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Lost and Found (Azusa Primer) Optimized

Commander / EDH Aggro Eldrazi Mono-Green Ramp Stax

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Creature (1)

Enchantment (1)


Intro and Power Level

This one is for those who love to be hated. I have been building this deck and slowly tweaking it over the course of about 5 years. With the sheer ability to conjure utter destruction as early as turn 2, it becomes very difficult for your opponent to not only comprehend the events unfolding before them, but to frantically search for answers for problems they don't even know they are having. This deck is easily a turn 5-6 win but has a more consistent turn 7 win. If you go by the guide from r/cedh, you're looking at a Tier 7/8 deck. Keep in mind that this deck is more of a lands matter deck rather than a go wide deck. Your lands will help win you the game.

Why should I play this deck?

Azusa is a force to be reckoned with frankly. It has generally good match ups most of the time other than infect or turn 0-2 infinite combos. If you like hard casting the biggest creatures ever printed in Magic on turn 4-5 then this is the deck for you. If you like turning creatures 90 degrees and hitting your opponent with a magnitude 6 earthquake then this is the deck for you. If you like watching your opponents concede on turn 3-5 then this is the deck for you. If you like controlling the board with creatures and land destruction then this is the deck for you. If you like playing lands, then this my friend, is the deck for you.

Why shouldn't I play this deck?

You should not play this deck if you like to play 1 land a turn and say pass. You should not play this deck if you like to kill your opponents without any creatures. You should not play this deck if you like to turn 0 infinite combo. You should not play this deck if you like having friends.

The Juice

Your main goal is to ramp harder than anyone else in the game, 1v1 or multiplayer and play massive Eldrazi titans on turn 4 or 5 and swing hard. If all else fails, we have back ups which we will go over.

Mana Ramp and Vorinclex

There are a variety of ways to win with this deck aside from the obvious Eldrazis. With our dangerously fast mana rampers such as our elves, Burgeoning, Exploration, Azusa, Lost but Seeking, Oracle of Mul Daya, etc. Vorinclex, Voice of Hunger can be make an appearance very early on in the game essentially eliminating your opponent immediately. Ideal turn 1 and 2: Forest > Exploration > Forest > Elvish Mystic, Turn 2: Forest > Natural Order > Sacrifice Elvish Mystic > Vorinclex, Voice of Hunger which usually will result in a scoop.

Land Destruction

If you sincerely despise having friends, this is will be your go to K.O. With Crucible of Worlds/Ramunap Excavator you'll be able to run Strip Mine up to 5 times per turn if you have Exploration and Oracle of Mul Daya out allowing 5 lands per turn. You could include other cards to allow 6 or even 7 lands per turn, but it gets excessive (lol). If you do have the ideal draw as stated above, you could Natural Order into the terastadon and blow up all their early land drops.

Titania/Baloths w/ Crucible/Ramunap

This combo can get seriously dummy. Having Rampaging Baloths or Titania, Protector of Argoth out alone is scary enough, however, when both of the token generators are present, it can get wild while you play fetches from the grave 4-5 times a turn making a bunch of 4/4s and 5/3s. This combo is definitely scary if your opponent doesn't have any board wipes, and while this combo exists and has won me games, it most likely isn't going to last very long.

Emrakozilog

Now for the elephant(s) in the room, Kozilek, Butcher of Truth, Emrakul, the Promised End, and Ulamog, the Ceaseless Hunger. There's not much really talk about with these bad boys, they pretty much speak for themselves. You're going to want to get Kozilek into your hand quickly with tutors and get him out quick for the card draw and have your opponent burn removal on him. Since we will have the ability to retrieve our tutors back, the first time Kozilek enters will most likely be for the draw and the removal burn. Emrakul is a massive game changer (obviously). If you aren't able to get damage in with your grounders, Emrakul will get you there with the flying and is difficult to kill. Ulamog is strong for mill and exiling permanents.

I can't win but I can't lose

"The thing is so stupid." "I am just going to scoop because I can't do anything about this." These are some things you'll be hearing when the WTF of all cheeses knocks on the door. Glacial Chasm is just so dumb that it works in this deck as a last resort for you to figure your shit out when all is going to absolute hell. When you misplay, Glacial Chasm. When your opponent populates Desolation Twin 20 times, Glacial Chasm. When your board state gets Cycloned, Glacial Chasm. This dumb land is so strong in this deck, that even if your opponent has land destruction, Glacial Chasm will live forever. Now if your opponent is able to remove Glacial Chasm at instant speed prior to their attack, you will have some issues, however we have many things to prevent that from happening. Allow me to explain. Heroic Intervention can give Glacial Chasm hexproof and indestructible until the end of turn. City of Solitude will prevent your opponent from doing anything on your turn. With all your LD in your deck, you can quickly remove all of their LD before you even bring Glacial Chasm into play. And with Burgeoning, you can throw Glacial Chasm into play on their turn and force them to do things they don't want to do. Now you will most likely have Crucible or Ramunap out allowing you to play Glacial Chasm every turn without paying the life upkeep. Some problems you will run into with this is obviously your opponent removing Crucible or Ramunap, however with cards such as Restock, Praetor's Counsel, Eternal Witness, Petrified Field, there will be ways to get Glacial Chasm, Crucible of Worlds, and Ramunap Excavator back, unless they exile them (we won't talk about that). I have ran Temur Sabertooth in the past to blink Ramunap to allow for additional protection but removed him for consistency, considering bringing it back. You can even hide any of these cards with Song of the Dryads and then remove the enchantment later on, but only for last, last resorts. This combo is achievable in about 80% of your games.

Creatures

Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger, and Emrakul, the Promised End can be cast/put into play very early in the game to win or send your opponents in a frenzy.

Arbor Elf, Elvish Mystic, Llanowar Elves, and Birds of Paradise are obviously used for early game ramp and sac fodder for natural order.

Ramunap Excavator for another Crucible of Worlds.

Acidic Slime, terastadon, and Woodfall Primus for board control.

Eternal Witness to recur important engines or cards such as Crucible of Worlds, Primal Command, Ramunap Excavator, or pretty much anything you need to get back.

Courser of Kruphix and Oracle of Mul Daya for deck thinning and getting those 2-5 land drops per turn. If you are starving for mana somehow and if you have Chord of Calling or Green Sun's Zenith you will want to get one of these out soon to help with ramp.

Titania, Protector of Argoth and Rampaging Baloths for early token generation and additional board overload.

Vorinclex, Voice of Hunger for early Natural Order tutor to prevent your opponents from doing much.

Craterhoof Behemoth good for entwining Tooth and Nail later in the game to come in with your Eldrazis.

Lands

Emergence Zone is a sleeper in this deck because of how much mana you'll have. You can easily flash in any Eldrazi titans or Craterhoof Behemoth to buff your titans.

Eye of Ugin for tutoring for the titans and casting them even earlier.

Glacial Chasm as mentioned earlier can prevent damage done to you and can be recurred with Crucible of Worlds and Ramunap Excavator.

Misty Rainforest and every other fetch land for deck thinning and synergy with Rampaging Baloths and Titania, Protector of Argoth

Dark Depths for a mana sink. Dark Depths combined with Thespian's Stage can make for easy 20/20 flying and indestructible on turn 3 or 4 if you get good draws.

Strip Mine for a wincon or utility.

Yavimaya Hollow for regeneration. This will most likely be the first land your opponents destroy.

Field of Ruin is great for a chump blocker generator. This most likely won't win you the game, but it's a threat.

Artifacts

Caged Sun not for green creature buff but for double mana production. We use Caged Sun rather than Gauntlet of Power to allow ourselves additional mana rather than our opponents. Even though Sun costs 1 more, having this out a turn later than Gauntlet isn't game breaking.

Expedition Map because we have a lot of utility lands and being able to get them is important.

Perilous Vault because sometimes things will not go your way. All Is Dust is great but for 2 more mana we can exile everything.

Instants/Sorceries

Every instant and sorcery here are pretty much green staples.

Realms Uncharted is good for getting 4 lands that you need. With Crucible of Worlds/Ramunap Excavator it doesn't matter what pile your opponent picks for your hand, you'll be able to get any land you tutor for.

Praetor's Counsel is basically a late game win.

Chord of Calling and Tooth and Nail for easy Eldrazi tutor.

Stax

City of Solitude and Hall of Gemstone for obvious reasons. City of Solitude probably won't stay for long so you don't need to worry about getting rid of it yourself.

Planeswalkers

Ugin, the Spirit Dragon is too good not to include. Great for removal as well as a great ultimate.

Nissa, Worldwaker is great at making chump land blockers. Being able to recur the lands is easy with Crucible and Ramunap. her ult will almost never go off, but if you do, it's a game changer. She may get removed from the list later, but for now it's doing okay.

Nissa, Vital Force and her ultimate are very strong. She comes in at 5 and at 6 you can ult her making her very easy to ult and generate amazing card draw potential, which is vital, pun intended.

Nissa, Who Shakes the World is recently added. Her passive is very nice ramp allowing us to ramp even harder. She will be harder to ultimate but if we can, it will allow for a very nice pillow to rest on.

Enchantments

Abundance is insane for controlling draws later in the game. Pair this bad boy with Courser of Kruphix or Oracle of Mul Daya for some nice synergy.

Sylvan Library is great for early game. Always pay the 8.

Song of the Dryads is just the best removal in the game. you can also use it to hide your own permanents.

Burgeoning and Exploration for obvious ramp.

Suggestions

Updates Add

Freyalise is very good for utility, however Nissa, Who Shakes the World has better synergy for what we are trying to do. if we can get the ultimate off, it would be very huge for us,

Comments

Casual

96% Competitive

Revision 3 See all

(4 years ago)

+1 Crop Rotation main
+1 Dryad Arbor main
-1 Elixir of Immortality main
-1 Forest main
Top Ranked
Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

42 - 0 Rares

14 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.98
Tokens Beast 3/3 G, Beast 4/4 G, Elemental 5/3 G, Elephant 3-3 G, Emblem Nissa, Vital Force, Emblem Nissa, Who Shakes the World, Marit Lage, Zombie 2/2 B
Folders Mono Green, Commander
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