Maybeboard


This is an Azami primer, hence the name. It is not like other primers. Unlike other primers, this one is built around 3 different strategies

there's tribal, control, and spam. Pick 'yur poison.

1) why Azami? 2) why THIS variation of her?

1) She's easy to build, easy to use, and works very well.

2) Its cheap- It may be $230, but thats mostly from a few individual cards. All you really have to do is get her, some land, and a bucket-lode of 1 cost and 2 cost wizards, along with a lab maniac. This variation also tends to run much quicker than others, due to, well, the 1 cost wizards.

This deck tends to combo out REALLY quickly due to the low mana cost spells that draw into more immediately. There's some issues with this deck, though. it still needs more of a way to prevent the countering of lab maniac and/or psychosis crawler, so If you know a way to deal with that, do tell. The side board on this deck is mostly for more tribal enhancers. B/c they aren't required for the deck to run smoothly, they stay over there, but its always good to have an alternate win-con if psyc and maniac fail.

Cards to watch out for when playing the deck

These are cards that should be countered at almost any cost. They will mess up the deck, and chances are, cause you to lose.

Trinisphere- this is probably one of the worst cards to face off against. It makes all your stuff cost 3, and that shuts down the deck. If you can deal with it for just ONE TURN, do it.

Pithing Needle, Phyrexian Revoker and other effects of the sort- I'm not completely sure of this, but they will prevent azami from using her ability, causing the entire deck to fall apart- COUNTER AT ALL COSTS.

Nevermore , Voidstone Gargoyle , Meddling Mage , and Exclusion Ritual - They prevent azami from being played, also causing the deck to fall apart-COUNTER AT ALL COSTS.

Any boardwipe- Hopefully the game goes quickly enough for you that you win on t7, hopefully without them drawing a boardwipe, but this can happen. If they try to boardwipe, you have 2 options that really depend on your situation- if you're all set up, COUNTER IT. if its very early game and you still have a big hand, just let it go and save the counter for another day.

Peer Pressure and Artificial Evolution - these 2 cards are used for the mirror match, and should be countered at all costs. If Peer Pressure goes off, it could leave you without a field, and Potentially, without azami. If Artificial Evolution goes off, BAD things will happen. chances are they'll target azami and name something random, like homarid, and you'll be eternally fucked. however, I'm still not sure if this change sticks around after she's gone back to the command zone.

Lodestone Golem, Grand Arbiter Augustin IV, Brand of Ill Omen , Feroz's Ban - these will prevent you from pumping out creatures quickly- counter them.

Mana Maze , Ethersworn Canonist, Curse of Exhaustion, Arcane Laboratory, Eidolon of Rhetoric, Rule of Law- These will also prevent you from comboing out quickly, but these are much worse than the last one. These STOP you dead in your tracks, while the others just slow you down-These should be countered at ANY COST NECESARY!

Silence effects- simple, counter it if you're going to win, don't if you aren't planning on doing anything.

Plagiarize , Uba Mask (kinda), Spirit of the Labyrinth, Possessed Portal, Notion Thief, Shared Fate (okay if mirror-matching), Omen Machine , Maralen of the Mornsong -these will stop you from drawing-counter them at al costs.

Breathstealer's Crypt , Underworld Dreams, Fate Unraveler, nekusar the mind razer, Spiteful Visions, Kederekt Parasite, Phyrexian Tyranny, Tainted AEther - Whenever you draw a card (or in tainted aether's case, play a spell), you get hurt. This won't stop you from comboing out, but it will prevent you from winning after you do- counter it.

More choices of what to run

The mainboard is filled with things you should be running, cheap wizards, counters, etc. The sideboard is where this gets a bit more customizable, unique, and complex. This is also suggested for if you want to make it less competitive, more group friendly, or just have a different approach.

Options for tribal

Brass Herald is ideal if you want this to have a bit more tribal in it. When it comes in, you get more wizards to play, so its very useful if you're running out of a hand, need more people, or even just for the +1/+1.

Call to the Kindred- this is a card similar to Brass Herald, in it looking at the top few cards and taking a wizard. It can be useful to get out more creatures faster and allows you to keep digging for lab maniac every turn.

Coat of Arms THIS CARD is easily the most powerful card in the deck for tribal purposes. chances are you'll have at least 10 wizards out. Swing for 100 There really isnt much else to explain, If you're going to do tribal, you're going to need this card.

Distant Melody- A great card that will draw you many more. what it basically does is double your output of cards for one turn for 4 mana. now THAT is value.

Diviner's Wand - lets say to play this turn 3, equip it turn 4. turn 5 you get azami out. at this point you'll probably have at least 7 or so wizards. tap 6 (all but the equipped one), draw 6 cards, then swing for 7 damage, and even more the next turn. Above all else, its just a very solid card.

Door of Destinies- This card goes f**king CRAZY in this deck. you'll have casted at least 15 guys by turn 10, and lets say 10 were after the door. SWING FOR 150!!! VALUE!!!

Inspired Sprite - just like the door, this card goes crazy in this deck, and you can see why. Just read the card and you'll understand just why it useful for tribal.

Konda's Banner - another mass buff spell for this deck, Konda's Banner will give +2/+2 to your field as long as its on azami (or any other one of the legendaries), and that will easily cause the death of anyone who gets in your way.

Nameless One its as big as the rest of your field. no explanation needed.

Sage of Fables -this card is just another thats used for mass buffs. It can also be useful if you really need to draw cards.

Peer Pressure- this is only used for the mirror match, and damn it works. If it resolves, you take all their stuff (including their azami, hopefully) and it wrecks them. if you do get their azami, just sacrifice yours and keep it.

Options for extra control

Spell Crumple- an obvious addition, Spell Crumple will get rid of their combo piece for good (hopefully).

Rayne, Academy Chancellor - One of the most interesting cards ever printed, Rayne is extremely useful against a variety of decks. While most of the time she may not be enchanted, her ability will still get you 1 card per target, hopefully swaying your opponent into making a different choice.

Meishin, the Mind Cage- Chances are you weren't planning on attacking, right? Well, this will help you out a lot in that case. Meishin will prevent you from being hurt by most things due to your most likely incredibly huge handsize.

Vedalken Orrery- running one of these will give you many more options. It allows you to keep your entire board open until you need to make a decision, and can throw the opponent off of whether you have a counterspell, or you just want to flash something in at the end of their turn.

Mana Short- its a full round of them doing nothing. Need I say more?

Ertai, Wizard Adept- its a reusable counterspell, what more explaining do you need?

Barrin, Master Wizard - clear their board of pesky creatures at the price of your own.

Beguiler of Wills- Take away their peaky creature and hit them with it!

Options for more draw

Anvil of Bogardan- draw 1 more and discard 1, its that simple.

Bident of Thassa and Coastal Piracy - If you're using the attacking strategy, these are for you. instead of tapping your creatures for cards, hit the opponent for draw! Win/Win!

Slate of Ancestry - before tapping all your guys out, use this! discard your tiny hand for a huge one!

Skullclamp- If you need to draw a few more cards to win, or just b/c you want to, this is a great card. just sac 1 of your guys and get 2 more cards.

Options for extra turns

Beacon of Tomorrows- A great option for this. While it is a bit costly, it gets shuffled back in, which means you can use it again and again, causing infinite combos.

Magosi, the Waterveil- simple exchange of turns, simple as that. While I don't use it much, Many people enjoy using Magosi to win games on the extra turn.

Plea for Power - No matter which option is chosen, Its amazing for 4 mana. There is no reason NOT to include this if you plan to use extra turn cards.

Time Warp- another turn? sweet!

Walk the Aeons - The same as time walk, but the difference being this has a flashback. If you ever really need to win a game, this is your card.

Other Options

Aether Vial- a very useful card. As long as you just keep it on one, you can throw out another wizard every turn.

Cloud Key- this is a maybe card, but is still useful depending on how you use it, and as such, should never be out of the question as a card to use.

Fabricate- this will allow you to grap the door, Coat of Arms, or Obelisk of Urd to use to buff your wizards.

Fact or Fiction- gets you what you want when you want it, just a solid card!

Parallel Thoughts- this card will allow you to get all of your combo pieces all at once. there is a risk of Naturalize, though.

Wonder- gives you Flying. who doesn't want flying?

Faces of the Past - If you ever face off against a bunch of kill spells, this will allow you to get the most bang for your buck, given that you're buck's going to die.

thank you for looking at this! If you liked it, please +1 the deck, it really helps things out. Also, If you feel as though I missed anything, please tell me what I missed, its good for the primer. My main goal for this deck is to get to 50 upvotes, so every single one counts. Have a nice day, and I hope this primer was useful to you!to you

Suggestions

Updates Add

Why is this deck $230? It shouldn't be that much b/c of all of the junk cards in it. Anyone got a clue?

Comments

Revision 6 See all

(9 years ago)

+1 Dissipate main
-1 Snapcaster Mage main
Date added 9 years
Last updated 9 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

20 - 0 Rares

14 - 0 Uncommons

33 - 0 Commons

Cards 100
Avg. CMC 2.17
Tokens Morph 2/2 C
Folders bootylicious, possible commander decks that i might buy, Cool Deck Ideas, Commander, Book Tribal, Commander
Votes
Ignored suggestions
Shared with
Views