ghostagent151
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Commander
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{"ops":[{"attributes":{"color":"#f06666","italic":true},"insert":"OVERVIEW"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis is a high-powered Bracket 3 Grixis flash/instant-speed deck built to turn Azula’s combat step into a pile of copied spells, mana, and interaction.\n\nOnce Azula attacks, Firebending helps pay for whatever comes next, and every spell cast while she’s attacking gets copied. The deck leans into instants, flash permanents, rituals, recursion, and copy effects rather than traditional Voltron.\n\nCards like Big Score, Seething Song, Storm-Kiln Artist, Twinning Staff, Veyran, and Wizard’s Staff make those combat turns especially explosive.\n\nThe deck currently uses exactly 3 Game Changers:\n\n- Fierce Guardianship\n- Mystical Tutor\n- Orcish Bowmasters\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"GAME PLAN"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nEarly game:\nFix mana, ramp, and establish support pieces.\n\nTurn 3–4:\nGet Azula down when you can either protect her or immediately make attacking worthwhile.\n\nAfter that:\nTreat combat as your real main phase. Attack first, then use Azula’s Firebending mana to chain draw, rituals, interaction, flash threats, and recursion.\n\nThe deck rewards patience. You usually gain more by holding mana and forcing opponents to act first than by dumping your hand before combat.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"PROTECTING AZULA IN COMBAT"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nAzula is the engine, so getting her safely through combat matters more than squeezing out one extra spell.\n\nBefore attacking, use protection like:\n\n- Swiftfoot Boots\n- Brotherhood Regalia\n- Silver Shroud Costume\n- Mithril Coat\n\nIf someone tries to remove Azula after she attacks, respond while she is still attacking with:\n\n- Fierce Guardianship\n- Force of Negation\n- Mana Drain\n- Counterspell\n- Swan Song\n- Deflecting Swat\n- March of Swirling Mist\n- Malakir Rebirth\n\nAgainst dangerous blockers, use Snap, removal, or other interaction before combat damage.\n\nIf Azula gets blocked and you remove the blocker afterward, she remains blocked, but she survives.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"COPY ENGINES"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWizard’s Staff is one of the strongest cards in the deck.\n\nEquipped to Azula, it makes both her Firebending trigger and her spell-copy trigger happen an additional time.\n\nFor instants and sorceries, Veyran and Twinning Staff push this even further.\n\nThe deck can quickly go from:\n\n1 spell -> 2 spells\n\nto:\n\n1 spell -> several copies\n\nThat is where cards like Big Score, Seething Song, Snap, removal, and counterspells become absurd.\n\nStorm-Kiln Artist helps keep those chains going by turning all the casting and copying into Treasure.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"HOW WE WIN"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"OVERWHELMING VALUE"},{"insert":"\n\nThe normal plan is simply to keep Azula alive for several attacks.\n\nRepeatedly copying draw, removal, flash creatures, rituals, and interaction eventually creates more cards, mana, and board presence than the table can keep up with.\n\nHullbreaker Horror is one of the best top-end payoffs. Once it is online, cheap spells become repeated bounce effects and make it extremely difficult for opponents to develop their boards.\n\n\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"VIVI BURN"},{"insert":"\n\nVivi Ornitier, Vivi’s Persistence, and Fated Firepower turn your spell chains into direct damage.\n\nOnce multiple spells and copies start resolving in one combat, this package can burn through the entire table very quickly.\n\n\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"NARSET’S REVERSAL LINES"},{"insert":"\n\nNarset’s Reversal is especially dangerous with Azula.\n\nCombined with cards such as Snap or Frantic Search, Azula’s extra copy can create repeatable stack loops that generate huge advantage and provide a combo backup plan.\n\n\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"COMMANDER DAMAGE"},{"insert":"\n\nCommander damage is not Plan A, but Azula attacks constantly anyway.\n\nBrotherhood Regalia, Silver Shroud Costume, Wizard’s Staff, and Sazacap’s Brew can make those attacks much more threatening, especially once prowess and incidental buffs start stacking.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"RECURSION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe graveyard functions like a second hand.\n\nKey pieces include:\n\n- Yawgmoth’s Will\n- Past in Flames\n- Invoke Calamity\n- Snapcaster Mage\n- Flashback\n- Lost in Memories\n\nA late-game recursion turn during combat can replay several already-used spells while Azula copies them again.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"TUTORS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nMystical Tutor, Mystical Teachings, and Waterlogged Teachings give the deck a compact tutor package.\n\nCommon targets are:\n\n- Hullbreaker Horror when you need to close\n- Narset’s Reversal for combo/value lines\n- Protection when Azula is exposed\n- Removal or counters when behind\n- Whichever instant best solves the current board\n\nDon’t tutor greedily when Azula is vulnerable. Keeping her alive usually generates more value than finding another payoff.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"MULLIGANS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nLook for:\n\n- Reliable mana\n- Early ramp\n- Azula\n- At least one protection or interaction spell\n- Something worthwhile to cast during combat\n\nA hand that gets Azula into combat safely is usually better than a flashy hand that does nothing if she gets removed.\n\n\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"TL;DR"},{"insert":"\n\nCast Azula. Protect her. Attack. Play the rest of the game during combat.\n\nThe deck wins by turning efficient spells into multiple copies, chaining those copies into more mana and cards, and eventually overwhelming the table with value, burn, recursion, or a combo turn.\n"}]}
Commander
Fire Lord Azula
Firebending 2 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Legendary Creature - Human Noble

Commander
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Burn
Fated Firepower
Flash
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Enchantment

Burn
(CTRL to add secondary)
Copy
Veyran, Voice of Duality
Magecraft — Whenever you cast or copy an instant or sorcery spell, Veyran gets +1/+1 until end of turn.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Wizard Efreet

Copy
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Counters
Counters
(CTRL to add secondary)
Draw
Consult the Star Charts
Kicker (You may pay an additional as you cast this spell.)
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Instant

Sazacap's Brew
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
Instant

Draw
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Land
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Land
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Protection
March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

Protection
(CTRL to add secondary)
Ramp
Vivi Ornitier
: Add X mana in any combination of and/or , where X is Vivi Ornitier's power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Legendary Creature - Wizard

Ramp
(CTRL to add secondary)
Recursion
Changing Loyalty
Flash
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Enchantment - Aura

Lost in Memories
Flash
Enchant creature you control
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost." (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Enchant creature you control
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost." (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Enchantment - Aura

Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment

Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard

Recursion
(CTRL to add secondary)
Removal
Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Nowhere to Run
Flash
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
Enchantment

Removal
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Tutor
Tutor
(CTRL to add secondary)
Sideboard
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Sideboard
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"color":"#f06666","italic":true},"insert":"OVERVIEW"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis is a high-powered Bracket 3 Grixis flash/instant-speed deck built to turn Azula’s combat step into a pile of copied spells, mana, and interaction.\n\nOnce Azula attacks, Firebending helps pay for whatever comes next, and every spell cast while she’s attacking gets copied. The deck leans into instants, flash permanents, rituals, recursion, and copy effects rather than traditional Voltron.\n\nCards like Big Score, Seething Song, Storm-Kiln Artist, Twinning Staff, Veyran, and Wizard’s Staff make those combat turns especially explosive.\n\nThe deck currently uses exactly 3 Game Changers:\n\n- Fierce Guardianship\n- Mystical Tutor\n- Orcish Bowmasters\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"GAME PLAN"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nEarly game:\nFix mana, ramp, and establish support pieces.\n\nTurn 3–4:\nGet Azula down when you can either protect her or immediately make attacking worthwhile.\n\nAfter that:\nTreat combat as your real main phase. Attack first, then use Azula’s Firebending mana to chain draw, rituals, interaction, flash threats, and recursion.\n\nThe deck rewards patience. You usually gain more by holding mana and forcing opponents to act first than by dumping your hand before combat.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"PROTECTING AZULA IN COMBAT"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nAzula is the engine, so getting her safely through combat matters more than squeezing out one extra spell.\n\nBefore attacking, use protection like:\n\n- Swiftfoot Boots\n- Brotherhood Regalia\n- Silver Shroud Costume\n- Mithril Coat\n\nIf someone tries to remove Azula after she attacks, respond while she is still attacking with:\n\n- Fierce Guardianship\n- Force of Negation\n- Mana Drain\n- Counterspell\n- Swan Song\n- Deflecting Swat\n- March of Swirling Mist\n- Malakir Rebirth\n\nAgainst dangerous blockers, use Snap, removal, or other interaction before combat damage.\n\nIf Azula gets blocked and you remove the blocker afterward, she remains blocked, but she survives.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"COPY ENGINES"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWizard’s Staff is one of the strongest cards in the deck.\n\nEquipped to Azula, it makes both her Firebending trigger and her spell-copy trigger happen an additional time.\n\nFor instants and sorceries, Veyran and Twinning Staff push this even further.\n\nThe deck can quickly go from:\n\n1 spell -> 2 spells\n\nto:\n\n1 spell -> several copies\n\nThat is where cards like Big Score, Seething Song, Snap, removal, and counterspells become absurd.\n\nStorm-Kiln Artist helps keep those chains going by turning all the casting and copying into Treasure.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"HOW WE WIN"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"OVERWHELMING VALUE"},{"insert":"\n\nThe normal plan is simply to keep Azula alive for several attacks.\n\nRepeatedly copying draw, removal, flash creatures, rituals, and interaction eventually creates more cards, mana, and board presence than the table can keep up with.\n\nHullbreaker Horror is one of the best top-end payoffs. Once it is online, cheap spells become repeated bounce effects and make it extremely difficult for opponents to develop their boards.\n\n\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"VIVI BURN"},{"insert":"\n\nVivi Ornitier, Vivi’s Persistence, and Fated Firepower turn your spell chains into direct damage.\n\nOnce multiple spells and copies start resolving in one combat, this package can burn through the entire table very quickly.\n\n\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"NARSET’S REVERSAL LINES"},{"insert":"\n\nNarset’s Reversal is especially dangerous with Azula.\n\nCombined with cards such as Snap or Frantic Search, Azula’s extra copy can create repeatable stack loops that generate huge advantage and provide a combo backup plan.\n\n\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"COMMANDER DAMAGE"},{"insert":"\n\nCommander damage is not Plan A, but Azula attacks constantly anyway.\n\nBrotherhood Regalia, Silver Shroud Costume, Wizard’s Staff, and Sazacap’s Brew can make those attacks much more threatening, especially once prowess and incidental buffs start stacking.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"RECURSION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe graveyard functions like a second hand.\n\nKey pieces include:\n\n- Yawgmoth’s Will\n- Past in Flames\n- Invoke Calamity\n- Snapcaster Mage\n- Flashback\n- Lost in Memories\n\nA late-game recursion turn during combat can replay several already-used spells while Azula copies them again.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"TUTORS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nMystical Tutor, Mystical Teachings, and Waterlogged Teachings give the deck a compact tutor package.\n\nCommon targets are:\n\n- Hullbreaker Horror when you need to close\n- Narset’s Reversal for combo/value lines\n- Protection when Azula is exposed\n- Removal or counters when behind\n- Whichever instant best solves the current board\n\nDon’t tutor greedily when Azula is vulnerable. Keeping her alive usually generates more value than finding another payoff.\n\n\n\n"},{"attributes":{"color":"#f06666","italic":true},"insert":"MULLIGANS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nLook for:\n\n- Reliable mana\n- Early ramp\n- Azula\n- At least one protection or interaction spell\n- Something worthwhile to cast during combat\n\nA hand that gets Azula into combat safely is usually better than a flashy hand that does nothing if she gets removed.\n\n\n"},{"attributes":{"color":"#66a3e0","italic":true},"insert":"TL;DR"},{"insert":"\n\nCast Azula. Protect her. Attack. Play the rest of the game during combat.\n\nThe deck wins by turning efficient spells into multiple copies, chaining those copies into more mana and cards, and eventually overwhelming the table with value, burn, recursion, or a combo turn.\n"}]}



































































































