the front side of Azor, the Lawbringer
the back of a classic MtG card
the front side of Sakashima the Impostor
the back of a classic MtG card

Color Identity: W, U

Initial Card State

  1.  Sakashima the Impostor in hand.
  2.  Azor on the battlefield.

Mana Needed

  1. ({4} magic symbol)  ({U} magic symbol)  ({U} magic symbol)  ({U} magic symbol)  ({U} magic symbol)   each turn available.

Steps

  1. Cast Sakashima by paying ({2} magic symbol)  ({U} magic symbol)  ({U} magic symbol)  , choosing to have it enter the battlefield as a copy of Azor.
  2. Sakashima enters the battlefield, preventing opponents from casting instants or sorceries during their next turn.
  3. Activate Sakashima by paying ({2} magic symbol)  ({U} magic symbol)  ({U} magic symbol)  , returning it to your hand from the battlefield at the beginning of the next end step.
  4. At the beginning of your end step, Sakashima triggers, returning itself to your hand from the battlefield.
  5. Repeat each turn.

Results

  1. Opponents cannot cast instant spells during their turns.
  2. Opponents cannot cast sorcery spells.

Metadata

  1. In 89 decks according to EDHREC.
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