Fire Lord Azula art

Art by Fahmi Fauzi

Saved commander deck

Fire Lord Azula

Leverage Azula's prowess and haste to deliver lethal commander damage while utilizing non-creature synergies to burn the table and generate powerful Grixis spellslinging threats.

100 cards$217.37 totalMay 26, 20265 views

Prompt: I would like to build a Commander deck that has the card "Fire Lord Azula" as the commander. The deck should have a couple of win cons planned around pumping the commander for commander damage, a couple of deal burn damage win cons and a couple that don't rely on the commander at all. Preferably fast, chaotic and furious so that games finish fast, not as worried about who wins as having fun. ideally make use of all grixis colours. Please budget max $5.00 per card and keep deck at bracket 3

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Some cards were dropped or normalized during validation because of legality, duplication, or color identity checks.

Commander

1 cards
Fire Lord Azula

Fire Lord Azula

{1}{U}{B}{R}

Legendary Creature — Human Noble

Chosen commander for the requested strategy.

Ramp

11 cards
Sol Ring

Sol Ring

{1}

Artifact

Essential format staple for fast starts

Arcane Signet

Arcane Signet

{2}

Artifact

Efficient color fixing for Grixis

Izzet Signet

Izzet Signet

{2}

Artifact

Provides blue and red mana for fast casting

Rakdos Signet

Rakdos Signet

{2}

Artifact

Provides black and red mana for aggression

Dimir Signet

Dimir Signet

{2}

Artifact

Helps ensure all colors are online early

Talisman of Creativity

Talisman of Creativity

{2}

Artifact

Fast mana for quick spell chains

Talisman of Indulgence

Talisman of Indulgence

{2}

Artifact

Fast mana for aggressive plays

Talisman of Dominance

Talisman of Dominance

{2}

Artifact

Vital fixing for early removal or draw

Mind Stone

Mind Stone

{2}

Artifact

Ramp early, card draw late when needed

Wayfarer's Bauble

Wayfarer's Bauble

{1}

Artifact

Reliable land ramp in non-green decks

Fellwar Stone

Fellwar Stone

{2}

Artifact

Reliable mana production in multiplayer

Card Draw

10 cards
Brainstorm

Brainstorm

{U}

Instant

Cheap spell to trigger Azula and fix draws

Ponder

Ponder

{U}

Sorcery

Low cost selection that powers up Prowess

Preordain

Preordain

{U}

Sorcery

Ensures consistent land drops and spell flow

Faithless Looting

Faithless Looting

{R}

Sorcery

Quickly cycle through useless cards for fuel

Frantic Search

Frantic Search

{2}{U}

Instant

Free spell that filters and pumps stats

Windfall

Windfall

{2}{U}

Sorcery

Forces chaos and refills hand for burn spells

Night's Whisper

Night's Whisper

{1}{B}

Sorcery

Efficient black card draw for speed

Mystic Remora

Mystic Remora

{U}

Enchantment

Massive draw potential in high-activity games

Fact or Fiction

Fact or Fiction

{3}{U}

Instant

High-value selective draw at instant speed

Treasure Cruise

Treasure Cruise

{7}{U}

Sorcery

Cheap refueling in a spell-heavy deck

Removal

11 cards
Feed the Swarm

Feed the Swarm

{1}{B}

Sorcery

Necessary black removal for enchantments

Terminate

Terminate

{B}{R}

Instant

Unconditional creature destruction

Chaos Warp

Chaos Warp

{2}{R}

Instant

Versatile red answer for any permanent type

Bedevil

Bedevil

{B}{B}{R}

Instant

Hits creatures, artifacts, or planeswalkers

Vandalblast

Vandalblast

{R}

Sorcery

Mass artifact destruction to clear defenses

Toxic Deluge

Toxic Deluge

{2}{B}

Sorcery

Powerful board wipe that gets around hexproof

Pongify

Pongify

{U}

Instant

Efficient blue creature removal

Counterspell

Counterspell

{U}{U}

Instant

Standard protection for our win conditions

Negate

Negate

{1}{U}

Instant

Protects against non-creature interaction

Abrade

Abrade

{1}{R}

Instant

Flexible creature or artifact removal

Blasphemous Act

Blasphemous Act

{8}{R}

Sorcery

The most efficient way to clear a crowded board

Threats/Wincons

19 cards
Guttersnipe

Guttersnipe

{2}{R}

Creature — Goblin Shaman

Burn win con that triggers off every spell

Kess, Dissident Mage

Kess, Dissident Mage

{1}{U}{B}{R}

Legendary Creature — Human Wizard

Enables double burn spells from the graveyard

Electrostatic Field

Electrostatic Field

{1}{R}

Creature — Wall

Early blocker that burns the table

Firebrand Archer

Firebrand Archer

{1}{R}

Creature — Human Archer

Constant incidental burn for each spell cast

Aria of Flame

Aria of Flame

{2}{R}

Enchantment

Scaling burn damage for long-term pressure

Fiery Emancipation

Fiery Emancipation

{3}{R}{R}{R}

Enchantment

Triples burn damage and Azula's combat impact

Storm-Kiln Artist

Storm-Kiln Artist

{3}{R}

Creature — Dwarf Shaman

Generates resources for massive explosive turns

Young Pyromancer

Young Pyromancer

{1}{R}

Creature — Human Shaman

Go-wide strategy when the commander is absent

Talrand, Sky Summoner

Talrand, Sky Summoner

{2}{U}{U}

Legendary Creature — Merfolk Wizard

Alternative win con through flying tokens

Murmuring Mystic

Murmuring Mystic

{3}{U}

Creature — Human Wizard

Provides defensive tokens while we burn opponents

Psychosis Crawler

Psychosis Crawler

{5}

Artifact Creature — Phyrexian Horror

Wins through massive draw spells and Windfall

Shadowspear

Shadowspear

{1}

Legendary Artifact — Equipment

Provides lifelink and trample to Azula

Blackblade Reforged

Blackblade Reforged

{2}

Legendary Artifact — Equipment

Massive buff for one-shot commander damage

Temur Battle Rage

Temur Battle Rage

{1}{R}

Instant

Surprise double strike for lethal commander damage

Unleash Fury

Unleash Fury

{1}{R}

Instant

Doubles Azula's power for a sudden kill

Sword of Vengeance

Sword of Vengeance

{3}

Artifact — Equipment

Keywords to make Azula a terrifying attacker

Grapeshot

Grapeshot

{1}{R}

Sorcery

Potential late game storm finisher

Aetherflux Reservoir

Aetherflux Reservoir

{4}

Artifact

Win con through high spell count and lifegain

Lightning Bolt

Lightning Bolt

{R}

Instant

Classic direct burn and cheap prowess trigger

Utility

9 cards
Whispersilk Cloak

Whispersilk Cloak

{3}

Artifact — Equipment

Provides unblockable status and protection for Azula

Swiftfoot Boots

Swiftfoot Boots

{2}

Artifact — Equipment

Essential protection for the commander

Thousand-Year Storm

Thousand-Year Storm

{4}{U}{R}

Enchantment

Chaotic multiplier for every burn spell cast

Possibility Storm

Possibility Storm

{3}{R}{R}

Enchantment

Pure chaos that benefits our high spell density

Tectonic Giant

Tectonic Giant

{2}{R}{R}

Creature — Elemental Giant

Flexible burn or card advantage engine

Mystical Tutor

Mystical Tutor

{U}

Instant

Finds the perfect burn spell or removal

An Offer You Can't Refuse

An Offer You Can't Refuse

{U}

Instant

Fast, cheap protection for your game-winners

Past in Flames

Past in Flames

{3}{R}

Sorcery

Massive graveyard recovery for an explosive win

Narset's Reversal

Narset's Reversal

{U}{U}

Instant

Steal an opponent's big spell and reuse yours

Lands

39 cards
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Command Tower

Command Tower

Land

Produces any color in your identity.

Exotic Orchard

Exotic Orchard

Land

Flexible multicolor fixing.

Path of Ancestry

Path of Ancestry

Land

Color fixing with scry on creature casts.

Myriad Landscape

Myriad Landscape

Land

Ramp from the mana base.

City of Brass

City of Brass

Land

Untapped five-color fixing.

Mana Confluence

Mana Confluence

Land

Untapped five-color fixing.

Reflecting Pool

Reflecting Pool

Land

Copies colors your other lands produce.

Bojuka Bog

Bojuka Bog

Land

Free graveyard hate on ETB.

Castle Locthwain

Castle Locthwain

Land

Mono-color utility land.

Castle Embereth

Castle Embereth

Land

Mono-color utility land.

Mystic Sanctuary

Mystic Sanctuary

Land — Island

Recurs an instant or sorcery.

Castle Vantress

Castle Vantress

Land

Mono-color utility land.

Underground River

Underground River

Land

Nonbasic dual land for color fixing.

Drowned Catacomb

Drowned Catacomb

Land

Nonbasic dual land for color fixing.

Temple of Deceit

Temple of Deceit

Land

Dual land with scry.

Sunken Hollow

Sunken Hollow

Land — Island Swamp

Nonbasic dual land for color fixing.

Choked Estuary

Choked Estuary

Land

Nonbasic dual land for color fixing.

Island

Island 7x

Basic Land — Island

Basic land allocated from mana pip counts.

Swamp

Swamp 2x

Basic Land — Swamp

Basic land allocated from mana pip counts.

Mountain

Mountain 9x

Basic Land — Mountain

Basic land allocated from mana pip counts.