- Despite Being Mono-colored, the deck plays only 14 basic lands in order to give more consistency at the deck. Fetches are great to thin your deck and synergizes very well with recursion mechanics early on.
Not a great card by itself, but since doesn't have that many efficent draw engines, this land might be helpful also because city's blessing is really easy to obtain.
In contrast to classic cycle lands, this one lets you search your deck for another basic land. It's not that efficient but it might help you to not get stuck with specific card cost early on. Most of the times it's a simple colorless land but it's fine anyway.
Simple colorless land which may help you against annoying TAP artifacts.
Obviously core card of EDH in general. While it helps to cast Azusa uncontested, it might be a good idea to chose Eldrazi too and let them enter the battlefield uncontested.
As Arch of Orazca these lands help you to thin your deck if you don't need any immediate mana.
Weakest version of Ancient Tomb (banned, sadly), it offers base colorless mana or, if you need it, a fast mana ramp. It's also really easy to take back this land from the graveyard and use it again.
This land is one of the win condition of the deck. With Thespian's Stage you cheat out counters and put a 20/20 token for ony two mana. Amazing land that sadly doesn't make any mana.
Both creature and land, this is one of the favourite target for an early Green Sun's Zenith which can help you to cast Azusa sooner.
As long as you have lands and mana you can destroy one land each turn. Amazing card that works as a charm.
This deck chooses Eldrazi as lategame: it would be crazy to not run this card.
As above, this card is a must have. The tutor effect is really good and helps you to snowball an Eldrazi one after another.
Obviously non the best land destruction, but gives to both the opportunity to search for basic, which is decent.
Since it's a singleton format it's hard to find it in the opening hand, but at least it's a decent land by itself, so it's worth the chance.
Weaker version of the infamous Strip Mine, but if you can take it back from the graveyard it's really good when your opponent doesn't have any basic left.
Since the deck doesn't run too many creatures, you'll often take back exactly what you need.
Even if it comes in play tapped it's still a decent way to cast Azusa on the second turn. Rather slow but accettable.
Just as above, the only main difference is that you cannot TAP it for ordinary mana.
Amazing land, one of the most important in the deck. Extremely powerful against creature-based deck or deck who relies on flying creatures or commander. One of the lands you'll tutor the most.
Draw for two mana is really good in a deck like this. Just pay attention when you use it since you can help your opponent a lot.
Decent land, he can be a blocker against smaller creatures or a little beater against control matches.
Rather slow fetchland, but gives you two lands out of one wich is a really good advantage early in the game.
It's effect is really situational, but who knows? Maybe you can save your little Azusa just for that +1/+1.
Really good effect and rather fast. Most of the times you'll take back Dark Depths or Thespian's Stage, or it will be one of the land you'll always choose with Realms Uncharted.
This card is a real nightmare if someone is stuck with lands. Otherwise the land is rather fast and surely worth its place in this list.
This is a great tutor land, it doesn't require a TAP effect and you can activate his ability even if you cast Karn Liberated or Ugin, the Spirit Dragon, overall a great way to tutor the next Eldrazi for your stampede.
In late game this card means double draw, which is really good. Of course the situation where you can use it it's critical, but it can really helps to find the perfect answer.
Obviously this card is good for his second effect, which in a deck with 58 lands it's rather easy to activate.
Of course not the best land destruction, but it's really handy in the early stages of the game.
Great land, i love it! If you have it in your first hand you can start using its effect on turn 3 or 4, which is a great boost.
The main purpose of this card is to combo off with Dark Depths, but it may be useful in many other spots, and with the opponent's land too.
Slower manland, but instead of a 2/2 is a 3/3 with trample which is definitely more scary.
Ancient Tomb only for legendary spells, which means planeswalkers, Eldrazi and most importantly Azusa.
Seems rather odd, but it's a great land in order to make any land TAP for mana regardless their conditions while keeping their abilities.
Probably the slowest card in the deck. But maybe one day those tokens will save you..or not?
Funny Utility which will let you create a copy of any other non-legendary land with a great effect. Maybe another Maze of Ith?
Second only to Strip Mine, it's the nightmare of every stuck opponent.
Really good card, helps your creature tu survive to most of the hard removals and keep them safe from some aoes too.