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Community Rating: 3.768 / 5  (97 votes)
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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
Posted By: Archiphres (8/3/2011 10:21:10 AM)


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.
Posted By: RedAtrocitus (8/16/2012 9:09:51 PM)


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
Posted By: Kyzar (7/7/2011 5:51:39 PM)


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).
Posted By: Laguz (7/10/2011 6:47:16 PM)


I never really thought treasure trove was all that bad...

I do now.
Posted By: HairlessThoctar (7/7/2011 3:18:45 PM)


What is it with these mages and awesome hips?

Wait, woah, I am not complaining.
Posted By: TherealphatMatt (7/27/2011 2:48:24 PM)


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.
Posted By: LordRandomness (12/30/2011 3:30:17 AM)


"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... (see all)
Posted By: Lyoncet (7/30/2011 5:06:18 PM)


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 :)
Posted By: TwoStars (8/7/2011 5:20:25 PM)


Wonderful art.
Posted By: Hayw00d0909 (7/21/2011 9:28:57 AM)