Azusa’s Many Journeys – Kamigawa: Neon Dynasty

Date Reviewed:  February 4, 2022

Constructed: 3.17
Casual: 2.83
Limited: 3.50
Multiplayer: 2.67
Commander [EDH]: 2.92

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 


Much like Azusa herself and the various cards she inspired, this Saga pretty much assumes you have lands in your hand when you cast it. Getting an extra land right away is obviously good, and might be downright abusable if you can keep removing the lore counters. I like that if you don’t happen to have a land in your hand, you’ll still get a creature in a couple of turns – that’s arguably an advantage over a card like Explore – and I also feel that Likeness of the Seeker’s ability is interesting. Maybe you could force your opponent to block it in some way, and use it as a sort of acceleration or multi-spell enabling? Nothing about this card really jumps out as game-breaking, but it’s definitely worth trying (even if just for the art!).

Constructed: 3/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5
Commander [EDH]: 3/5

 James H. 


Those who wander are never truly lost, I suppose. A reference to Azusa, Lost but Seeking from Champions of Kamigawa, the main value of this spell is that it gives you the extra land drop when mana acceleration matters most. In general, ramp spells function best low on the curve to get you to specific breakpoints faster, and being able to enter turn 3 with four mana is quite potent. The rest of the card is more of an ancillary bonus, but not unwelcome; 3 life is decent as a rider, and getting a 3/3 that your opponent might not want to block is a decent ultimate payoff for a weaker Explore that also pairs well with all of the enchantment support of the deck. It’s not flashy or showy, but it’ll carry its weight enough to be a solid workhorse of a card.

Constructed: 3.5
Casual: 3.5
Limited: 3.5
Multiplayer: 3
Commander [EDH]: 3.75

Mike the
Borg 9


The best part about this saga is playing an additional land for two mana.  Period.  Gaining 3 life isn’t a big deal, it could save you in a pinch but it feels like a throw in because they couldn’t give you another land ability or trigger again.  Lastly, when this transforms you get a 3/3 that is meant to attack so it can be blocked and you get back three lands to play another spell.  Nothing special honestly and the best part about this card is playing an additional land.  I can see this card seeing some play while Zendikar Rising is still in the standard rotation to help with landfall triggers but once it rotates out I think this card will see less play.  It’s not a bad card, there are just better options out there. 

Constructed: 3/5
Casual: 2/5
Limited: 4/5
Multiplayer: 2/5
Commander [EDH]: 2/5

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