Azusa’s Many Journeys – Kamigawa: Neon Destiny
Date Reviewed: March 18, 2022
Commander [EDH]: 2.88
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
I’m surprised to see Azusa’s Many Journeys come back up again after we reviewed it fairly recently, but no biggie. It’s about the same as it was last time on the review slate: it’s Explore the turn it comes down, but sticks around to do a couple other things. Explore is actually stronger in deeper formats, and this has managed to show up a sparing amount in Modern’s Scapeshift-centric decks; as additional shots of a desirable effect are always good. The flip is a nice way to present a later threat, as well, as you can make use of the land untapping to threaten opponents. It’s not flashy, but it does the job.
Commander [EDH]: 3.75
Azusa got lost, but if she wasn’t seeking anything then was she really ever lost? Either way it doesn’t matter but what matters is for two mana you can ramp by placing a land onto the battlefield for a second time this turn. With Zendikar Rising still in the rotation this is a great way to pump landfall triggers for pure value. The gaining three life is a nice to have but this could really have been an untap/tap target land, an additional land drop, a rampant growth, etc. The three life gain just feels very underwhelming. When this transforms we get a 3/3 creature that untaps lands when it becomes blocked. It is a great deterrent to have your opponent take three damage so you don’t get extra mana. Not a bad uncommon at the end of the day, well worth picking if green is your color in limited!
Commander [EDH]: 2/5
It’s not yet clear whether Azusa’s Many Journeys will become a major player in any formats; but remember, not all those who wander are lost, and being “Explore with upsides” is probably a decent place to start. Explore only does one thing, while Azusa’s Many Journeys gives you two effects and eventually a 3/3 creature. Technically you’re only paying two mana for all of those things, which would be insane if they weren’t spread over three turns. Decks that just want to attack and do damage will probably want more direct options, but there might be ramp decks that want to have an extra 3/3 creature around when they start going nuts. And somebody will probably find some kind of combo based on the ability to untap lands when Likeness of the Seeker becomes blocked; offhand, I’m not sure what it would be, but there is always something.
Commander [EDH]: 3/5
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