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Azorius Super Friends with Stenn

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Hello awesome Commander fans! Do I have the fun deck idea for you! There is a recent dork in Dominaria United who wants to reduce the cost of one kind of spell other than creatures in the Azorius color that I want to build a planeswalker brew around.

Stenn, Paranoid Partisan

It's this Human Wizard, low to the ground and fast off the paces! You can also activate him to flicker him into and out of play for three mana each iteration. This does have the benefit of making players think blink archetypes. Of the 105 decks built around him over at EDHREC.com, they are clearly playing into blink space. I am running planeswalkers as the named type. According to Gatherer there are 79 options in Blue, White, or colorless to add to my brew, and those tend to be pretty good, right? Ready to take a look at my deck?

Random Planeswalkers of Note

Elspeth, Sun's Champion
Venser, the Sojourner

Let's start looking at some cool and different 'walkers that aren't in my normal slate of abilities. Elspeth is here to +1 and make three 1/1s to block things. We have a lot of token-making here for that purpose. You can also -3 to Wrath of God anything with a power of 4 or more, which is none of my smaller stuff, although we might have tokens later that could be that big. Venser can +2 to flicker a card you control to bring it back. It's here to reload a key 'walker that is about to die, or we need a key minus ability to reload. He can also -1 to make your stuff unblockable for the turn, so he can help to get a win with your tokens out of nowhere, don't forget it.

Kasmina, Enigmatic Mentor and Gideon, Ally of Zendikar can make 2/2s which is why these four drops are here. Kasmina can also tax your foes when they target your dorks or planeswalkers as well as, twice, make a 2/2 Wizard and draw and discard. Gideon can +1 to turn himself into a 5/5 to swing this turn with some key abilities, but he's here to 0 and make that 2/2 creature. You can also drop him and use his -4 to make a emblem that gives your stuff +1/+1 permanently, a big boost with all of the token loving here, and a way to grab a win out of nowhere.

Ajani, Strength of the Pride

Our Ajani is a four-drop, fatter 5 loyalty and is here for that +1 to gain life equal to your creature count and planeswalker count, which could easily be 6-12. You can also -2 to make a 2/2 Pridemate twice with the starting loyalty that cares about life gain, but that's just an okay use, he's here for the lifegain. You can also 0 him to mass remove a bunch of stuff if you have at least 55 life, but that's unlikely here.

Support Cards and Win Conditions

Norn's Annex
Spark Double

Most pillow fort cards in Azorius colors like Ghostly Prison and Propaganda won't protect your planeswalkers, so I just tossed in the Annex. This five-drop (at most, it has Phyrexian mana) artifact can force your foes to either spend a mana or two life to attack you or your walkers of the planes for each attacker that comes your way, which is easier in White brews than other options, but that's still worth it. The Double is a Clone that can copy any dork or planeswalker but just one you control, and it's not legendary, and it will arrive with an extra loyalty counter or +1/+1 counter. I feel it's a bit overplayed in Commander since you can copy your leader, but it doesn't have the versatility of other Clones to copy your foe's better things. Which is better in a multiplayer game. But here in a planeswalker heavy brew it's pretty strong stuff.

Check out Oath of Gideon. This three-drop makes two 1/1s on arrival to the battlefield to flicker with Venser or two block attacks, and then your 'walkers arrive with an extra loyalty counter. And Anointed Procession will double your token makers, so your Oath or your Elspeth +1 will double down. It can turn your token makers into nasty threats all over the block.

Shark Typhoon
Urza Assembles the Titans

The Typhoon is a six-drop enchantment that can turn a noncreature cast by you into an X/X with flying. From planeswalkers to instants and sorceries to my mana rocks and to my enchantment support, this is the vast majority of my brew, so we can get that pretty regularly, and then swing with flying and win. You can cycle it into a X/X sized threat out of nowhere and then make a game winner.

The Saga is a five-drop with three key abilities here. The first chapter lets you scry four, and then reveal and if the top card is a planeswalker, you can reveal it and draw it. Nice card flow. Then you can drop, for free, a planeswalker with a value of six or fewer from your hand. Nice free card! Then you can activate your abilities twice on the final turn this is in play, so it's really strong here.

Ugin, the Spirit Dragon

Ugin is also a game winner. It can Bolt any target, taking out a nice creature or finishing off a wounded planeswalker as well as going to a player's dome and taking them out. Then you can -X to exile all permanents with that cost or less that that has colors, so not itself. Note that this exiles, not destroys, so it cannot be recured. This is a mass removal spell in card form.

Answers

Austere Command
Farewell

I am running a pair of mass removal sorceries. The former gives you two options of four, sweep all artifacts, enchantments, cheap stuff and pricey stuff. It cannot hit planeswalkers and then it's here to grab expensive stuff since your tokens won't get hit and whichever of artifacts and/or enchantments that needs to be swept, or which will hurt you less. It's well sculpted for many battlefields. The latter one can exile (again, note the mass value of exiling here and we don't have any recursion to care about) any one (or all) of these options - dorks, artifacts, enchantments, graveyards. It leaves behind planeswalkers as well so you can use this once the table gets a bit uppity and then sweep and keep your key card type. I also tossed in Ondu Inversion for one of my land slots and that does sweep your planeswalkers but it's a nice emergency escape valve.

The Wandering Emperor
Karn Liberated

Many of my planeswalkers remove with their abilities, but we'll look at these two. The first comes with flash and can use her ability on that turn she arrives once to -2 and then exile and gain two life from a tapped dork. Usually this is used to save your key planeswalker that was just attacked. You can also -1 to make a 2/2 dork which is good for this brew to block or +1 to toss a counter onto a dork you control, like your Commander randomly. I am running Gideon Jura to destroy tapped dorks but only on your turn and not as a combat trick. Karn can +4 to force someone to exile discard a card from their hand which is great when someone just has one or two cards in hand, and they cannot be brought back from their graveyard or cast with flashback. You can also -3 to exile any permanent from lands to opposing planeswalkers.

Card Flow

Commence the Endgame
Ethereal Investigator

Let's turn to some card draw! The Endgame is a six-cost instant (a bit pricey) that draws you two, cannot be countered, and makes an X sized dork where X is your hand count. That's pretty strong at instant speed and can be played as a combat trick, and either chump block a bigger dork or as a combat trick and then kill an attacker that tries to attack your precious planeswalkers. The Spirit can make a Clue for each foe you have for cracking into cards. Then you can make, for free, a 1/1 flying Spirit when you draw your second card each turn, which can be a bunch over time with all the card drawing fun times.

Narset Transcendent
Teferi, Hero of Dominaria

Narset is a nice 6 loyalty on just four mana (fat) who is here for that +1 to draw the top card of your library if it's not a land or a creature. We only have 8 creatures and 36 lands, so that's pretty likely. You could also -2 her to give your next instant or sorcery this round rebound, which is possible with targeted removal like Generous Gift or Pongify. I don't like it with my heavy countersuite though, so it's not that probable. Teferi, Dominator of Standard can +1 to draw a card and untap a pair of lands for the mana to be used instantly for your Negates or Counterspells on future turns. That's why he's in my brew. You can also -3 him to tuck any permanent that does not rhyme with "sand" to the owned players library third from the top, which was classically done with himself to save him from death. That thing should have read "other!" But you can also tuck your about to die planeswalkers and redraw them, save a key ETB dork like Mulldrifter to draw more cards prior casting Austere Command, or on your foe's things to slow them down and send their Commander back to the Command Zone with a tax. Nice pair!

Jace, Unraveler of Secrets is a five loyalty 'walker that is here to +1, scry 1 and then draw a card, so basically an infinite sorcery speed Opt that initially costs five to drop. You can also -2 him twice with his starting loyalty to bounce any creature to the owner's hand. Note that this cannot be used to reload your Oath of Gideon or your planeswalkers, but it still has the same synergy with your Solemn Simulacrum or Cloudblazer, as well as bouncing your foe's stuff.

Ramp, Mana, Lands

Diamond Kaleidoscope
Springjack Pasture

Check out this pair of mana makers. The Kaleidoscope is a forgotten classic from way back and there only 108 of them in Commander decks according to EDHREC.com. You can tap this four-drop artifact for three mana and make a 0/1 artifact dork you can sac for any color of mana. That means that you can make blockers at instant speed for keeping safe your planeswalkers, and then you can get two with Anointed Procession. Basically, would you play this card?

  • Treasure Maker - 4 mana artifact, three to tap - make a Treasure token.

Probably, right? Just tapping to make a Treasure token over and over again would be pretty valuable, so you can just use this End of Your Foe's turn to make a Prism, untap, and draw and then cast your normal things possibly accelerated by a Prism sacrifice. This can block and be sacrificed, so it's better than our hypothetical card above that people would use.

The Pasture is a land that is basically a worse Kaleidoscope in land form. Four mana instead of three to make a 0/1, this time a Goat. And then you cannot sacrifice the Goat for mana for free, just like you can the Prism, you have to tap the Pasture and then sacrifice your Goats, and since it taps for mana, you'd need to sacrifice two Goats to make a mana. You also gain life from this sacrifice, so don't sleep on that. It's run in 3095 decks, likely Aristocrats and Sacrifice brews looking for bodies to sacrifice for their triggers. Nice pair of 0/1 makers, right?

Magnifying Glass
Guardian Idol

I have a few mana rocks to help drop planeswalkers two turns early with a second-turn Stenn and third-turn mana rock. The Glass can tap for four later in the game when things are set mana wise and then make a Clue to crack into a card later. It has value early and later. The Idol is here to turn into a dork and block a lethal attack on a key planeswalker that we need to keep around. It's also a two-drop, arrives tapped, and can tap for colorless. I also tossed in Celestial Colonnade and Faerie Conclave to block flyers out of nowhere.

The Birth of Meletis
Teferi, Who Slows the Sunset

Check out the Saga! This will fetch a basic Plains and the put it into our hand, and then on the second chapter will make a 0/4 Wall defender token to block attacks, which can block pretty big stuff. Don't forget to gain two life as well. The Teferi can +1 to untap your land, mana rock, and then a key creature and gain two life. I like it after you attacked with a token to make it blockable. You can also tap those permanent types of your foes, but I prefer the first. The -2 here can Impulse draw from three cards instead of four. So, it has card flow as well, but only twice with the initial loyalty.

Interplanar Beacon
Castle Ardenvale

Check out these two lands! The Beacon is an uncommon that can gain you a life each time you cast a planeswalker, which could be quite a bit from a harder-to-answer land. This is very synergetic with the Ajani and his Pridemate token we saw earlier. You can also tap this for a mana and make two of different colors to cast a planeswalker. The Castle can tap for four to make a 1/1 Human token to block and attack with. It's very imporant here. I also tossed in Memorial to Glory to sacrifice and make two token blockers out of nowhere.

Finally, I wanted to play keep away in my land base, so I am running the trio of Maze of Ith, Labyrinth of Skophos and Kor Haven to keep myself from taking damage from attacking sources. The Maze can tap to untap and prevent damage to and from an attacker. You can do this on your dork if you swung with a token that is chump blocked by an attacker with flash or a combat trick like a Giant Growth, but I prefer to use it on my opponents' turns to play keep away. The Labyrinth taps for mana so that's nice. Then you can tap it and four mana to remove a blocker or attacker from combat. Again, you can use this proactively. If you attacked with four 1/1 Soldiers from your Decree of Justice and one was blocked by your foe's 2/2, then remove it from combat and don't take the trade and keep your token for next turn. But it's here to remove an attacker that comes your or your planeswalkers way. Enjoy it loads!

Ready for my decklist?

Superfriends with Stenn | Commander | Abe Sargent

Card Display

And there we go! What did you think of my Stenn brew and how would you build an Azorius planeswalker brew? Anything in here that inspired you or that you forgot? Just let me know in the comments below!

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