If you like the deck, please be sure to UPVOTE and COMMENT!

Your contributions and suggestions are welcome, and I sincerely appreciate others helping build the best version of Azami for competitive play. Due to a pivotal update, the guide is being reworked.

Oh look, another standard Azami deck. Or is it?

Thank you for taking the time to appreciate my Azami, Lady of Scrolls deck-list and primer. This is an EDH deck that is legal for the paper versions of the format. It is highly effective in both 1v1 and multiplayer settings.

DISCLAIMER: This is a very abusive deck meant for competitive play. Play this against friends at your own risk. The deck is very infuriating to play against due to its consistency and power level. My win-rate when using my favorite deck is approximately 95%.

My name is Anthony. I have been playing magic for about seven years now and I have been playing EDH for about the last five. I fell for Azami's allure about three years ago when I was told that my Kaalia of the Vast deck was too overpowered even though it observed both the French banlist and normal EDH banlist. I jokingly told my friends, "I am not even playing blue. I can show you a really abusive deck." Being the creative strategist that I like to believe I am, I actually decided to go ahead and build the deck I spoke about.

Originally, I was going to build Teferi, Mage of Zhalfir and Knowledge Pool combo deck. However, my younger brother plays Prossh, Skyraider of Kher so I did not bother to test out Teferi against him due to the way our commanders would line up in that scenario. Instead, I gave Azami, Lady of Scrolls a try, and I honestly never even thought about building that Teferi deck since that first game. Azami has been such a fun deck for me. I just love drawing a metric ton of cards and winning in unconventional ways.

Since that day, Azami became queen bee at my local college scene and both of my local game stores, and I have been fine-tuning my creation ever since. I plan on working on my brain baby even through law school as new sets come out and as I generate new ideas. If you want to keep up to date on the best build of Azami, be sure to check this page every so often as I update it whenever a new change is warranted. This deck is in my opinion the best version of Azami for EDH, and I have around approximately 3,500 games worth of experience to back up this claim!

This is an Azami EDH deck that does NOT focus on comboing as quickly, consistently, and safely as possible with Azami, Lady of Scrolls, Mind Over Matter, and Laboratory Maniac.

Playing this deck requires calculation and discipline. Running Azami out into kill spells - or much worse - countermagic or creature theft will lose games. Do not be greedy. This deck's curve allows a steady stream of permanents to be played each turn while holding up interaction for those glass cannon turn two or three decks. We too can go off turn two. I have done it before, but our sweet spot is to aim for a turn four or five win with lots of protection.

As such, we are able to play a very heavy control game if we desire especially if Azami is on the battlefield fueling us due to our high density of interaction. However, we can go off and win without warning by having two very viable combinations in the deck. This ability is very useful if the opponents start to out-value us, then we can just go above them and win regardless. Thus, this duality of play-styles is in itself invaluable.

The main goal of the deck is to steal control of each game by resolving a Paradox Engine. Once the Engine is on the field with Azami and some non-land based mana, it is very easy to begin casting your entire deck at will. Winning becomes rather trivial once you establish this synergy.

Azami's draw power reliably feeds the Engine well even though it is not deterministic. Sensei's Divining Top, some mana, and Azami or Alphetto Alchemist causes the Engine's untapping to work until your library runs out.

Once the Engine is running, the most common ways to defeat the opponents are to use Tomoya the Revealer's ability to deck the opponents out, Tezzeret's ultimate, Jace's ultimate, infinite swans, normal beatdown, and/or even Capsize lock the opponents while reusing our Vessel of Endless Rest to naturally deck our opponents. You can very easily Capsize everything or Cyclonic Rift if you need more time such as a turn to set up the kill.

Alternatively, Isochron Scepter and Dramatic Reversal combine and function as a secondary but also unique combination. The main downside is that this combination has two parts. The main advantages are redundancy, the cheaper casting costs, and a much higher determinism. Both parts are individually useful as well.

If one of these two main combinations fails, the other should still be available. If both fail, you can recover pieces with the Vessel. If all of those are gone, the battle will be difficult, but the deck can still win through positioning, politics, and heavy interaction. The most direct path to victory from here would be a Tezzeret ultimate.

TL;DR: The deck packs super heavy amounts of interaction to keep other combo decks at bay, while this deck is still fast enough to win before aggro matters too much.

Card Choices

Chrome Mox: Chrome Mox provides valuable on color acceleration for the deck. It has plenty of synergy with the deck including Trinket Mage, Tezzeret the Seeker, Paradox Engine, and more. The card disadvantage is easily made up by our commander.

Coalition Relic: Coalition Relic is a little bit of a questionable choice for the deck. It is an expensive mana rock. However, it does provide multiple blue mana and is critical for having enough good mana rocks in the deck to run Paradox Engine and hitting the five to six mana range quickly.

Everflowing Chalice: Everflowing Chalice is a great mana rock. The main appeal of the card is that it is scale-able and allows us to easily ramp on turn three into having a card like Mana Leak at the ready.

Expedition Map: Expedition Map is an excellent turn one play, and it is easily fetch-able. The Map serves many functions for the deck. The Map is secretly a ramp card when combined with Ancient Tomb. It can draw cards with Minamo and Azami. Map can fetch Cavern to make the wizards uncounterable. Lastly, it is also a shuffle effect.

Fellwar Stone: Fellwar Stone is a good ramp rock that is cheap and enters untapped.

Gilded Lotus: Gilded Lotus is really expensive for a mana rock but it does its job very well. It allows the Engine to run smoothly. It allows multiple casts of Azami with counter back-up. Lastly, it works well with the fast mana and allows ramping defensively.

Grim Monolith: Grim Monolith is one of the later additions to the deck. However it is great in the deck. It allows casting the five drops in the deck very quickly. The deck can also untap this rock fairly well with cards like Tezzeret and Alphetto Alchemist.

Isochron Scepter: Scepter's main role is combining with Dramatic Reversal for infinite untaps. Scepter also combines well with countermagic, High Tide, bounce, and Brainstorm. Scepter also allows the deck to produce infinite swans with Paradox Engine.

Lightning Greaves: Greaves allows the deck to combo out on the same turn by giving Jushi Apprentice   haste which increases this deck's threat level. Additionally, Greaves make plenty of my creatures much better such as Jace, Alphetto, and Sea Scryer while also protecting critical wizards such as Azami and Patron Wizard.

Mana Crypt: Mana Crypt is the best card in the format. It is absolutely an auto-include. This deck is built to heavily abuse Mana Crypt as well as handle opposing Crypts. At the very least, it allows casting the five drops on turn three. At its best, it allows turn three wins or better!

Mana Vault: Mana Vault is another super powerful mana ramp rock. Turn two five drops tend to win games. Additionally, this deck can untap the Vault in other ways as well - making this already ridiculous card completely bonkers!

Mox Diamond: Mox Diamond provides valuable on color acceleration for the deck. It has plenty of synergy with the deck including Trinket Mage, Tezzeret the Seeker, Paradox Engine, and more. The card disadvantage is easily made up by our commander.

Paradox Engine: This is the deck's main enabler alongside Dramatic Scepter. The Engine can win from what appears absolutely unwinnable positions. The key is to have nonland mana sources and a source of cards. So basically, the entire deck combos with this card. Try it! Love it! Mind Over Matter is no longer needed at all.

Sensei's Divining Top: The Top is insane. It is great at all points in the game. The Top allows the Engine to keep running with minimal amount of mana starts. It can also fill in for Azami and does a lot of neat tricks. For example, Alphetto Alchemist nets card advantage with the Top.

Sol Ring: Sol Ring is the most iconic card of Commander and for good reason. The power level of this card is insane. This deck is able to maximize Sol Ring draws very effectively and it is able to neuter opposing Sol Ring draws as well.

Thran Dynamo: Thran Dynamo is similar to Gilded Lotus. It is a huge mana rock that can push you so far ahead in mana you can just dominate the board. It combos very well with other fast mana, and since it comes into play untapped, you can defend with Condescends and Mana Leaks with it fairly well.

Vessel of Endless Rest: Vessel is one of the weaker cards in the list, but it provides excellent synergy. The Vessel adds another colored mana rock that can accelerate the deck and stabilize the combo turn. The Vessel allows recursion of any card (infinitely with Capsize), antimill, and gravehate.

Wayfarer's Bauble: The Bauble is a solid card. It is respectable mana ramp in mono blue. It also allows for easy Paradox Engine triggers.

Aphetto Alchemist: This wizard is super powerful. He is super easy to cast with two different casting costs. He can ramp very well in this deck and he can draw extra cards with Top, Jushi, and flip Jace. This often allows him to fill in for Azami when comboing off. This wizard was a later addition, but I wish I added him sooner.

Azami, Lady of Scrolls: Azami is my commander. She is a lot of mana – five, three of which needs to be blue. However, if Azami is one the battlefield for one turn, you almost always win the following turn. The sheer amount of cards Azami draws BEFORE comboing off rivals ad nauseum. To make it even better she is also and effective combo piece in the command zone. This lady has a reputation of spikiness, and she is definitely a lady who is brutally blue.

Baral, Chief of Compliance: When Baral was spoiled I knew he was going to be amazing. I honestly thought about switching to have him as my commander. However, I love Azami and wanted to make the absolute most brutal Azami deck ever so I kept her. Baral is great. He mana ramps, makes my counters phenomenal. Baral also has the most toughness of any wizards in my deck. He is so good, I have run strictly worse versions of Baral in the deck.

Jace, Vryn's Prodigy  : Flip Jace is a great wizard. He is a potent commander in his own right. Most of the time he loots until Azami lands. Late game he often flashes back a tutor or Fact or Fiction.

Jushi Apprentice  : Jushi Apprentice is secretly the best wizard in the deck. He comes down cheaply. He draws a card a turn. Late game he can usually draw 7-9 cards before entering the combo turn. Additionally, Jushi once flipped into Tomoya the Revealer can actually serve as an outlet to victory by decking out the opponent.

Martyr of Frost: Martyr of Frost is a good wizard. He is a wizard that has been in and out of the deck before. He is back in because he is very cheap and allows counterspelling with colorless mana. He also works well with Patron Wizard because he comes down so early.

Patron Wizard: Patron Wizard is a very powerful wizard. I have often considered cutting him before. However, every time he hits the field the opponents freak out and try their best to get rid of him. He is a magnet to draw fire from Azami and/or providing countermagic while casting Azami. Otherwise he just wins the game on his own.

Phyrexian Revoker: Revoker is a newer addition that adds more disruption to my artifact package. It allows my mono blue deck to answer mana rocks, the nasty Vedalken Shackles, and planeswalkers after they have resolved.

Sea Scryer: Sea Scryer is a mana dork wizard. It is solid but nothing too fancy. Definitely worth playing still and Scryer can also convert excess colorless mana into blue mana.

Siren Stormtamer: Stormtamer is a super cheap wizard that cheaply protects my board and person. It also flies so it blocks well and attacks planeswalkers well. He has served me well and goes well with Patron Wizard too. He is my only answer against the new Emrakul’s trigger.

Snapcaster Mage: Snapcaster is super potent. He is probably the best wizard ever printed. He even sees play in Vintage. He allows me to reuse counterspells, cantrips, bounce, and tutors. He is an autoinclude, and he is even better with Azami in play.

Spellseeker: Spellseeker is the new kid on the block but she is certainly holding her place. She can answer any problem given enough time and mana. Most importantly she can go grab the added Transmute Artifact to go for the win. She can also grab the new High Tide for extra mana; etc.

Trinket Mage: Trinket Mage is my favorite wizard in this deck other than Azami. I have a great Trinket Mage package. Most often he fetches Mana Crypt early – late game he often grabs Top.

Vedalken AEthermage: AEthermage is now much better with the addition of Spellseeker. AEthermage is alright on her own as a cheap wizard with flash, but her best use is finding the best wizard for the situation.

Venser, Shaper Savant: Venser is also debatable but he provides great value. He can answer ANYTHING for the most part even if only temporarily. He also allows infinite storm with the Engine and mana rocks.

Arcane Denial: Denial is a card that has been in and out of my list a few times. It has the one drawback of giving one opponent one extra card. However, it replaces itself, is cheap, is splashable, and it hits any type of spell. As the deck's speed increased, the counter found its way back in as additional protection and disruption especially due to the opponent having less time on average to leverage that extra card before succumbing to Azami.

Brainstorm: Brainstorm is a very potent spell. It allows me to access three new cards for the turn while having the ability to shuffle away two less relevant ones. By having several cantrips, I am able to run less lands.

Capsize: Capsize is an expensive bounce spell, however it has been very useful for me in the past. It can bounce anything and combos well with the Engine to generate infinite mana. Its mana cost is almost never detrimental.

Condescend: Condescend is a useful counterspell that also allows me to scry. It is a great counterspell in the early game and an okay counterspell late game.

Counterspell: Counterspell is a potent spell that is disruptive to the opponents’ threats and answers. It is a must include in this deck.

Cyclonic Rift: Cyclonic Rift is an amazing bounce spell. It works early while also phenomenally late game, because it can buy me a turn. The major downsides of the card is that it cannot target your own nonland permanents nor can it hit lands. It is still worth using in my opinion.

Daze: Daze is great and surprising counterspell. It has won me countless games and it is one of the free counterspells in the deck.

Delay: Delay is another cheap counterspell. It is easy to cast too. The downside of the spell only mattered about once out of fifty casts so far and even then it did not matter too much. Most of the time the game is over once the spell even comes back if it ever does.

Deprive: Deprive is another cheap counterspell. It stops mostly anything. The downside is a bummer but sometimes it is actually useful against stuff like Land Tax.

Dramatic Reversal: Reversal is another great card in this deck. Its main function is being a part of a combination with Isochron Scepter. However, Reversal is also great as a one off extra draw, for untapping Vault or Monolith, and more.

Fact or Fiction: Fact or Faction is one of the most powerful cards in Magic. It has also found a home here. It serves as a fill in for Azami in the early game as it is easier to cast. It is card advantage in the form of an instant which allows my tutors to perform more functions and making flip Jace and Snapcaster better. Fact or Fiction replaced Future Sight in this deck and I have not gone back.

Force of Will: Force of Will is a fantastic counterspell because I can cast it for free. It is tutored often and for good reason. It is one of my best answers.

High Tide: High Tide was one of the latest additions to the deck but it has been performing well. It provides another more flexible mana source in the form of an instant which makes my tutors better and more flexible. High Tide often gives me the extra three or four mana I need to win the game a turn early with a counterspell backing it up.

Into the Roil: Into the Roil is just an extra bounce spell. Cyclonic Rift and Capsize are the heavyweights in this category. However, sometimes it’s nice to just have an extra bounce spell handy and this one can cantrip. I would say I cantrip with it about thirty percent of the time.

Mana Drain: Mana Drain is one of the most powerful spells in this deck. It provides a large burst of mana in the form of an instant while also disrupting or protecting. It is insane and should be played if one can be afforded.

Mana Leak: Mana Leak is another cheap counterspell that is easy to cast. Most of the time the extra three mana tax is enough to stop the relevant spells.

Memory Lapse: Lapse is another cheap counterspell that is easy to cast. It is an excellent stall tactic especially with fewer players. Lapse is super brutal when imprinted on Isochron Scepter.

Mental Misstep: Mental Misstep is an excellent counterspell. It catches so many important cards. It is also a free counterspell for the deck. I had my doubt with the card at first. However, any doubts had dissolved rapidly. It is fantastic; run it.

Muddle the Mixture: Muddle is an okay counterspell. It costs only two mana and works most of time. However, what makes the card fantastic is that it can transmute for two cmc which is over forty percent of my spells. The fact that Muddle has both modes makes the card super awesome. I have been using it for years and love it.

Mystical Tutor: Mystical Tutor is my cheapest and most flexible tutor. It is card disadvantage but it is worth it. This card is a one mana Force of Will a lot of the times. Sometimes it gets Mana Drain. Other times it is game over by grabbing an artifact tutor.

Pongify: Pongify is in the deck to give me a way to permanently deal with creature threats. It is extremely cheap, easily tutorable, and an instant. All of those advantages allow me to remove a pesky creature efficiently before comboing off. Additionally, Pongify can serve as a combat trick to kill hatebears that way and to then discourage further aggression with my big blocker.

Remand: Remand is another great cheap counterspell. There are a lot of fancy tricks with Remand involving protecting your spells on the stack. It is an excellent tempo and defensive tool while also digging deeper into the library.

Spell Pierce: Spell Pierce is a lot like Daze. It is a very cheap and disruptive spell. It is often excellent and almost always good. It has earned its place in this deck.

Steel Sabotage: Steel Sabotage is another super cheap counterspell. It answers the most powerful cards in cEDH like Sol Ring, Mana Crypt, Mana Vault, Lion's Eye Diamond, Isochron Scepter, and so much more. Additionally, Steel Sabotage can also be used proactively. It can bounce Mana Vault and Mana Crypt for extra mana. It also is a counterspell that can be used on the combo turn to keep going off.

Swan Song: Swan Song is an excellent defensive spell. It’s main purpose is to protect Azami and the Engine. It can be used aggressively to counter ramp, tutors, Sylvan Library, and Food Chain.

Unsubstantiate: Unsubstantiate is another cheap defensive counter similar to Remand. It can protect your spells but it does not dig deeper into your library. It can also be used aggressively as a bounce spell.

Whir of Invention: Whir of Invention was an excellent addition to the deck. It can retrieve the Engine or Scepter late game. It can grab Mana Crypt early game. It can also serve as a combat trick by fetching Revoker.

Ancient Tomb: Ancient Tomb is one of the best lands in the deck. It is mana ramp on a land! It also makes Expedition Map function as mana ramp. However, the Tomb does not provide blue mana and does deal damage to us so it must be carefully utilized.

Cavern of Souls: Cavern found its way back into the deck due to increasing the deck's speed. The ability to make my wizards uncounterable - especially Azami - is insane. Furthermore, Cavern provides me with blue mana for my creatures. This is crucial because two of my triple blue mana cost cards are wizards.

Flooded Strand: Flooded Strand is an important land in this deck. It is a shuffle effect that makes many cards better in the deck. It fills the graveyard to allow Jace, Vryn's Prodigy   to flip faster. It can thin the deck of land which helps with a ‘higher’ cEDH land count. Lastly it helps me play around Island hate and Strip Mine locks.

Inventors' Fair: Inventors' Fair is a pretty powerful include in the deck. It is a utility land that comes into play untapped. It can tutor for artifacts and gain some life. Most importantly, Inventors' Fair is a land that allows Expedition Map and Trinket Mage to now be reliable ways to win the game through a new tutor chain. It also helps shore up the deck's major weakness of becoming mana screwed.

Islands: Islands are super important to mono blue. They are the base of the deck and are honestly probably the best cards in the deck. The Island land type also works well with several cards in the deck including: High Tide, Daze, and more such as Bauble. The Islands help play around non basic hate too. I am currently using Onslaught's #336 Island.

Minamo, School at Water's Edge: Minamo is a cool land in this deck. It allows plenty of wizards to work better. Azami draws more cards, Jace flips faster, and more. The land provides blue mana too, and it plays around Island hate! However, Minamo does not work well with High Tide unless tapping to cast High Tide itself.

Misty Rainforest: Misty Rainforest is an important land in this deck. It is a shuffle effect that makes many cards better in the deck. It fills the graveyard to allow Jace, Vryn's Prodigy   to flip faster. It can thin the deck of land which helps with a ‘higher’ cEDH land count. Lastly it helps me play around Island hate and Strip Mine locks.

Polluted Delta: Polluted Delta is an important land in this deck. It is a shuffle effect that makes many cards better in the deck. It fills the graveyard to allow Jace, Vryn's Prodigy   to flip faster. It can thin the deck of land which helps with a ‘higher’ cEDH land count. Lastly it helps me play around Island hate and Strip Mine locks.

Scalding Tarn: Scalding Tarn is an important land in this deck. It is a shuffle effect that makes many cards better in the deck. It fills the graveyard to allow Jace, Vryn's Prodigy   to flip faster. It can thin the deck of land which helps with a ‘higher’ cEDH land count. Lastly it helps me play around Island hate and Strip Mine locks.

Seat of the Synod: Seat performs a similar role to Minamo. It is a blue land that is not an Island. It plays around Island hate but it does not work with High Tide besides casting it. Seat does however combo with all of the artifact tutors and untappers well. It is totally worth it.

Tezzeret the Seeker: Tezzeret the Seeker is super powerful in this deck. Tezzeret is a way to win the game by either finding the Engine, Scepter, or by converting my artifacts into beatsticks. He can be great mana ramp, or he can be great disruption with Phyrexian Revoker against abilities or even Vessel against graveyard recursion. An early Tezzeret is almost always preferable to an early Azami. Additionally, he is usually harder to deal with early on. I cannot tutor for him, but he is absolutely worth it.

Fabricate: Fabricate is the original artifact tutor in this deck. It has always been good and it is very flexible. It can find the win, ramp, disruption, and more.

Gitaxian Probe: Gitaxian Probe is useful for thinning my deck and allowing me to run fewer lands. The information Probe provides is very useful especially in a 1v1 game. Furthermore, Gitaxian Probe has great synergy with the Engine. Overall, it has a lot of upsides and very little downside.

Merchant Scroll: Merchant Scroll is another original tutor. It fetches about twenty five percent of the deck. It can find ramp, disruption, draw power, other tutors, and more.

Ponder: Ponder is one of the best cantrips in the game. It allows me to find lands early and spells later. It is also a shuffle effect. It makes flip Jace and Snapcaster better as well.

Preordain: Preordain is one of the better cantrips in the game. It allows me to find lands early and spells later. It makes flip Jace and Snapcaster better as well.

Transmute Artifact: Transmute Artifact is one of the newer tutors to the deck but it has performed amazingly all throughout testing. Additionally, it allows quicker lines to victory especially with the addition of Spellseeker.

Video Deck Tech

Other Awesome CEDH Azami Content, Decklists, and Players

Here is a list to find further CEDH Azami content, decklists, and players. It is my hope that one day the remaining Azami grandmasters will unite and restore her to her previous ultra competitive reputation. I believe she has the tools necessary to thrive and great work has been done already by several dedicated players. I dream that through collaboration Azami will be able to dominate tier one once again!

Deck Link: Fried Salami

This is an excellent deck created by the user Archwizard. Archwizard created his/her decklist about the same time I created and posted mine. We take our builds in slightly different directions so I find the two decks interesting to compare and contrast. If you liked my decklist, be sure to check this list out too for inspiration.

Suggestions

Updates Add

OVERVIEW:

The deck took an initial loss at the banning of Paradox Engine. However, the deck is still functional and was actually improved by being forced to become leaner and meaner. The current deck is less reliant on Azami, Lady of Scrolls and is faster to the win with more cheaply costed counter-magic.

CUTS:

Fact or Fiction: Four mana is a lot, and the deck generates enough card advantage. This may come back later.

High Tide: The card is not impactful enough in this deck.

Island x 23: Arcum's Astrolabe pushed me back into the Snow-Covered Islands.

Lightning Greaves: The card was no longer necessary for immediate kills, and the creature count is reduced anyways.

Martyr of Frost: The card was not impactful as alternatives. Still solid.

Paradox Engine: The card was banned.

Phyrexian Revoker: Great card, but was limited in being almost entirely reactive. Counterspells can protect my plan as well. Furthermore, this does not stop fast wins through the common Thassa's Oraclefoil.

Pongify: Recurrable threats made this card not the best choice. Still solid.

Seascryer: The card was not impactful as alternatives.

Siren Stormtamer: The card was impactful as alternatives.

Thran Dynamo: This card is great for the glut of mana it produces but costs four mana itself. It may return, but it is currently cut for alternatives.

Venser, Shaper Savant: Costs four mana and is not as impactful as alternatives. The banning of the Paradox Engine weakened this card's potential to continually supply triggers.

Vessel of Endless Rest: This back up recursion card was replaced with an alternative combination, and now additionally by the other recursion options such as Mystic Sanctuary and the upcoming Archaeomender.

ADDS:

Arcane Signet: I have been waiting years for this card. A two mana cost rock that adds blue and enters untapped – an instant addition to the deck.

Archaeomender: This card is an excellent way to add much more resilience to the deck’s winning artifact combinations. The wizard also of course draws cards, works with other artifacts, and has a nice P/T ratio for this deck.

Archmage Charm: I have been hopeful for a cheap draw spell that could replace Fact or Fiction for a while. This does as a three mana draw two cards at instant speed while also having two other relevant modes stapled onto it. Awesome!

Arcum's Astrolabe: This card allows me to play a more Xerox-styled deck and gives me more blue mana that I need from the plethora of colorless I usually have.

Augur of Bolas: This guy is in a flex slot. I wanted another 1/3 body two cost wizard to go along with Baral, Chief of Compliance to handle the Edric, Spymaster of Trests and Tymna the Weaver *f-etch*s as well as a way to find counter-magic. However, Thassa's Oraclefoil helps enough, and this guy may leave later. He is amazing value if he hits his target, and he does hit often.

Bag of Holding: This card allows me to play a more Xerox-styled deck and helps replace Fact or Fiction, reduces reliance on Azami, Lady of Scrolls, and synergizes with several other cards in the deck.

Fierce Guardianship: A slightly expensive Negate that is often free. This card is so crazy that it feels like cheating.

Force of Negation: Another slightly expensive Negate that is often free. This is a great card to prevent losses and is still quite castable for this deck on our turn if needed.

Gilded Drake: I needed creature removal for certain matchups, and this creature is one of the best options for this role. The card serves as a solid alternate win condition in its own right with bounce, and I can find it with tutor chains.

Helm of Awakening: This combines with Mystic Forge and Sensei's Divining Topfoil to draw the deck for a win. It also can super-charge the deck generally but use it carefully.

Impulse: This card allows me to play a more Xerox-styled deck.

Mox Opal: This is great mana rock that was added to support the Dramatic Scepter combination and is free to cast off of Mystic Forge.

Mystic Forge: This is another draw engine that helped replace Fact or Fiction while also serving as a win condition. Even exiling extra lands off of the top is useful especially with Azami, Lady of Scrolls in play.

Mystic Sanctuary: This land is insane. It allows me to act more aggressively with counter-magic, draw spells, and even Dramatic Reversal because I can recur the spells. Additionally, I can get extra uses from the land with Deprive, Daze, and even Capsize. Notably, Cryptic Command *list* works as well, and I have used the card in here before. With fetch-lands and Azami, Lady of Scrolls or another draw engine in play, I can do recur spells at instant speed.

Prismatic Vista: Another fetch-land is useful even if it cannot grab Mystic Sanctuary.

Snow-Covered Island x 19: Arcum's Astrolabe pushed me back into Snow-Covered Islands. I kept one regular Island for opponents with Extraplanar Lens and regular Islands. Fetch-lands give me the flexibility to play around this possibility.

Thassa's Oraclefoil: This card is wonderful for the deck. It is an Omenspeaker for the deck that doubles as a Laboratory Maniac. It has so much synergy with everything the deck does.

Comments

Date added 8 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

28 - 0 Rares

16 - 0 Uncommons

26 - 0 Commons

Cards 100
Avg. CMC 1.97
Tokens Bird 2/2 U, Emblem Jace, Vryn's Prodigy, Morph 2/2 C
Folders Jori En, edh, Azamiedh, edh, Commander, Commander, CEDH, Neat, EDH, Azami Decks
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