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Azorius Decks Four Ways for Karlov Manor Standard

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Hello everyone. Normally, my choice of deck centers around Red mana, but there are times that I want something different. Most of the time when that happens, I'll look for an Azorius deck to play. This week, I have four different Azorius decks that you can try out if you're looking for something different to play. Let's get started.

Azorius Flash

We'll get started with a deck that enjoys keeping its options open, and playing cards during the opponent's turn. Let's take a look at the deck.


Lost in the Maze
Flash is the name of the game in this deck. Since the majority of creatures in this deck have flash, your opponent might have a difficult time knowing when it's safe to attack and when it's not. Use that to your advantage and try to keep them from attacking you for as long as you can. Then, when the time is right, you can strike.

Lost in the Maze can help you win the game with a massive alpha strike. Even though this enchantment has flash, you may find yourself casting it on your turn as a means of tapping your opponent's potential blockers. By putting stun counters on the creatures you tap that are not controlled by you, you open the window for two attacks with your team, which is mostly comprised of flying creatures. Unless your opponent can find an answer to your threat, you'll finish them off in no time.

Azorius Angels

Another deck that likes to attack from the air is the next deck I have for you, featuring the Angel creature type. Let's check it out.


Errant and Giada
Much like the previous flash deck, this deck employs Errant and Giada as one of its premier creatures. While Errant and Giada are in play, you can look at the top card of your library, and if that card has flash or flying, you can cast it. While the previous deck had a lot of creatures with flash, this one focuses on flying creatures. Cogwork Wrestler is the only creature that doesn't have flying, but it does have flash, so every creature in this deck is capable of being cast from the top of your library while Errant and Giada are in play.

There are two other abilities found on many of the creatures in this deck that make it difficult for your opponent to get ahead. A number of your creatures have vigilance, allowing you to attack with them and still retain them for defense. Additionally, many of your creatures have lifelink. With each attack you make, your life total will grow, making it harder and harder for your opponent to finish you off.

Azorius Mentor

The next deck I have for you can quickly get out of hand due to the number of creature tokens it can create. Let's take a look at the deck.


Monastery Mentor
Haughty Djinn and Monastery Mentor are two creatures destined to work together. Haughty Djinn reduces the mana cost of instants and sorcery spells you cast by 1 mana, allowing you the ability to cast more during your turn. This will, in turn, create additional 1/1 Monk creature tokens with prowess while you have Monastery Mentor in play. Those tokens will also become better attackers thanks to the prowess they have.

In order to maximize the number of instant and sorcery spells you can cast each turn, you'll need a steady supply of cards entering your hand. Luckily, there's a number of spells that allow you to draw additional cards, including Otherworldly Gaze, Sleight of Hand, and Chart a Course. You'll also need to make sure you have a copy of Monastery Mentor on the battlefield, which can be accomplished with the use of both Helping Hand and Recommission.

Azorius Control

Wrapping things up this week is an Azorius Control deck that utilizes a pair of two-mana counterspells to grind out victories. Let's take a look at the deck.


No More Lies
Disruption Protocol

Being able to counter an opponent's key spell is crucial for a control deck. This deck includes a pair of two-mana counterspells that counter an opponent's spell. The first is No More Lies, which will exile the spell it counters. There's also Disruption Protocol, which costs two Blue mana to cast, but requires you to have an artifact in play that you can tap. This is easily accomplished by playing Deduce first, which allows you to draw a card and create a Clue token.

As a control deck, you need a reliable way to finish off your opponent. This deck has a few ways to accomplish this. First, you can create 1/1 Phyrexian Mite creature tokens by activating Mirrex. These can slowly poison your opponent, if they are unable to block these tiny creatures. You can supplement these attacking tokens with 2/2 Samurai tokens created by The Wandering Emperor. Alternatively, you could just mill your opponent's deck with the help of Jace, the Perfected Mind. All of these are viable routes to victory for this deck.

Wrapping Up

Every now and then, it's important to try out new decks that aren't in your most favorite color. Doing so will help you figure out the weak spots of these decks as well as give you an appreciation for the cool things these decks can accomplish.

What do you think of these decks? Feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!

- Mike Likes


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