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Tuesday, September 25, 2012

On Theme: Azorius Prison

One of my favorite decks that I have played recently was a pillow fort deck that punished people for attacking me.  Today, we are going to take that a step farther, and build a nice deck full of tax and prison effects.  Looking at the guilds we have left, Azorius fits perfect in both color options and flavour for a Prison Tax styled deck.



Leading the Azorius Senate is Grand Arbiter Augustin IV.  He is a 2/3 for 2, a blue, and a white.  He makes all your white spells cost one colorless less, and does the same for your blue spells; for your opponents, everything costs one more.  Pretty cool start to a tax deck - tax and cost reduction in one card.
Azorius military tactics, like their legal tactics, capitalize on delay and nullification.

Let’s look at some of the tax effects first:
Feroz’s Ban - This makes all creature spells more expensive.

Thorn of Amethyst, Glowrider, and Thalia, Guardian of Thraben - These tax on the noncreature spells

Sphere of Resistance - All spells cost one more when the Sphere is out.

There are a number of other Tax effects in the deck - ones that up the cost of artifacts, or enchantments, and ones that only hit a certain color.  There isn’t a reason to go into all of them, just know they are there, and check them out in the full deck list.

Now, all these cost increases hit you as well, and that just won’t do.  Here are a few of the cards that help make things cheaper for us.

Cloud Stone, Semblance Anvil - Variable cost reduction is good.

Mana Matrix - Instants and Enchantments are made cheaper by this guy.

Planar Gate - Make your critters cheaper

Stone Calendar - Everything costs 1 less.

Etherium Sculptor - More cost reduction for artifacts, which is nice since a lot of our deck is built with them.

Mistform Warchief - Variable cost reduction for our creatures, that can be changed turn by turn.

Stormscape Familiar, Sunscape Familiar - These guys help up cast our blue and white spells.
Those are some of the highlights for the tax part of the deck, now it is time to visit the prison.  These cards punish our opponents for attacking us, or make it where they can’t attack at all.  

These cards, especially Ghostly Prison and it’s clones, are really good at stopping token swarms, since the effects scale with the amount of attackers.

Ghostly Prison, Collective Restraint, Propaganda, Windborn Muse, and Norn’s Annex - These guys are the backbone of any prison, charging 2 colorless per creature to attack you.

Ensnaring Bridge - This will stop those huge creatures from attacking, and if you have no hand, it will stop everything.

Blazing Archon, and Peacekeeper - These guys just say ‘No’ to attacking.

Chronomantic Escape - A repeating effect that keeps creatures from hitting you.  Paired with Paradox Haze, this happens every other turn.

Reverence - Little creatures can’t attack you.

Teferi’s Moat - ‘Cause I can’t afford a real moat.

Web of Inertia - Stops people, or makes them pay to attack you.
The rest of the deck is a control/steal shell that I like.  It is built around limiting your opponents, and letting you do what you want.

Vedalken Orrery, and Teferi, Mage of Zhalfir - Lets you play things when you shouldn’t be able to.

Grand Abolisher - Makes other players unable to play spells during our turn.  

Aven Mindcensor - Stop those tutors from doing as much good.

Hokori, Dust Drinker - Not only do things cost more, but now you limit the mana people have. 
 The mana rocks, and cost reduction stuff we have helps this not hurt us as much, as well as cards like Grand Architect to turn your creatures into mana.

Iona, Shield of Emeria, and Linvala, Keeper of Silence - These make it hard for some decks to function, and let you deal with a problem before it starts, if you need to.

For stealing, things like Blatant Thievery and Bribery are great, but so are the Vedalken Shackles.  Body Double, and some clone effects, lets you get the most of what others have.
Replenish, and Open the Vaults - These help us recover from a wipe of some sort, and set our lock back up.

Here is the rest of the decklist, lets see what else I found to put in this deck.  It is kind of mean, but sometimes you just have to lay down the LAW.

Commander

Creature (27)

Sorcery (6)

Artifact (17)

Enchantment (14)

Land (35)
1x Adarkar Wastes
1x
Azorius Chancery
1x
Calciform Pools
1x
Celestial Colonnade
1x
Evolving Wilds
1x
Ghost Quarter
1x
Glacial Fortress
1x
Halimar Depths
9x
Island
1x
Mistveil Plains
1x
Mystic Gate
9x
Plains
1x
Prahv, Spires of Order
1x
Sejiri Refuge
1x
Strip Mine
1x
Tectonic Edge
1x
Terramorphic Expanse
1x
Tolaria West
1x
Vesuva
There is the deck. It might include a few more so called staples but they fit the deck so they went in. Can you think of any more Tax or Prison type effects to add, I am sure I missed some. Let me know.
As always, if you got any ideas for the deck, or any other strange themes you would like to see built, shoot me an email at jmfelber@gmail.com, or hit my twitter @RealFelber.  I am also on the Salvation boards as HatterofMad all the time, and if you wanna check out my experiment in MTG Trading check out The One Red Mountain Project, it is starting to get exciting up to over 40 bucks from trading starting with a single foil mountain.


Jon Felber


2 comments:

  1. I like the prison aspect, but I'd like to see more done with the rest of the deck rather than just a generic control shell. Hit up the law theme and find cards that are win conditions but work with that too. Certainly Azor's Elocutors fits the bill. Word of Command and Rule of Law do as well. The new Isperia isn't bad as a Propaganda variant. I also like Crawlspace as the colorless Propaganda, and Glacial Chasm if you have the lifegain to offset it. Punnishing cards such as Divine Deflection and Devouring Light could be another option for removal that can essentially serve as Propagandas, if you have room for them admits all the good cards you already have. Dovescape might be a good control card for this build.

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