When Azor enters, each opponent can't cast instant or sorcery spells during that player's next turn.
Whenever Azor attacks, you may pay . If you do, you gain X life and draw X cards.
Cast Azor, swing for the skies, and convert attacks into massive card draw and life via the trigger to bury opponents in resources. You play a controlling, flier-and-instant-heavy game—stunting opponents' interaction with the ETB lockout while you stockpile cards and grind toward an overwhelming board or a finisher. Win by out-resourcing the table and either swinging out or assembling a payoff.
Repeatable, scalable card advantage plus lifegain that snowballs a control game
ETB pseudo-Silence buys a turn against combo and counterspell decks
Evasive flying body that protects itself and pressures life totals
Lifegain pads against aggro and fuels payoffs in UW
Six-mana commander that does little the turn it lands; vulnerable to removal before attacking
Attack trigger demands you tap out for extra mana, leaving you exposed
UW lacks ramp and fast mana, so the engine comes online late
No inherent way to close fast—can durdle and durdle without a real wincon
The instant/sorcery lock only hits next turn, not the current turn's responses
Doubles up on draw and forces attacks, supporting the card-advantage theme.
Add fast mana and rocks (Sol Ring, Mana Crystal, Arcane Signet, Smothering Tithe) so you can cast Azor early and still pay the attack tax. Lean into a clean finisher—Approach of the Second Sun, Aetherflux Reservoir, or Felidar Sovereign—so your card and life engine actually closes games. Round out with protection (Teferi's Protection, Heroic Intervention-style effects, counterspells) and efficient interaction to defend your slow, mana-hungry plan.