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Magic: The Gathering Card Comments Archive

Azure Mage

Multiverse ID: 220268

Azure Mage

Comments (34)

HairlessThoctar
★★★★☆ (4.7/5.0) (6 votes)
I never really thought treasure trove was all that bad...

I do now.
Kyzar
★★★★☆ (4.9/5.0) (9 votes)
these mages with training grounds is just absurd, with it and jade mage you could hold off a small army.

u/g control overrun deck? sounds delectable
MasterOfEtherium
★★☆☆☆ (2.1/5.0) (10 votes)
Izzy Is Such A Beast, Not Bad Limited Pick Either, Dont Tap Or Discard YO!
blindthrall
★★★☆☆ (3.2/5.0) (15 votes)
Nipples.
PeabodyET
☆☆☆☆☆ (0.5/5.0) (1 vote)
@HairlessThoctar: Treasure Trove can't be killed by Prodigal Pyromancer.
majinara
☆☆☆☆☆ (0.9/5.0) (8 votes)
Well, treasure trove is bad. And this is worse than treasure trove. 1/5
HuntedWumpusMustDie
★★☆☆☆ (2.2/5.0) (3 votes)
too clunky imo... doesn't seem like it would be fun to play with.
Laguz
★★★★☆ (4.8/5.0) (5 votes)
It was awesome at the prerelease. I was playing white/blue control, and it wasn't uncommon for me to stall the game long enough to be using its ability twice in one turn. The sun titan helped of course.

Not the best mage, though...that honor goes to jade mage (at least in sealed).
TheSwarm
★★★☆☆ (3.4/5.0) (6 votes)
Anything that has a repeatable card draw effect has potential, however I am not sure that this one quite meets up to that potential, seeing as the activation cost is too high, but in a draw go or similar deck, the fact that it is instant speed is quite valuable. You can get a lot of value out of her, but she might be might be too expensive and high maintenance. Liiiike my girlfriend.

... :D Bad jokes are bad.
Enemy_Tricolor
★★★☆☆ (3.5/5.0) (5 votes)
In my experience thus far, the card may as well read "Sacrifice Azure Mage: Target opponent discards removal spell".

And I'm okay with that.
Hayw00d0909
★★★★☆ (4.0/5.0) (2 votes)
Wonderful art.
Seifer447
★☆☆☆☆ (1.2/5.0) (2 votes)
She's very expensive in a vacuum. Unless you run something like training grounds or you're in late game, she won't be much use at all on her own. I though limitless card draw would be great, but the cost is too high if you're running counterspells (not THE counterspell mind you).
DacenOctavio
★★★☆☆ (3.9/5.0) (5 votes)
Hey, it's Budget Blue Bob! Who also has boobs.

And, like Jace, combos with Sun Titan.
TherealphatMatt
★★★★☆ (4.6/5.0) (5 votes)
What is it with these mages and awesome hips?

Wait, woah, I am not complaining.
dberry02
★★★★☆ (4.0/5.0) (2 votes)
Oh man! This is a low costing, decent power wizard!! This would go great in my wizard/draw commander deck!
Lyoncet
★★★★☆ (4.2/5.0) (6 votes)
@Seifer447
"I though limitless card draw would be great, but the cost is too high if you're running counterspells (not THE counterspell mind you)."

Actually, it's probably best in decks that do run counterspells, since the idea is that aside from the 2 mana investment to play the card, you can hold as much mana aside for counters as you want, then turn whatever you didn't need into card advantage during their end step. And decks with counterspells are the ones that are likely to go on long enough that the card advantage would really be significant.

Lots of times that wouldn't be a big deal, but unless Innistrad brings blue some serious instant-speed card draws, after M11 and the Zendikar block rotate, the only instants blue will have for card advantage (not counting a few cantrips - most of which suck) will be Blue Sun's Zenith (which takes an investment of {U}{U}{U}{2} at once to do more than cantrip) and Visions of Beyond, which is going to be of little value to most decks.

Of course there are cards like Consecrated Sphinx and Mind Unbound which also get you sustained card advantage for just an upfront cost, but they also cost 6. So as opposed to tapping out turn 2 for Azure Mage, or keeping 2-3 open and playing it turn 4-5, you're tapping out on turn 6(!) or keeping 2-3 open on turns 8-9(!!). Those don't cost you mana per turn, but they also take a long time to get out, and make it really easy for your opponent to play around your counters. Jace, Memory Adept's +1 can give you a smaller draw rate one turn earlier.

Tapping out on your second turn be done against plenty of decks without too much risk, especially on the play, and even more especially in U/W with turn 3 Oblivion Ring just in case. But try tapping out on turn 6 and your opponent's liable to drop every critical piece they've been holding back to play around your counters. By threatening/playing counters during their turn, then using whatever mana you have left to draw once their turn's essentially over, you get your extra cards while keeping your lockdown. And that lockdown is often what's keeping you alive.


^Probably more explanation than was needed, and I'm also not arguing this is the greatest draw engine ever. But it serves its purpose in control, even if that purpose is just trading with a 2/2 or 3/2 to buy you one extra turn to you use Day of Judgment.

Sucks that it dies to just about everything, but apart from removal on a stick like Chandra, the Firebrand (you ARE running Negate or Mana Leak, right?) or the occasional 2-for-1, you could do way worse than trading a removal for your 2-drop and keeping your other creatures safe (or getting your opponent to keep in creature removal against an almost creatureless deck).
Archiphres
★★★★★ (5.0/5.0) (2 votes)
Azure Mage is better than she looks. The draw may be expensive, but it is also recurrable and instant speed. If your opponent does not play a spell that you must counter, you are basically guaranteed to draw a card. Azure Mage can also act as a blocker early game and be recurred with Sun Titan, advantages that its competitor Blue Sun's Zenith lacks.

Late game, the card draw is incredible, as you will frequently be drawing three a turn. When Sea Gate Oracle and Wall of Omens rotate out, this may become the go-to card advantage weenie for Control decks in Standard, unless a new strong cantrip blocker is printed in the next block.

You only need one Azure Mage at once to use the ability at full capacity, and so it is unnecessary to use a full playset, but nevertheless she is a great pick
TwoStars
★★★★☆ (4.2/5.0) (3 votes)
I have a infinite mana myr deck which includes this and Jade Mage.

Pretty much draw my entire library, then go infinite saprolings, or force my opponent to draw their library +1 via Blue Sun's Zenith.

4/5 for the combo potential and the art :)
WhiteWizard42
★★★☆☆ (3.5/5.0) (3 votes)
If you want an illustration of how important it is to be able to play abilities at instant speed, compare the positive comments on this card to the overwhelming "Meh." that Dimir Guildmage got when it came out.
JFM2796
☆☆☆☆☆ (0.0/5.0)
Wow, this card is really good. Instant speed card draw is great, repeatable instant speed card draw is even better. In a multiplayer game I was drawing three cards at the end of my opponent's turn. It was insanity.

It is amazing in casual and limited. It has even seen a little constructed play.
leomistico
☆☆☆☆☆ (0.0/5.0)
In a mono Blue deck, I prefer Jushi Apprentice, because the 2 thoughtness and because its ability costs 1 less. I don't think that I would activate the Azure Mage ability more than once each turn, the most of the games, and the 1 less means that I can begin to draw a turn earlier.

In a BlueBlack deck, I prefer Dimir Guildmage because the discard ability. I use the discard ability until the opponent doesn't have a hand anymore, then I can cast my spells without problems. Then, I can draw cards if I need some fuel... It's much more versatile, and have a slight different use! And for the early draw, I prefer Dark Confidant than Azure Mage because I have to spend the mana for the discards...

However, a nice card... A good replacement for the Dark Confidant if you want to remain in budget or if you don't want to care about losing life and mana curve.
4/5
LordRandomness
★★★★☆ (4.5/5.0) (3 votes)
Huh. {1}{U} for a 2/1 isn't actually that bad in control anyway, so the draw doesn't have to be incredible since the creature itself can be useful.

Also, lol Training Grounds.
AnonymousNinja7
☆☆☆☆☆ (0.5/5.0) (3 votes)
HOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOTHOT

Hmm what? There is text on the card? Oh I wasn't reading the text, because im not gay XD.
Anson409
★☆☆☆☆ (1.2/5.0) (2 votes)
Azure Mage is probabbly the best of the five mages although jade Mage is decent.
Trygon_Predator
★★★☆☆ (3.0/5.0) (2 votes)
Ugh, her anatomy's all wrong; that or she hasn't got a bone in her body, and her joints are off. I normally like Izzy's work, but this one's terrible.
Totema
★★☆☆☆ (2.8/5.0) (2 votes)
The new miracle mechanic makes this quite usable. It's a bit expensive, but being able to get a miracle out on your opponent's turn can make for quite the upset.
Kyreau
☆☆☆☆☆ (0.0/5.0)
Dat ass.
RedAtrocitus
★★★★★ (5.0/5.0) (2 votes)
This card is awesome in WU Control, I use this and Iona as my only creatures, using counterspells to stall and Azure Mage to draw anytime I'm not forced to counter my opponent during their turn. No combo necessary. This card is underrated IMO, and it's rated fairly high. Reusable, instant speed draw is extremely powerful.
TheWrathofShane
☆☆☆☆☆ (0.0/5.0)
Great card!
blurrymadness
☆☆☆☆☆ (0.0/5.0)
I might switch out Dimir Guildmage for these guys in a control deck. The discard ability and extra toughness on the guildmage is helpful, but the draw is at sorcery speed; meaning I have to play that draw *very* carefully. Being able to draw more cards without being in a bad situation is probably going to be more useful than the (rarely used) discard on him. Further, this is lighter on color; so while it's possible I draw only swamps in the deck, it's unlikely; where as accidentally getting colorless mana in my hand screws up the guildmage in sad ways.

They're both quite good and anyone who can play a reasonable control deck should see that {3}{U} is NOT too costly to draw; you're attempting to stall the game into turn 6-10 anyway so you can drop a win-con while protecting it (usually.) When I say that I've used the Guildmage's draw to great effect, and quite often; i certainly wasn't using Training Grounds nor was it T4 most of the time, it was T4 if I had controlled the opponent into submission or T6 if I needed to do other stuff (like ready a crucial bounce)
Earthdawn
☆☆☆☆☆ (0.0/5.0)
Nice to see a MTG card that has a female without Double D's Drawing cards is more important than cup size ;)
SAUS3
☆☆☆☆☆ (0.0/5.0)
@Earthdawn
While she doesn't have double D's, her clothing is quite revealing. It may not be as bad as something like koth's courier, but it's a rather big step towards the females in many games that upset some people. Also, while they're not double D's, they are still pretty damn big.
JunkHarvester
☆☆☆☆☆ (0.0/5.0)
Boobs are boobs.