joelbc
435 views44 hrs ago
Commander
Size: 99Est cost: $267.13Salt sum: 54.1
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{"ops":[{"insert":"[edhpowerlevel.com] - 6.39/10 - Bracket 2 (recommended 4 due to Lighthouse Chronologist and Walk the Aeons, but these are both really slow)\n\nThis is a slow, straightforward, fairly strong bracket 2 Wizards deck. If the deck weren't so reliant on Azami, or if I played stronger card quality, then I'd consider it bracket 3. But really this deck just wants to play wizards and draw lots of cards.\n\nGame plan:\nIn the early turns of the game, play ramp pieces and maybe a wizard or two. Attempt to keep a low profile."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Play Azami as soon as you can afford her and have some form of protection up. Best to equip a greaves or whatnot. She is the engine of the deck and what will determine whether you win or lose."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once Azami is in play and you have some Wizards, play draw-go as best you can. Focus on drawing as many cards as possible via Wizards and spells on your opponents turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove threats as necessary while you hold up mana on other turns. On your own turn you can cast some of the sorcery speed mass disruption which is nearly all one-sided. This'll catapult you ahead but probably also make you the enemy of the table."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The engine can get out of hand pretty fast. Once you've drawn 20 cards or something it's pretty easy to win with something like High Tide + Snapcaster Mage feeding a big turn with Shark Typhoon. Alternatively, you can try to draw your entire deck and win with Lab Maniac or Jace. Probably the easiest win, and one I kinda avoid personally while playing it since I usually try to play this at lower power tables, is to win with Triskaidekaphile. Getting thirteen cards in hand is trivial if you can get Azami's engine setup."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThoughts on future changes:\nAs of right now, the deck basically has everything it needs to operate well at the bracket it's in. I could definitely see myself cutting down on the amount of disruption I play, since it's pretty high. But at the same time having the whole gameplan be card draw makes it so that the high amount of disruption really just helps it function. So I don't really have much desire to change this deck besides slotting in the occasional cool new Wizard card. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maybe the Wizard count could be a bit higher? More cheap Wizards?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWeaknesses:\nAzami's expensive and squishy, and absolutely vital. When she gets removed it usually sets you back a whole turn or two at the least."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Besides a lot of disruption to remove creatures, the deck doesn't have much of a strategy for handling aggressive decks. You almost never want to block with Wizards. It usually takes some damage in the early game while it's getting setup."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThis deck is really fun to play, but it's also quite straightforward. I definitely have a soft spot for Azami, and I love having an iconic mono-blue deck. Compared to my other builds this deck is pretty boring, so I don't often reach for it. But when I do I always enjoy playing it, assuming that I'm not prevented from playing Azami and can at least draw some cards.\n"}]}
Card Advantage
Arcane Artisan
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card.
When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
Creature - Human Wizard

Twenty-Toed Toad
Your maximum hand size is twenty.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Creature - Wizard Frog

Card Advantage
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Mass Disruption
Kiora Bests the Sea God
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create an 8/8 blue Kraken creature token with hexproof.
II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step.
III — Gain control of target permanent an opponent controls. Untap it.
I — Create an 8/8 blue Kraken creature token with hexproof.
II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step.
III — Gain control of target permanent an opponent controls. Untap it.
Enchantment - Saga

Mass Disruption
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Plan
Vedalken Aethermage
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, return target Sliver to its owner's hand.
Wizardcycling (, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
When this creature enters, return target Sliver to its owner's hand.
Wizardcycling (, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
Creature - Wizard Vedalken

Wizard's Spellbook
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
Artifact - Book

Plan
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Ramp
Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Ramp
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Targeted Disruption
Kheru Spellsnatcher
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.
When this creature is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.
Creature - Wizard Snake

Targeted Disruption
(CTRL to add secondary)
Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"[edhpowerlevel.com] - 6.39/10 - Bracket 2 (recommended 4 due to Lighthouse Chronologist and Walk the Aeons, but these are both really slow)\n\nThis is a slow, straightforward, fairly strong bracket 2 Wizards deck. If the deck weren't so reliant on Azami, or if I played stronger card quality, then I'd consider it bracket 3. But really this deck just wants to play wizards and draw lots of cards.\n\nGame plan:\nIn the early turns of the game, play ramp pieces and maybe a wizard or two. Attempt to keep a low profile."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Play Azami as soon as you can afford her and have some form of protection up. Best to equip a greaves or whatnot. She is the engine of the deck and what will determine whether you win or lose."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once Azami is in play and you have some Wizards, play draw-go as best you can. Focus on drawing as many cards as possible via Wizards and spells on your opponents turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove threats as necessary while you hold up mana on other turns. On your own turn you can cast some of the sorcery speed mass disruption which is nearly all one-sided. This'll catapult you ahead but probably also make you the enemy of the table."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The engine can get out of hand pretty fast. Once you've drawn 20 cards or something it's pretty easy to win with something like High Tide + Snapcaster Mage feeding a big turn with Shark Typhoon. Alternatively, you can try to draw your entire deck and win with Lab Maniac or Jace. Probably the easiest win, and one I kinda avoid personally while playing it since I usually try to play this at lower power tables, is to win with Triskaidekaphile. Getting thirteen cards in hand is trivial if you can get Azami's engine setup."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThoughts on future changes:\nAs of right now, the deck basically has everything it needs to operate well at the bracket it's in. I could definitely see myself cutting down on the amount of disruption I play, since it's pretty high. But at the same time having the whole gameplan be card draw makes it so that the high amount of disruption really just helps it function. So I don't really have much desire to change this deck besides slotting in the occasional cool new Wizard card. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maybe the Wizard count could be a bit higher? More cheap Wizards?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWeaknesses:\nAzami's expensive and squishy, and absolutely vital. When she gets removed it usually sets you back a whole turn or two at the least."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Besides a lot of disruption to remove creatures, the deck doesn't have much of a strategy for handling aggressive decks. You almost never want to block with Wizards. It usually takes some damage in the early game while it's getting setup."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThis deck is really fun to play, but it's also quite straightforward. I definitely have a soft spot for Azami, and I love having an iconic mono-blue deck. Compared to my other builds this deck is pretty boring, so I don't often reach for it. But when I do I always enjoy playing it, assuming that I'm not prevented from playing Azami and can at least draw some cards.\n"}]}








































































