Arcane Foundry › Commanders › Elenda and Azor
Elenda and Azor
Legendary Creature — Vampire Knight Sphinx · {3}{W}{U}{B} · Black/Blue/White commander
Flying, ward {2}
Whenever Elenda and Azor attacks, you may pay {X}{W}{U}{B}. If you do, draw X cards.
At the beginning of each end step, you may pay 4 life. If you do, create a number of 1/1 black Vampire Knight creature tokens with lifelink equal to the number of cards you've drawn this turn.
Build an Elenda and Azor deck →
What Elenda and Azor actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever Elenda and Azor attacks, you may pay {X}{W}{U}{B}. If you do, draw X cards.
- Triggered ability · end_stepAt the beginning of each end step, you may pay 4 life. If you do, create a number of 1/1 black Vampire Knight creature tokens with lifelink equal to the number of cards you've drawn this turn.
- Keyword · flyingflying
- Keyword · wardward
What an Elenda and Azor deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- card draw each turn (end step makes a lifelink Knight per card drawn)
- evasion for the commander
The Elenda and Azor deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 6× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 4× Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- 4× Make the commander connect — a body that never deals combat damage never triggers
- 12× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 4× A team pump that actually pumps tokens
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
Best cards for Elenda and Azor
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Lavaspur Boots1 mana
- Sting, the Glinting Dagger2 mana
- Haunted Cloak3 mana
- Sword of Vengeance3 mana
Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- Tetsuko Umezawa, Fugitive2 mana
- Akroma's Will4 mana
- Glaring Spotlight1 mana
- Wonder4 mana
- Reverse the Polarity3 mana
- Cultist of the Absolute1 mana
- Elspeth, Storm Slayer5 mana
- The Wind Crystal4 mana
Make the commander connect — a body that never deals combat damage never triggers
- Elspeth, Sun's Champion6 mana
- Rogue Class2 mana
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Akroma's Memorial7 mana
- On Wings of Gold4 mana
- Infiltrator's Magemark3 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Kozilek's Unsealing3 mana
- Replicating Ring3 mana
- Elspeth, Storm Slayer5 mana
- Hero of Bladehold4 mana
- Omarthis, Ghostfire Initiate0 mana
- Elspeth, Sun's Champion6 mana
- Andúril, Flame of the West3 mana
- Cosmogrand Zenith3 mana
A team pump that actually pumps tokens
- Intangible Virtue2 mana
- Caretaker's Talent3 mana
- Inspiring Leader3 mana
- Prava of the Steel Legion3 mana
- Gideon's Memorial2 mana
- Hildibrand Manderville // Gentleman's Rise2 mana
- Mite Overseer4 mana
- Phantom General4 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Damn2 mana
- Vanquish the Horde8 mana
- Toxic Deluge3 mana
- Damnation4 mana
- Supreme Verdict4 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Bontu's Last Reckoning3 mana