraedy have enough draw on the table, a whispers of the muse with no buyback doesnt do me any good.
i understand its versatile and serves a good optional purpose, but i dont really appreciate its limited use in this deck. Just my 2 cents.
To be honest, I'm surprised that your table actually takes your threats seriously. Whenever I play Azami, it's literally 3-4v1 with people only beating and disrupting me. Most of the time I lose first, but sometimes I'll get away with a win if there isn't too much hand disruption at the table. What I've found though is that as the forum location would imply, the lists in this thread are really only tuned for 1v1. For instance, when you have the table beating at you for about 20 points of damage a few turns in, you're going to want cards like Oblivion Stone and Meekstone, where as such cards have alot less relevance in 1v1.
Agreed, but i have no intention of dilluting the deck i use for duels as well. I pack another multiplayer edh deck, and that one rocks all the board whipes and such nonsense, but those cards dont fit in here.
The reason i think they take me seriously is due to what my playgroup consists of: 1 zedruu Group hugger/control deck, a UR jhoira chaos (draws the hate like crazy), a powergamer who rocks gaddock tieg if allowed, though normally is forced to use momir vig (UG Beats), and 2 newbies, who are rocking SERIOUS timmy cards, but are also easily influenced and/or intimidated by your friendly neighborhood blue mage (nothing scares a noob like "i will counter everything you do, i dont even care, i will throw this game to ruin you"...btw, 90% of the time this a lie, get 'em noobie!).
I also have another group of friends who are JUST getting into the format, but they are all non-designed decks, and i dont run this one in that group, as its power level is at an unfair level. Among that group i DO draw all the hate, and i have yet to win a game, as they target me immediately, as i have more edh experience (though its very limited) than they do.
TL;DR
I use this deck for 1v1, but i also throw it at multiplayer games and thats why I have a few heavier cards, but I am not above being talked out of them. I want to improve my list and wanted some expertise from experienced edh players.
Hey everyone, I am a new member to the forums, though i have been reading and keeping up with this thread for a few months.
I play azami and i refer to it as my railgun deck. I play multiplayer with 5-6 people, and i have built the deck to 'railgun' one person out of the game at a time. It adds a lovely little limit break timer to the game. Also it carries incredible political weight when i can threaten people to leave me alone or they will draw my fire.
That all said, could i get some helpful advice towards my deck? I have heard several people dont like husher, however, she was a monster in the last game i played, so i think for now i will keeper her. Plus for some reason i LOVE that art.
Thanks for looking at it guys! I look forward to hearing what the experienced azami veterans have to say that will improve my style. Obviously, I pulled heavily from the primer in my version. Remember, the objective is to be a golden gun, not an rcp-90. One at a time. Global combo decks aren't welcome at my playgroup. (yes i know i have a kill everyone combo in the deck, props if you can see it)
-=Edit=-
INB4 getting yelled at: I also use this deck for 1v1 duels, I did not come here to discuss multiplayer, I was just stating the intent behind some of my decisions.
Joined this site because I have finally buckled that none of my friends want to play against my legacy tier decks, and that EDH is the future for my mtg enjoyment. I really look forward to theory crafting and chit chatting with everyone.
As a blue mage, i'd like to point out that the Smiley with the cool shades...hes blue.
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.
My problem with Momentous Fall is that the creature sacrifice is an additional cost. Leaves you wide open for a two-for-one. Greater Good is a much safer bet, and most of the time will generate much better card advantage.
Exactly this. When you play anything with sacrifice as an additional cost this immediately gets my attention and screams counter me.
while i agree that you should tweak your deck for the best results, edh isnt exactly a format where everyone carries around sideboards or really adjusts much for their meta. my playgroups players rotate in and out constantly, and its very difficult to adjust hate towards any specific players, even less so when we play big multiplayer games (which is easily 90% of our games).
All that said, i honestly feel none of these cards should be banned, this is EDH, big silly cards are the ones people are SUPPOSED to be playing. Lets remember that this isnt legacy or a serious format, its a casual. While banned lists prevent spikes like me from ruining it, i still dont think its a format that needs a heavy policing hand.
just a thought
Ah, good point, totally ignored the political implications. Azami generates enough hate, dont need to create more.
How does it do in 1v1?
I will probably just send my buddy Ajax to go pick one up for me. That said, has anyone ever had lonely sandbar actually save a clutch situation for them? The way i see it, i get it early game, i want mana thats untapped when it ETB, unless i have too much mana in hand, in which case i'd rather it be just another card rather than a cantrip, and at hyper late game when i dont want mana, i alraedy have enough draw on the table, a whispers of the muse with no buyback doesnt do me any good.
i understand its versatile and serves a good optional purpose, but i dont really appreciate its limited use in this deck. Just my 2 cents.
Agreed, but i have no intention of dilluting the deck i use for duels as well. I pack another multiplayer edh deck, and that one rocks all the board whipes and such nonsense, but those cards dont fit in here.
The reason i think they take me seriously is due to what my playgroup consists of: 1 zedruu Group hugger/control deck, a UR jhoira chaos (draws the hate like crazy), a powergamer who rocks gaddock tieg if allowed, though normally is forced to use momir vig (UG Beats), and 2 newbies, who are rocking SERIOUS timmy cards, but are also easily influenced and/or intimidated by your friendly neighborhood blue mage (nothing scares a noob like "i will counter everything you do, i dont even care, i will throw this game to ruin you"...btw, 90% of the time this a lie, get 'em noobie!).
I also have another group of friends who are JUST getting into the format, but they are all non-designed decks, and i dont run this one in that group, as its power level is at an unfair level. Among that group i DO draw all the hate, and i have yet to win a game, as they target me immediately, as i have more edh experience (though its very limited) than they do.
TL;DR
I use this deck for 1v1, but i also throw it at multiplayer games and thats why I have a few heavier cards, but I am not above being talked out of them. I want to improve my list and wanted some expertise from experienced edh players.
I was thinking about dropping Lonely Sandbar for Cavern of Souls. Thoughts?
I play azami and i refer to it as my railgun deck. I play multiplayer with 5-6 people, and i have built the deck to 'railgun' one person out of the game at a time. It adds a lovely little limit break timer to the game. Also it carries incredible political weight when i can threaten people to leave me alone or they will draw my fire.
That all said, could i get some helpful advice towards my deck? I have heard several people dont like husher, however, she was a monster in the last game i played, so i think for now i will keeper her. Plus for some reason i LOVE that art.
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 Palinchron
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 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 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 [6]=-
1 Mind Over Matter
1 Opposition
1 Power Artifact
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 Lonely Sandbar
1 Minamo, School at Water's Edge
1 Mutavault
1 Reliquary Tower
1 Riptide Laboratory
28 Snow-Covered Island
1 Tolaria West
Thanks for looking at it guys! I look forward to hearing what the experienced azami veterans have to say that will improve my style. Obviously, I pulled heavily from the primer in my version. Remember, the objective is to be a golden gun, not an rcp-90. One at a time. Global combo decks aren't welcome at my playgroup. (yes i know i have a kill everyone combo in the deck, props if you can see it)
-=Edit=-
INB4 getting yelled at: I also use this deck for 1v1 duels, I did not come here to discuss multiplayer, I was just stating the intent behind some of my decisions.
Joined this site because I have finally buckled that none of my friends want to play against my legacy tier decks, and that EDH is the future for my mtg enjoyment. I really look forward to theory crafting and chit chatting with everyone.
As a blue mage, i'd like to point out that the Smiley with the cool shades...hes blue.
Can you dig it?
==3/20/13==
==OLD==
In:
==3/20/13==
==OLD==
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.
if nothing else hes a turn 2 general lock out
Also, voidmage prodigy won my last edh game for my single(sorta) handedly. Always a good idea.
Exactly this. When you play anything with sacrifice as an additional cost this immediately gets my attention and screams counter me.
Greater Good all the way.