Azorius SignetAzorius Signet | Art by Greg Hildebrant
Greetings and salutations dear brewers, and welcome to a new installment of Branching Out, where I try digging deep within the EDHREC reaches to find weird ideas for fun brews.
This time, it's all about control, boredom, tediousness and sleep-inducing endless turns; about saying no to whatever question you're being asked; about becoming the Archenemy before the game even begins... Or so would assume anyone with a superficial vision of what these colors have to offer.
While Azorius () is indeed infamous for being a master of puppets, it still has its fair share of brews that won't get you kicked out of your LGS in a jiffy.
Before proceeding further, allow me clarify a point that has been asked several times in the comments of the previous iterations: Most of these ideas are better suited for a Bracket 2 to lower 3 environment.
These are, more often than not, janky and (hopefully) fun ideas, and while some could potentially perform in more competitive environments, that's not the point.
Most Played Azorius Commanders
With this disclaimer out of the way, let's first take a look at the most played commanders in these colors:
- Shorikai, Genesis EngineShorikai, Genesis Engine – 19,624 decks, with the most popular themes being Vehicles (6.2K decks), Artifacts (1.9K) and Control (514)
- Hylda of the Icy CrownHylda of the Icy Crown – 11,896 decks, with the most popular themes being Snow (833 decks), Control (677) and Tap/Untap (440)
- Brago, King EternalBrago, King Eternal – 11,250 decks, with the most popular themes being Blink (2K decks), Control (328) and Combo (278)
- Mendicant Core, GuidelightMendicant Core, Guidelight –10,181 decks, with the most popular themes being Artifacts (1.1K), Affinity (185) and Tokens (184)
- Grand Arbiter Augustin IVGrand Arbiter Augustin IV – 9,962 decks, with the most popular themes being Stax (2.6K), Hatebears (389) and Control (346)
Control is certainly a heavy theme there, as are Artifacts. Let's have a look at the top tags in to see if the trend is confirmed:
- Artifacts – 9,106 decks
- Blink – 9,074 decks
- Vehicles – 7,810 decks
- Wheels – 6,033 decks
- Flying – 5,087 decks
No Control there, but by a tiny smidge. It's in sixth position, with 5,083 decks, toe-to-toe with Flying.
With all of this in mind, let's try finding some interesting ideas outside of this range. Let's crank those imaginations wheels!
Taigam, Ojutai MasterTaigam, Ojutai Master
Let's begin this journey with a commander that sees decent play, yet not quite as much as it ought to. With the right crew, Taigam is an exceptional value outlet.
There are several ways to build this, from a relentless Voltron to an extra-turns churning abomination to heavy board control, or simply as a recursion engine.
Today, I'd like to focus on two specific aspects: spellslinging and token-makers. More specifically, I think there's some untapped potential with the plethora of cards that care either about the second card drawn each turn, or when you cast instants or sorceries.
This is a go-wide strategy with a twist, as you're keeping things somewhat fair, just making sure Taigam provides a steady flow of triggers.
The beauty of this is that he isn't all that necessary to the plan. Sure, he'll allow you to recast a flurry of spells, but if he was to be stopped in his tracks in some way or another, there are enough outlets out there to keep the stream going.
You could also consider playing a secret secondary commander with Zethi, Arcane BlademasterZethi, Arcane Blademaster in the 99, getting to recast a bunch of juicy spells in the late game.
To make this work, you'll need:
- Cantrips, cantrips and more cantrips: With Taigam, this will ensure a steady stream of card draw, keeping your hand full. Get a good measure of BrainstormBrainstorm, PonderPonder, Serum VisionsSerum Visions and the like.
- Token-makers: These are the meat and bones of the deck. There are a decent number of cards that will trigger either when you draw your second card or when you cast a noncreature spell, an instant, or a sorcery.
- Alandra, Sky DreamerAlandra, Sky Dreamer
- Detective of the MonthDetective of the Month
- Emrakul's MessengerEmrakul's Messenger
- Homunculus HordeHomunculus Horde
- Deekah, Fractal TheoristDeekah, Fractal Theorist
- Trigger-happy outlets: Since you're casting a flurry of spells, you might as well add some that benefit from that.
- Cunning BreezedancerCunning Breezedancer can grow big extremely fast,
- Archmage EmeritusArchmage Emeritus and Archmage of RunesArchmage of Runes provide great value,
- Kykar, Zephyr AwakenerKykar, Zephyr Awakener makes tokens and can protect your commander in a pinch,
- Soulblade DjinnSoulblade Djinn gives pseudo-prowess to your board.
- Finishers: A board of tiny tokens is nice; a board of huge monsters is even better. Pack in a few ways to close out games. Candlekeep InspirationCandlekeep Inspiration, Jazal GoldmaneJazal Goldmane, or Knowledge Is PowerKnowledge Is Power, among others.
You'll like this deck if:
- You enjoy going wide.
- You wish to draw a ton of cards over time.
- You believe decks shouldn't be too commander-centric.
- You like big surprise attacks.
You won't like this deck if:
- You don't want to keep track of a million triggers each turn.
- You wish to cast big splashy spells.
- You're not the type to pace yourself.
- You consider tokens to be but cannon fodder.
Rasaad yn Bashir and Dungeon Delver
Let's continue our delve with a pair that doesn't see a lot of play. With 722 decks, this isn't really something you're likely to encounter at each and every corner of any given LGS. Still, there's some interesting potential here.
In a way, this isn't too far from strategies more commonly played with Arcades, the StrategistArcades, the Strategist or the more recent Felothar the SteadfastFelothar the Steadfast.
There's a twist though, in that you rely strongly on getting the initiative to get things rolling. The tricky part is that in the best case scenario, you need the initiative prior to attacking to trigger Bashir and double all butts.
The goal here, therefore, is threefold: Get some big toughness beasties on the field, grab and hold onto the initiative, have a backup plan to get it back if it's nabbed from you.
Given the clunkiness of this strategy, I would strongly suggest you keep this to Bracket 2 pods.
To make this work, you'll need:
- The initiative: There are currently 10 cards that give you the initiative, and I'd strongly advise you to play them all, even if some are mediocre at best.
- Big butts: Luckily, there's no scarcity of big toughness creatures in these colors. Indomitable AncientsIndomitable Ancients, Caelorna, Coral TyrantCaelorna, Coral Tyrant, Charix, the Raging IsleCharix, the Raging Isle, Daxos, Blessed by the SunDaxos, Blessed by the Sun... Some of them will even help you venturing further into the dungeon, which is a nice added bonus.
- A few blink outlets: These will allow you to take the initiative back for a big swing. Eerie InterludeEerie Interlude, EphemerateEphemerate or Ghostly FlickerGhostly Flicker come to mind.
- Toughness-matters enablers: There are a few great outlets that will directly or indirectly benefit from you having low-powered creatures:
- Delney, Streetwise LookoutDelney, Streetwise Lookout turns Bashir's attack trigger into a an even scarier prospect
- Bar the DoorBar the Door is a cheap OverrunOverrun effect
- Expel the InterlopersExpel the Interlopers will more often than not leave your board intact or close to
- Ascend from AvernusAscend from Avernus will revive your graveyard for a puny ...
You'll like this deck if:
- You like convoluted plays to get to your end.
- You enjoy the dungeon mechanic...
- ...but don't want it to be at the heart of your strategy.
- You like big butts and you cannot lie (Where have I seen this before?).
You won't like this deck if:
- You hate Rube Goldberg machines.
- You believe power is to strike and toughness is to endure.
- You want your Background to be somewhat related to your strategy.
- You like throwing your punches in higher Brackets
Temmet, Vizier of NaktamunTemmet, Vizier of Naktamun
The previous list went wide, so let's go tall. Temmet is a sadly underplayed commander that has a ton of potential to hit big and hard.
There are essentially two ways to make a token decent enough to be worth sending into the fray: copy one of your own creatures, or copy one on an opponent's board. I'll be honest, I rather like the idea of getting the good stuff from other battlefields, and keeping a few contingency plans of my own, just in case there's not enough stuff worth making a copy of.
Sure, it's going to be a bit clunky, but the main advantage is that it's also going to scale remarkably well with how threatening the table is.
There are currently almost 100 cards that contain the words "token," "copy," and "create" in these colors. And while not all of them are actually relevant, it's still more than enough for this purpose.
Add a few lifegain enablers, and you're in for a fun ride.
To make this work, you'll need:
- Ways to make big tokens: Benthic AnomalyBenthic Anomaly, while mana intensive, may be one of the best options, but don't underestimate Rite of ReplicationRite of Replication Elminster's SimulacrumElminster's Simulacrum, See DoubleSee Double or Theoretical DuplicationTheoretical Duplication.
- Don't forego token generators such as Mimic VatMimic Vat or the hilarious Phyrexian ProcessorPhyrexian Processor. Just make sure you're running enough spells to consistently create a nice big boy.
- Pillowforts: Your board isn't going to be that populated, so you want to make sure you have the means to protect yourself. White Fog effects, PropagandaPropaganda, Ghostly PrisonGhostly Prison, and the like are your friends.
- Lifegain outlets: Auras such as Spirit LinkSpirit Link or LifelinkLifelink, or Equipment such as ShadowspearShadowspear, Basilisk CollarBasilisk Collar, or BatterskullBatterskull which comes with its own Germ token. You need to keep your life total fairly high to survive the odds.
- Contingency plans: Don't underestimate other living weapon artifacts.
- Kaldra CompleatKaldra Compleat is frightening enough,
- Bitterthorn, Nissa's AnimusBitterthorn, Nissa's Animus is a great ramp outlet,
- Helm of the HostHelm of the Host could go out of control,
- Grafted ExoskeletonGrafted Exoskeleton could spell doom for any opponent.
- And why not a few cheap spells with populate, to make sure you have options!
You'll like this deck if:
- You don't want to bother with blockers.
- You like toying with your opponents.
- You enjoy generating massive tokens.
- You think Azorius deserves to kill through combat damage as well.
You won't like this deck if:
- You're not thrilled by uncertainty.
- You like well-oiled machines.
- You don't like hiding behind huge walls.
- You believe Azorius should control, not conquer.
Volo, Itinerant Scholar and Folk Hero
For this next concept, I'd like to give a huge shoutout to Jordan Pridgen from the Command Zone podcast. I really enjoyed the concept, so much so that I wanted to cover the idea in this article. If you don't feel like reading, you can find his decklist right here.
This is both another underplayed commander – 368 decks – and a great creative space all in one.
The core idea is to draw an insane amount of cards both with Volo and his Background, by playing a vast array of creatures that are either Human or Wizard and something else. The first two will trigger a steady flow of cards thanks to Folk HeroFolk Hero, while the other type will enrich Volo's Journal over and over, leading to absolutely massive draws.
There are, at the time of writing, 2,083 cards with either type, so you're bound to find something to your liking. Plus, this weird brew enables some crazy alternate win-cons, such as Twenty-Toed ToadTwenty-Toed Toad or TriskaidekaphileTriskaidekaphile.
To make this work, you'll need:
- A batch of varied creatures: Each one needs either the type Human or Wizard, as well as something else different than anything else in the deck. This in itself makes for a fascinating brewing session, looking for whatever card you can add that brings in another type while being useful on its own.
- Protection outlets: Once Volo's Journal becomes big enough, you can be sure your commander won't be long for this world.
- A few untap outlets: Because activating Volo once is nice, but doing it twice is even nicer.
- Finishers: Because drawing cards is all well and good, but games need to end at some point.
You'll like this deck if:
- You like drawing cards...
- ...and then more cards...
- ...and then some more...
- ...and again. And again. And again.
You won't like this deck if:
- You're a lazy brewer. This is something that requires a little time and dedication.
- You don't want to rely too much on your commander.
- You're uncomfortable with having too many choices at hand.
- You don't enjoy playing with janky cards.
Cid, Timeless ArtificerCid, Timeless Artificer
Let's end this episode with a lighter build.
I've always loved cards that remove the one-per-deck restriction. It's silly, I know, but I still enjoy the idea quite a lot. And despite the fact that I still hate Universes Beyond, Cid is still an amazing commander. My only regret is his price. At $4 apiece, getting 25 of these (at least) isn't going to be cheap.
Nevertheless, I believe Cid sports several significant advantages that should justify him being played in more than 327 decks.
First, it's easy to build. Slap in 25 of those in the main deck, add some artifact beaters with evasion, 36 lands, a few draw, removal, and ramp spells, maybe a couple of evasion enablers, and voilà: you've got yourself a killing machine, as Cid will pump your board sky high.
Better still, you can cycle him to fill your bin at your leisure. Just make sure you're keeping a different version in the command zone to avoid confusion when tracking the eventual commander damage.
Second, it's an easy deck to pilot, making it ideal for a new player to try Commander. There are no weird interactions, no sneaky plays, just blunt force. Play Cid, grow the pump, smack with artifacts. Plain and simple.
Third, you can gradually make it more complex as you go. Want to add in some affinity? Control? Want to switch to noncreature artifacts? Want to turn Cid into a Hero for a Voltron smack? All of that and more is possible.
To make this work, you'll need:
- Cids: It's fairly obvious, but if you want to consistently smack down, you'll need at least 20-25.
- Cheap evasive artifacts: Uthros Research CraftUthros Research Craft, OrnithopterOrnithopter, Gold-Forged ThopteryxGold-Forged Thopteryx, Thought MonitorThought Monitor
- Cards that benefit from casting artifacts: Sai, Master ThopteristSai, Master Thopterist and Efficient ConstructionEfficient Construction, among others, will spew out a slew of evasive tokens.
- Changeling enablers (optional): Want to smack with Cid? Slap in a Maskwood NexusMaskwood Nexus, some Wings of Velis VelWings of Velis Vel, or any other spell that will turn your commander into a Hero.
You'll like this deck if:
- You enjoy the idea of playing a timeless character.
- You believe artifacts are for smacking faces.
- You already built decks with Relentless RatsRelentless Rats, Hare ApparentHare Apparent, or Persistent PetitionersPersistent Petitioners.
- You're not one to worry too much about stack interactions.
You won't like this deck if:
- You believe that Commander decks should show diversity, not uniformity.
- You refuse to play with cards from Universes Beyond.
- You like creatures to stand on their own, and not rely on anthems.
- You don't like going into the red zone.
Conclusion
Another one down, two more to go. I hope you enjoyed this journey into the uncanniness Azorius can offer.
Now I'd like to hear from you. Any deck strike your fancy? Any you'd care to build? Already built?
Let me know in the comments below, and I'll see you in two weeks!
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Arnaud Gompertz
Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.
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