About Me
Hello, everyone! My name is Anthony/Ferny and I am a Magic Player from the Eastern Kentucky area. I have been playing Magic off and on for about 15 years of my life, and in the past 3 years I have discovered this awesome format! This will be my first post on this forum, but it has been suggested to me on more than one occasion that a Primer for this EDH deck would be great, so here it goes!
Introduction and Monocolored Deck Theory
Azusa it a powerful mono green general that allows you to play more than one land each turn. All monocolored generals have the same deficiency, and that is that they have trouble interacting with other players in ways that stretch outside of their share of the color pie. The way that monocolored generals make up for this deficiency, however, depends on the specific general. Blue Generals, for example have access to bounce and counter magic, which is pretty good at blanking the rules text on their opponent's cards. Other colors, with less ability to interact with the stack have a bit more trouble as we need to get a bit more creative to stretch outside of our slice of the color pie.
In this deck, there are a large number of artifacts. Artifacts are beneficial because they allow us to do blue, black, white, and even red things without needing to switch to Cromat as our general. While these artifacts might not always be the most efficient, we will be able to make up for that by pressing our big advantage: being 6-8 turns ahead on mana. Tower of Fortunes is a dreadfully terrible card, unless you can pay the 8 to activate it, then play all 4 cards you have drawn for it. This deck is able to constantly outdraw Azami, Lady of Scrolls in both multiplayer and heads up.
The deck offers enough disruption to allow you to have a game against those combo players at your table (looking at you, Sharum), attrition style opportunities to interact with the rock, and a strong game plan that can win you the game if others are struggling. (Free wins from crucible + strip mine don't hurt, I suppose). The deck is strong, in that it can fight through a lot of hate, but does not use any infinite combos in order to win. It is simply a highly-tuned, disruptive, very high synergy deck.
You may notice that this list contains a lot of older cards. That is not a budget thing, or a pet card thing (not entirely, anyway). The reason that older cards tend to pop up in monocolored decks is another example of stretching beyond your colors share of the color pie. In its infancy, Magic did not have such clear definitions of what color should do what. I mean, green had faeries. Come on. These older cards allow us to branch out and get the best of all colors without needing to lean on artifacts as much. If Sylvan Library were printed today, it would probably be blue and black (and cost 5 mana, most likely) Paying life and drawing cards are blue and black abilities today, but who's to say what green did and did not do when that card was first printed? There was no 20 years of precedent telling R&D what the card should be like, so they just printed it. Let's take advantage of this to let us play the 5-color control game with only these broccoli lands.
Hopefully, I haven't already scared you away from a monocolored list. I promise, the rest of the information in this primer will only make you like the deck more!
Let's talk about who would and would not enjoy this deck
Play this deck if:
- You enjoy fighting your way out of seemingly hard locks
- You like drawing cards
- You don't feel bad about targeted land destruction
- You find yourself in the Archenemy/villain of the table position often
- Your playgroup frowns upon infinite combos
Pass on this deck if:
You need to be able to interact with the stack often
- Your playgroup frowns upon long turns
- You like attacking with creatures
- You want to play a game that involves ramping into fatties (there are opening hands that can do that, but those are mostly useful for taxing your opponent's resources to set you up for the critical turn)
- You prefer blanket answers to your opponent's plans, like Wrath of God. This is a deck that offers opportunities to find specific answers for specific threats.
- You think that the Eldrazi are only fair cards because they do not have haste
- You have a small playmat/wrist condition that would hamper untapping dozens of lands a turn
Decklist
Now that you know if you are interested in this deck or not, let's get on to the deck list. There are quite a few choices that may seem strange, and I will do my best to explain those choices in the next section.
Card Choices
-Odd Inclusions:
Creeping Renaissance may seem like a far worse Regrowth but remember that we are not nearly as strapped for mana as a normal attrition style deck. With a whopping 11 non-permanents in the deck, this card end up drawing you at least 4 cards. Can be used with Mindslaver to take a few turns off of an opponent's hand for you. This is not mono blue, so a Mindslaver lock should not need to be infinite to win you the game!
Squall Line : Go ahead and ignore the part about fliers for a second. OK, now being ahead on life via Courser of Kruphix or incidental Azusa beats can turn this into a quick win. The fact that it can help you to interact with fliers is just gravy. (Be careful, it is a bit of a wombo-combo with Akroma's Memorial )
Crop Rotation is a card that belongs in literally every single Azusa deck, and probably every green deck. This card is criminally underplayed. The ability to turn on your your forests into Ancient Tomb for a turn 2 Azusa should be good enough, but the ability to grab a Maze of Ith to keep you alive, or an Eye of Ugin to grab an Eldrazi or a more specific answer means that Crop Rotation has earned its slot here!
Rude Awakening is a card that you would normally see in BUG or RUG deck lists, as it offers some amount of redundancy with Time Walk effects. Well, why should the blue mages have all the fun? This card often works as a time walk effect for us and allows us to generate an absurd amount of mana on our critical turn to cast multiple hasty eldrazi, Genesis Wave , or a lethal Squall Line . Entwining to cast a Craterhoof Behemoth isn't terrible either.
Concordant Crossroads might seem a bit out of place in this 18 creature deck, but the card is almost never good to play as soon as possible. The best bet would be to play this on the critical turn to give your Avenger tokens or Eldrazi haste. The fact that this has the "Enchant World" Subtype may seem irrelevant to some, as this is a big throwback from Magic yesteryear. It is important, though, to remember that the Enchant World subtype of enchantments works in a pretty strange way. One enchant world can be in play at a time. If someone else plays a World Enchantment after that, the original World Enchantment will be placed into the graveyard by state-based action. I'm pretty sure that [card[ Tombstone Stairwell is the only other World Enchantment that sees any play out there, but it's still good to know!
Psychosis Crawler is not going to be bashing in for 24 in this deck. Most of the time, this guy ends up being a 2/2 when I pass the turn. We draw a lot of cards, but we play a lot of them too. The benefit of this guy is that he gets you some incidental damage to get ahead on life for Squall Line , and he's pretty much and instant win with Greater Good . Flinging giant monsters at your opponents can really finish them off, especially when Kozilek deals 12 damage and draws you 9 cards. Not bad...
I certainly hope that I hit all of the cards that may make some of you wonder what I am doing. If there is a card choice that doesn't make sense, feel free to mention it in the comments. I'm always ready to discuss card choices. Of course, I am always looking for ways to improve this deck, so if you fee that any card could be replaced for a better card with a similar effect, or if you feel that the effect is not necessary, just let me know!
-Notable Omissions:
Regrowth is a card that is a staple in Green decks everywhere. So, why should this be any exception? Well, being way ahead on mana tends to put you right in the crosshairs at your table, so one-for-ones are usually not a good way to maintain a lead or win when your opponents are outdrawing you 3 to 1 in a 4 player pod! Mana efficiency is not the name of the game with Azusa, but using Creeping Renaissance to recover a pile of powerful Artifacts or Enchantments to fight off your opponents is a good way to protect a lead!
Cultivate or Kodama's Reach . I know, what am I thinking? Ramp, card advantage, why would that not be good in this deck? Well, we normally don't spend a lot of time needing to draw lands, so drawing this is kind of like drawing a land that costs mana to play, and doesn't replace itself with Horn of Greed . It also makes it hard to get anything done with Seer's Sundial . Yet another problem I have with the King and Queen of 3 mana ramp spells is that they are not able to be played off of Courser of Kruphix or Oracle of Mul Daya . Basically, it's a land that guarantees you to get another basic forest rather than a random card off the top with Horn of Greed . Only that land is harder to play, costs mana, and is a super dead draw late, while most of our other lands have some way to cycle themselves! Azusa even does a better job of accelerating you on turn 3. After that, I can't think of many situations where this card would be better than any land.
Regal Force is a card that green decks love for his ability to draw cards, and a 5/5 is nothing to sneeze at. The problem that I have with this is twofold: First, you will notice that almost all ETB triggers I have are there for the purposes of removal ( Terastodon and Woodfall Primus ), or winning the game ( Craterhoof Behemoth ). That is because I feel that without any blink effects to abuse the ETB triggers, they are just too fair to keep up with a normal EDH crowd. Secondly, this guy makes Genesis Wave a nightmare! Genesis Waving to flip your deck into play is not a rare occurrence with Azusa, and this guy makes Genesis waving much more difficult, or even a loss if Abundance is in your hand or graveyard.
This is more of an exclusion of personal preference than anything else. I do not like the fact that this card has reduced green in EDH to simply counting to 9. Resolving this spell is not even an instant win in this deck, as the two best targets are Craterhoof Behemoth and Avenger of Zendikar and this would only kill one player, at best, without a haste enabler in play. Some of you will certainly want to put this card into your deck and tweaking the TNN package to allow you to win the game and I encourage you to do so! Personally, I am not interested in tweaking and sacrificing the consistency of this deck in order to play such an uninteractive card.
The undisputed King of card selection has no business here in Azusa. Top is good for quite a few things, none of which this deck really needs. It helps you in the early game with hitting your early land drops, which is something we are just not lacking here. It also helps prevent you from drawing dead cards in the mid to late game, but by then, we should have plenty of access to something else that just does the job better. Abundance helps you avoid drawing a land when you need a business spell, Sylvan Library ends up reading: Draw 2 extra cards, you lose 8 life, and Horn of Greed causes all of you lands to cantrip for you. Basically, what I am trying to say is, manipulating the top 3 cards of your library just doesn't matter when you are going to draw them anyway!
I can certainly understand wanting to include this guy in any big mana deck like this one. The only problem I've had with it is that I keep finding that it shows up next to other manasinks and wincons. That's not to say that I think that the card is just unlucky, though. The fact of the matter is that the fact that this guy kept popping up at the wrong time told me that I was probably running too many finishers and not enough support. Also, the fact that when I had to chose, I kept choosing the other finisher to get the job done told me that this was my worst card in this role, so naturally, it ended up being cut. It's a close line between this and Avenger, but Avenger just works so much better with Green Sun's Zenith and Cord of Calling that really make the difference for me.
I'm going to be honest with you, this card probably should be in this deck. Wraths are really important to have in your deck as outs. That said, it's not as delicate (or slow, I guess) as Oblivion Stone and it hits our enchantments, which is a big deal. The enchantments that hit play are expensive, super important to this deck and do a lot of the work for us, so we would really like to keep them around. I'm reluctant to play this card due to it's inflexibility.
+
Ant Queen is awful. Skullclamp is great, but a bit of a "build around me" card. Putting an Ant Queen into a sleeve does not count as building around it. The two are insane together, of course, but having one without the other is pretty much a dead card. Putting in more 1 toughness creatures would really hurt the "lands and 4-for-ones" theme that makes this deck tick.
Now, I feel that I have hit on all of the "What's wrong with you, why aren't you playing x?" cards. If you feel that I have missed something, feel free to mention it in the comments section! I'd love this primer to be an interactive and living document.
General Strategies
Acceleration
Turn 1 acceleration is really, really, good. Like really good. Your chances of winning skyrocket when you are able to play a turn 1 or 2 Azusa. Mana Crypt [/card and a Forest combine for a turn 1 Azusa. Sol Ringing and [card[Mana Vault[/card]ing aren't the worst, either. After Azusa is in play, you'll want to dump your hand into play as quickly as possible. Holding back lands is a good way to allow someone to get value off of a spot removal spell targeting Azusa. The only reason I like to hold back lands is if I have a [card[ Horn of Greed [/card] in hand and don't have something better to do the next turn. In the mid/late game, you have larger accelerators that can help you pull way ahead on mana production. Caged Sun and Gauntlet of Power and Mana Reflection do an awesome job of pushing you into the "uh-oh" realm of mana production. If you have him, play Rofellos, Llanowar Emissary on two, the acceleration from him is just insane. He's good late and mid game too, as him plus a haste enabler does a lot of work for powering out expensive threats while your opponent's defenses are low.
Drawing Cards
Running out of cards in your hand is a great way to lose while playing Azusa. To make up for that, there are some great card draw effects that allow you to bypass the card hemorrhage that is your early game . An early Horn of Greed can set you miles ahead on lands and keep you way ahead on cards too. Keeping the lands flowing will help you to increase the amount of mana to cast all of these spells that you are drawing. Sylvan Library is a 3 for 1 on its first draw step, and increases in value after that. It is almost always a good idea to just pay the life and draw the cards, to help you dig deeper to what you are really after at the time. I end up passing on the extra cards if I see an untimely Concordant Crossroads and have a shuffle effect, like a fetch land to help get rid of it. It can also help you set up land drops from the top of your deck using Oracle of Mul Daya or Courser of Kruphix . Remember, if you have a horn or Seer's Sundial in play, try to stack your deck: Land, Spell. This will allow you to play the land from the deck, then to draw the spell, hopefully allowing the chain to continue. Every land that you play from the top of your deck is just like drawing a card, as you are not wasting a draw to get that land into play. Jamming Mind's Eye as early as possible allows you to match the card draw of the table at the cost of our abundant mana. That is not to say that we don't have things to do at instant speed, but drawing cards now makes for some pretty strong plays later.
Interacting with your Opponents
There are so many ways to interact with your opponents in this deck. In a 3 or 2 person game, I like to use my disruption spells like Acidic Slime or [card[ Terastodon to punish greedy manabases or just deny your opponents mana needed to cast their spells. Larger games usually mean that these spells should be saved for dealing with problem permanents, as denying 3 or more player's mana will usually stretch the interaction a bit too thin to fight off 3 players with lands in their graveyard and a pissed off look in their eyes. Use your spot removal as sparingly as possible. Deglamering a Sol Ring on turn 2 might be a great way to deny your opponent some mana, but you'll feel super dumb when that person eventually assembles an Avacyn Privileged position lock. When I say sparingly, I mean the way that a RUG player uses their 2 counterspells. That means that you use it to stay alive, or allow you to win the game on the spot. As cute as it is, I cannot recommend using Krosan Grip on a top. Who cares what their top 3 cards are? You are going to be doing 7 things next turn and 18 creatures in the deck say that their sweeper is not going to be getting them as much value as they think it is!
The Toolboxes
There are a few toolboxes worth mentioning, and it's good to have those listed here, just so you know what you can get and when it's a good time to grab them.
The Eye of Ugin box:
- Duplicant: For hitting Avacyn or other cards that are indestructible or just part of a graveyard combo that you don't want to have to deal with later.
- Wurmcoil Engine: For answering threats or just gaining you some life to get you out of a bad spot life total-wise
- Artisan of Kozilek: Reanimation at its best. It can be a second copy of Craterhoof, or just buying back an answer that you used earlier.
- Psychosis Crawler: Something to grab when you have Greater Good (abbreviated as GG for a reason) in play in preparation for your critical turn.
- Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre: The ability to keep grabbing these guys and casting them again and again can put so much strain on an opponent's countermagic and sweepers. These guys are good, but they rarely win you the game by themselves after turn 4. They are mostly good for forcing your opponents to react to them in a way that allows you to win using one of your more concrete win conditions
The Green Sun's Zenith box:
- Woodfall Primus or Terastodon or Acidic Slime: These guys are good at hitting problem permanents.
- Rampaging Baloths: Really good at creating dudes that can trade with your opponent's creatures in combat. You know, the ones that they spent actual mana to cast...
- Oracle of Mul Daya and Courser of Krupix: Rarely grabbed, as I like to save the tutors for answers or tempo plays, rather than non-interactive midrangey nonsense like this, but good if you have something to do with the extra lands they can get
- Dryad Arbor: Probably the most common target for this, as this enables a turn 2 Azusa, which is a pretty big deal
- Craterhoof Behemoth and Avenger of Zendikar: I like to grab one while I have the other. It's good to help you set up for your critical turn.
- Rofellos, Llanowar Emissary: A decent grab on turn 3, usually only if my lands are already in play and Azusa has been tucked
- Yavimaya Elder: I actually get this more often than you would think. I like snagging this fella when my hand is really land light or if one of the Oracles are in play. Two shuffles to help you snag lands from the top of your deck can really help set you up for the critical turn
- Vorinclex, Voice of Hunger: This guy is the nail in the coffin. Powering him out early can just wreck an opponent, and the Zenith just helps to do that. After turn 3, he's really just a ritual that eats a removal spell or sweeper and hurts one player's tempo pretty badly.
- Eternal Witness: A 4-mana Regrowth is good in a pinch when it can also be any other green creature in the deck.
The Chord of Calling box is just the other two, combined. Also, at instant speed, and with a mana reduction clause... Worldly tutor can hit the same things, but I am more than happy to use it to jam a turn 2 Rofellos.
The Crop Rotation box:
- Maze of Ith: This can really help to keep you alive during a rough combat step. Grab this early agains Voltron generals like Rafiq. Wait too long, and they will probably just give him hexproof
- Tectonic Edge, Dust Bowl, Rishadan Port, Strip Mine, and Ghost Quarter: Grab one of these when Cabal Coffers is going crazy to deal with it. Stripmine is a good grab with Crucible of Worlds in play. These guys can put a lot of strain on a struggling opponent.
- Boseiju, Who Shelters All and Cavern of Souls and Hall of the Bandit Lord: Grab these while trying to set up for the critical turn.
- Urborg, Tomb of Yawgmoth: Yes this does seem like a strange choice in here but the card really does some work! It turns on all the lands that don't tap for mana on their own and it can cause the black player to play right into our next target...
- Vesuva: The best thing you can copy with this land is Cabal Coffers. Getting a second Cavern isn't bad, and you might need to in case you needed to name something like "ooze" the first time around.
- Eye of Ugin or Eldrazi Temple: These can both turn your crop rotation into a sort of ritual for Eldrazi. Eye of Ugin does give you some inevitability, so I value that one pretty highly.
- Ancient Tomb and, to a lesser extent, Temple of the False God: Tomb is a quick grab early in the game to power out a quick Azusa. By the time you would be able to use Temple, it's a far less appealing target for rotation
- Arena: Green is pretty light on spot removal, but the fatties in this deck turn Arena into a passible Edict effect. Deathtouch creatures play well with this land
- Winding Canyons: This land is more in here for some incidental value. The only reason I would tutor for this is if an opponent is tapped out on an end step and I could cast a threat then using Winding Canyons.
- Reliquary Tower: If you are using a Crop Rotation to tutor for this land, then you had better have a really good reason. Not wanting to discard is not a good reason. Not wanting to discard a crater hoof into a Leyline of the Void, now that's a different story!
- Mikokoro, Center of the Sea: Sometimes the top of your deck is just mean to you. This will help you break through non-land pockets to get things flowing around turns 4-8. Especially effective with one of the oracles.
- High Market: I almost never tutor for this. You might get to save an eldrazi from exile or Azusa from the bottom of your library, though! So keep it in mind.
Winning the Game
There are multiple ways that this deck can win, but they almost all (except Squall Line, really) Involve a critical turn. This section will describe how to set up the critical turn and what to do when you reach it. To set up the critical turn, you will be checking out the untapped blue mana during the player to your right's end step. This is a good time to start hitting those lands. With access to Strip Mine , Dust Bowl , and Rishadan Port , you can take care of that untapped mana to get you ready for your big turn. Playing big mana accelerators the turn before is a good way to set yourself up to go off next turn. Once your opponents have had their resources taxed and have spent their past turn trying to recover, the time is right to go ahead and try to win the game. You should be in a good spot with lots of mana to cast something huge. These synergies are described a bit more thoroughly in the Synergy section of the primer, but knowing your best paths to victory is important. Hasty Avenger + Craterhoof can get it done, but so can Psychosis Crawler , Greater Good and a board full of dudes ready to get thrown at your opponent. Rude Awakening and "the hoof" can rumble into the red zone too. A massive Genesis Wave can roll down to some serious threats and a haste enabler that allow you to wipe through your opponent's life totals. Rarely, Azusa can get pretty big from a Primeval Bounty so general damage is a possibility. This does not mean that you should try to use Azusa to get in for damage early. This is so rarely relevant and so linear and easy to interact with that it is just not worth those 3 points to expose Azusa to Condemn or similar effects.
Cool Synergies
This section is devoted to some interesting synergies in this list that are worth mentioning. Some of them are pretty obvious, while some of them are a bit more subtle. None of them, however, are full on combos that win the game, so you might want to keep that in mind when reviewing this section.
Craterhoof Behemoth + Avenger of Zendikar = a really big number of really big dudes
You might have noticed that these two cards pop up a lot next to each other, and for good reason. Most of the wins that this deck has involves at least one of these two creatures. The two in combination can end games on the spot, but sometimes its a good idea to play the Avenger first and save the Behemoth for the critical turn. On a side note, there is enough recursion in this deck to not have to worry too much about pulling the trigger on either too early. Avenger is super good at making me not die and Craterhoof is awesome at pressuring a planeswalker or two.
Crucible of Worlds + Strip Mine = not a whole lot of friends
This deck can get some free wins using these two in conjunction. Azusa makes it so that these two cards can effectively lock down a table. I hope everyone likes the number of lands you have, because you won't be having more than that for the rest of the game! Seriously, though, if you think this is too mean, I still wouldn't cut either of them, as they are both good on their own. You can just use the mine to keep other naughty lands like Cabal Coffers or Emeria, the Sky Ruin from getting out of hand. Crucible can also get you out of a lot of trouble with fetch lands and ghost quarter. The extra shuffles without dropping the number of lands you have access to is actually relevant more often than you would think.
Horn of Greed + Abundance = 3 lands and a spell every turn
This one is pretty simple, you name land for your draw for turn, then play that land, then name land again. Rinse/repeat until you have used all of your land drops for the turn and then name non-land. Guaranteeing at least one spell a turn from a deck with so many lands is really good, but getting three free land drops first is better!
Sylvan Library + Abundance = the look on the black player's face when they finally shut up about Phyrexian Arena and its "value"
I know that Sylvan Library has a lot of text on it, so let me simplify it for you: "On your draw step, Draw three cards instead of one, then lose 8 life." With these two, you just get three Abundance triggers, and because you didn't technically "draw" the cards, you don't have to pay life to keep them. Abundance even filters what you draw and really helps you to dig for answers you need.
Greater Good + Psychosis Crawler = Fling your board at your opponents
This combination results in a lot of wins, and usually ends up being a good plan if the combat step is looking a little too shaky for investing too many resources in. The fact that you can pull this off post-combat helps a lot, as you can get more value off of your Eldrazi before turning them into a chunk of damage and cards. It doesn't really require a lot of set up, which makes this something good to just dump into play on your critical turn. Drawing into more cards helps you to keep the cycle going and keep making guys to throw at your opponents. Make a note that the Eldrazi shuffle triggers will resolve before you draw your cards, so you might just draw them again and keep the fun going.
On the Fence: Cards that Come in and Out
These are all cards that I had in the deck at one point and are definitely worth considering putting back in. You might want to take a look at these cards and consider them for your build.
Hall of Gemstone
This is a card that is verging on the cusp of making into the deck. Is has been added and cut over and over again. The fact of the matter is, my LGS tends to frown on pre-boarding, and I just don’t like it enough against monocolored decks to keep it in. If your group is all right with a sideboard, though, this card should certainly be in it. If your white mage complains about it, you just rip that
Iona, Shield of Emeria out of their hand and wave it in their face. It’s also worth noting that it affects other player’s mana on every turn too, so if you name green, those untapped blue sources look a lot less scary.
This card is another one that has popped in and out of the deck. It is so powerful when things are going well, but it also has the ability to bring your game a screeching halt without enough support. Tapping out for this was just out of the question, as it does a pretty good impersonation of
One with Nothing when you do that. I just felt like the deck wasn’t in the market for a support card that needs support, even though repeatable card draw is so important. Something to note, because of old and stupid “timestamp” rules, if you play this card, then
Reliquary Tower, then you have no max hand size. If you do it the other way around, it’s 2.
Another turn one accelerant, which we like, but it's super narrow as it only cares about blue players, (islands specifically, so it may not even get too much value early on against RUG and BUG players because they are more focused on getting green mana sources early in the game. This is out for the same basic reason as Hall of Gemstone. Same deal as that one: if you can use a sideboard, put this card in it. It's value against mono blue is insane.
This card got the axe when the M14 rules change about lands went into effect. Without the
Broccoli Combo available to us, rebuying ETB triggers just didn't seem worth it to me. It might still be good enough, though. Definitely something worth considering, especially if you decide to go for a more traditional, creature-centric version of the deck!
Conclusion
If you have made it all the way down here, then I congratulate you! The fact that you have persevered through my long-windedness is truly a testament to your interest as a magic player and your patience as a human being. I certainly hope that I was able to preemptively answer any questions you may have had about this stupid land deck. If I missed something, just let me know and I will either answer it in the comments or add it to the Primer. I really do encourage you to play this deck. It's just a blast to play and to play against. It has a lot of game and can shoulder a lot of hate. Its interactivity ensures that you won't get bored with it and its power will keep you reaching into your fatpack box for it time and time again. Best of luck in your EDH pods, guys and gals! Now, let's see some turn one mana crypts into Azusa + Rofellos and show everyone else how good those eternally undervalued broccoli lands can be!