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Thread: Azusa, Lost but Seeking

  1. #21

    Re: Azusa, Lost but Seeking

    I don't think Storm Cauldron is a must if your theme is animating lands. Thing is, if you manage to drop an early storm cauldron, you're going to win. Unless someone casts artifact destruction immediately, you're going to go insane. It lets you drop lands even if you don't have them in your hand, and means your opponents can only cast spells once every couple of turns. It's especially insane with Horn of Greed.

    Honestly, I think if you're going for a competitive deck, Rofellos is just about strictly better than Azusa. The disadvantage is that you come down a turn slower. The upside is that you get the advantage even if you don't get to untap.

    I think that pretty much no matter how well you tune azusa, you're still going to lose to countermagic, and you're slower than Rofellos. Rofellos scales up over the course of the game while you don't, and still gets to play all the same land destruction you do. The only advantage you have is that you can wasteland/strip mine multiple times in a single turn, or that you can continue developing under a Sunstone/Constant Mists if you find crucible/loam. The problem is finding crucible/loam. If you can do that, you're set; if you can't, you're pretty much strictly worse than Rofellos.

  2. #22

    Re: Azusa, Lost but Seeking

    Here's an update on my Azusa list, hopefully I get some replies or new ideas, things what a community is for

    First, here's my current list:

    //General
    1 Azusa, Lost but Seeking

    //Turbo
    1 Gaea's Touch
    1 Oracle of Mul Daya
    1 Exploration
    1 Rites of Flourishing

    //Land search
    1 Yavimaya Elder
    1 Seek the Horizon
    1 Far Wanderings
    1 Gaea's Bounty
    1 Journey of Discovery
    1 Khalni Heart Expedition
    1 Kodama's Reach
    1 Crop Rotation
    1 Harrow
    1 Krosan Tusker *
    1 Skyshroud Claim
    1 Armillary Sphere *

    //Land Animation
    1 Kamahl, Fist of Krosa
    1 Nature's Revolt *
    1 Natural Affinity *
    1 Rude Awakening *
    1 Earth Surge

    //Tokens
    1 Beacon of Creation
    1 Waiting in the Weeds
    1 Rampaging Baloths
    1 Howl of the Night Pack
    1 Avenger of Zendikar
    1 Seed the Land
    1 Ant Queen

    //Lands matter
    1 Grazing Gladehart
    1 Seer's Sundial
    1 Horn of Greed
    1 Lifegift
    1 Well of Knowledge
    1 Zuran Orb
    1 Constant Mists
    1 Life from the Loam
    1 Crucible of Worlds

    //Recursion

    1 Eternal Witness
    1 Restock
    1 Revive
    1 Regrowth

    //Hate

    1 Mold Shambler
    1 Acidic Slime
    1 Desert Twister
    1 Creeping Mold
    1 Woodfall Primus
    1 Terastodon

    //Cards that don't fit in the other categories

    1 Tower of Fortunes *
    1 Planar Portal *
    1 Helix Pinnacle
    1 Silklash Spider
    1 Tooth and Nail
    1 Defense of the Heart
    1 Gauntlet of Power
    1 Survival of the Fittest
    1 Genesis
    1 Sylvan Library
    1 Skullclamp
    1 Harmonize

    //Lands
    1 Strip Mine
    1 Wasteland
    1 Deserted Temple
    1 Gaea's Cradle
    1 Jungle Basin
    1 Slippery Karst
    1 Tranquil Thicket
    1 Glacial Chasm
    1 Petrified Field
    31 Forest

    Cards with a * are doubtful cases, mabye there's something better out there. Also I there are a few cards that could make it into the deck, but I am not sure if they are good enough. Mabye someone has some experiences with them. Those would be Mana Reflection which sounds awesome, but it could be overkill. Krosan Grip could be added or replace Creeping Mold. Mold does destroy lands though, so I am not sure. Fetchlands for more landfall could be good. Then there are Storm Cauldron and Cloudstone Curio which look good, but could be bad (great explanation here).

    Ideas? Critizisms? Opinions? I'll take em all!
    Last edited by MPL; 04-08-2010 at 03:31 PM. Reason: Hurr durr derp derp

  3. #23

    Re: Azusa, Lost but Seeking

    Well, I've been playing Azusa as a general since 2007. The more I played, themore the deck evolved into combo. I try not to play the deck too often now, as the last turn usually takes 5-15 minutes, but it's still a blast to pilot.

    // General
    Azusa, Lost but Seeking

    // Land

    Tectonic Edge
    Slippery Karst
    Wasteland
    Strip Mine
    Tranquil Thicket
    Ghost Quarter
    Dust Bowl
    Dark Depths
    Forest (x54)

    // Draw
    Seer's Sundial
    Mind's Eye
    Horn of Greed
    Recycle
    Tower of Fortunes
    Credit Voucher
    Magus of the Library
    Sensei's Divining Top
    Harmonize
    Nantuko Cultivator
    Abundance

    // Reccursion
    Nostalgic Dreams
    Woodland Guidance
    Elven Cache
    Restock
    Recollect
    Nature's Spiral
    Eternal Witness
    Revive
    Regrowth
    Holistic Wisdom
    Crucible of Worlds

    // The Kill
    Wurmcalling
    Beacon of Creation
    Goblin Cannon
    Molimo, Maro-Sorcerer
    Hunting Pack
    Unyaro Bees

    // Extra Azusa-like effects
    Explore
    Rites of Flourishing
    Oracle of Mul Daya

    // Untap Effects
    Seedborn Muse
    Early Harvest
    Rude Awakening

    // Misc.
    Solemn Simulacrum
    Seedborn Muse
    Plow Under
    Concordant Crossroads

    As mentioned above, this deck pilots more like a combo deck. Generally, you can safely sit back for a few turns, until you have a decent chunk of lands. By cycling through Early Harvest/Rude Awakening through Regrowth effects, you can generate a decent ammount of mana and/or a decent storm count.

    I'm kinda tired and not really sure what else to say right now, but the deck handles fairly well, and I haven't really had any real complaints about it.

    Thoughts?
    Today is under construction
    Thank you for understanding.

  4. #24

    Re: Azusa, Lost but Seeking

    More or less a question for everyone who is interested in Azusa: What do you think about lands that produce 2 mana, but have a drawback? Like Ancient Tomb or Hickory Woodlot. Is the possibility of getting a turn 2 Azusa worth the downsides?

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