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The most fun you can possibly have playing commander.

The Gameplan

This deck is extremely non-linear and is capable of playing multiple different game plans based on the opposition you expect to face.

Azami provides such a large amount of card advantage that she can play the role of a combo enabler, or an excellent refill in a control matchup.

Combing

Because untapping is so good in this deck, the simplest and most common way to win the game is to take extra turns until you get to the point that you can play your entire deck.

  • As with most of the combos this typically begins by building a strong manabase (preferably with Nkythos, Shrine to Nyx) and resolving a handful of wizards then either untapping with Azami or resolving a "miracle" Temporal Mastery (it's not such a miracle with Mystical Tutor + Personal Tutor + Long-Term Plans ).

  • Once you have untapped with Azami your goal is to get Nykthos if you do not have it and either cast / recur Time Warp or provide enough counter magic that your opponent functionally does not get a turn.

  • Once you have Nkythos and Azami search for Archaeomancer and recur Time Warp .

  • At this point all your bounce spells become time warp that which also draws a card and it is quite easy to win. The simplest infinite combo to setup from here is Archaeomancer + Snap while your devotion is >= 7

This deck was originally designed as a High Tide deck and has since morphed into more of a Nkythos, Shrine to Nyx deck. That being said, High Tide is still VERY good in the deck.

To combo with High Tide you need to have a good number of islands in play (4+), some rebuy effect ( Snapcaster Mage , Archeomancer, Jace, Vryn's Prodigy   without summoning sickness), and at least one way to untap your lands.

Mind Over Matter is a two-card combo with Azami and can often be used to generate enough mana to cast her. The only way to tutor the card is Long-Term Plans (though you could play Ethereal Usher ), as an enchantment it cannot be recurred, and it provides a very obvious (high cmc) target for counter spells. If you draw it you win, otherwise, I often use it as a filler in Intuition piles and instead try to win by amassing resources.
The primary reason for the inclusion of Time Spiral is to untap your lands, but it can also provide a great way to start a combo turn, refill after a counter war, or just to replace a clunky hand. Generally speaking, the best Time Spiral is the one you never need to cast as there is always some potential of fizzling after resolving it.

Time Spiral is also the only way to shuffle Nykthos and Mind Over Matter back into your deck.

Mind's Desire is often more of a win more card in this deck but it is VERY good against an opponent who is trying to sit back on counterspells and take advantage of the fact that Azami costs 5. Typically the setup for this is to build up mana and cards in hand without trying to push through a threat, then either play a bunch of cheap spells or start a counter war over a big spell followed by untapping your lands.
Dream Halls is a very dangerous combo piece because it can often enable the opponent to interact with you or else make a dangerous play if you are forced to pass the turn. That being said, combined with one of the untappers, Dream Halls can power some absolutely ridiculous turns.

Thoughts and Common Lines

Tutoring is very important in this deck and because the tutor options are so all very specific you need to plan ahead. Because of this, it is very common to chain tutors together. Merchant Scroll -> Mystical Tutor -> Time Warp etc... are very common lines.

Patron Wizard is the best wizard and provides a gameplan all of his own in addition to powering up Nkythos, Shrine to Nyx.

Archaeomancer is actually much better than Snapcaster Mage or Jace, Vryn's Prodigy   because it does not exile the card is thus can be bounced and replayed.

Minamo, School at Water's Edge can untap Nkythos.

If you untap with Captain of the Mists and Nkythos you have nearly infinite mana.

Riptide Director is mostly a backup Azami incase something truly tragic happens, the 4 mana activation cost is a lot.

Card Considerations

Candelabra of Tawnos

Candelabra of Tawnos Would be incredible in this deck but I don't own one.

Mox Amber and Mox Opal

Both of these could be turned on fairly easily, but neither consistently contributes to casting Azami faster in the current build. It may be possible to alter the deck (possibly dropping some of the other synergies) to make either or both of these viable.

Brainstorm , Ponder , Preordain , etc

TBH these are definitely good enough to be included and although the argument can be made that it is hard to play enough fetchlands in mono-blue, the real reason that I do not play them is to maintain the "Tribal Wizards" theme.

Sensei's Divining Top

Unlike the cantrips, Sensei's Divining Top (and Scroll Rack for those going deep) is actually not very good because your goal is to draw the entire deck so rearranging the top few cards does not matter much while the mana investment does.

Grim Monolith

I believe Grim Monolith is the best mana rock that is not in the deck. It is not included because it does not synergize well with extra turn spells and Azami only requires 2 colorless.

Narset, Parter of Veils

This deck does not play enough instants and sorceries for the minus ability to be great and the deck is already quite strong against control decks.

Hullbreacher

Hullbreacher is not a wizard...

Expropriate

If you have 9 mana, you have probably already won the game.

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Casual

99% Competitive

Date added 9 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

37 - 0 Rares

11 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.70
Tokens Elemental 1/0 U, Emblem Jace, Vryn's Prodigy, Emblem Teferi, Temporal Archmage, Morph 2/2 C
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