Arcane Foundry › Commanders › Vazi, Keen Negotiator
Vazi, Keen Negotiator
Legendary Creature — Human Advisor · {2}{B}{R}{G} · Black/Green/Red commander
Haste
{T}: Target opponent creates X Treasure tokens, where X is the number of Treasure tokens you created this turn.
Whenever an opponent casts a spell or activates an ability, if mana from a Treasure was spent to cast it or activate it, put a +1/+1 counter on target creature, then draw a card.
Build a Vazi, Keen Negotiator deck →
What Vazi, Keen Negotiator actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{T}: Target opponent creates X Treasure tokens, where X is the number of Treasure tokens you created this turn.
- Triggered ability · cast_spellWhenever an opponent casts a spell or activates an ability, if mana from a Treasure was spent to cast it or activate it, put a +1/+1 counter on target creature, then draw a card.
- Keyword · treasuretreasure
- Keyword · hastehaste
What a Vazi, Keen Negotiator deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 5× Untap the commander so the tap ability is an engine, not a one-shot
- 16× A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- 4× A team pump that actually pumps tokens
- 14× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 12× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 8× Answer a spell or ability before it resolves
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
Best cards for Vazi, Keen Negotiator
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
- Rising of the Day3 mana
- Thousand-Year Elixir3 mana
- Fable of the Mirror-Breaker // Reflection of Kiki-Jiki3 mana
- Goblin Chieftain3 mana
- Tyvar, Jubilant Brawler3 mana
- Blacksmith's Talent1 mana
- The Fire Crystal4 mana
- Dragonlord Kolaghan // Dragonlord Kolaghan0 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Aggravated Assault3 mana
- Bear Umbra4 mana
- Sword of Feast and Famine3 mana
- Wilderness Reclamation4 mana
- Amulet of Vigor1 mana
- Beledros Witherbloom7 mana
- Nature's Will4 mana
- Sting, the Glinting Dagger2 mana
A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- Ragavan, Nimble Pilferer1 mana
- Goldvein Hydra1 mana
- Greedy Freebooter1 mana
- Impulsive Pilferer1 mana
- Academy Manufactor3 mana
- Professional Face-Breaker3 mana
- Tireless Provisioner3 mana
- Gala Greeters2 mana
A team pump that actually pumps tokens
- Mosswort Bridge0 mana
- Nesting Grounds0 mana
- Heroic Intervention2 mana
- Zulaport Cutthroat2 mana
- Sylvan Safekeeper1 mana
- Tamiyo's Safekeeping1 mana
- Tyvar's Stand1 mana
- Veil of Summer1 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Karn's Bastion0 mana
- Bristly Bill, Spine Sower2 mana
- Cankerbloom2 mana
- Thirsting Roots1 mana
- Evolution Sage3 mana
- Mossborn Hydra3 mana
- Blightbelly Rat2 mana
- Contagion Clasp2 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Hornet Nest3 mana
- Pashalik Mons3 mana
- Endless Ranks of the Dead4 mana
- Esika's Chariot4 mana
- Lathril, Blade of the Elves4 mana
- Siege-Gang Lieutenant4 mana
- Trendy Circus Pirate0 mana
- Myr Battlesphere7 mana
Answer a spell or ability before it resolves
- Dash Hopes2 mana
- Pyroblast1 mana
- Tibalt's Trickery2 mana
- Withering Boon2 mana
- Green Slime3 mana
- Kozilek, the Great Distortion10 mana
- Not of This World7 mana
- Brown Ouphe1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Assassin's Trophy2 mana
- Wild Magic Surge2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Terminate2 mana
- Fatal Push1 mana
- Beast Within3 mana
Answer a whole board at once
- Do or Die2 mana
- Force of Despair3 mana
- Blasphemous Act9 mana
- Accursed Marauder2 mana
- Bontu's Last Reckoning3 mana
- Innocent Blood1 mana
- Breaking Point3 mana
- Coils of the Medusa2 mana