|Commander / EDH||Legal|
Printings View all
|Masters Edition (MED)||Common|
|Ice Age (ICE)||Rare|
Combos Browse all
Illusions of Grandeur
Cumulative upkeep (2)
When Illusions of Grandeur enters the battlefield, you gain 20 life.
When Illusions of Grandeur leaves the battlefield, you lose 20 life.
Price & Acquistion Set Price Alerts
|Have (7)||, saj0219 , mandoso , Sparky41 , clayperce , Dimarx , Florg|
|Want (13)||Sadert , Gooberrygumdrops , phantomblack , leakypen , DerektheRed , Bassadin , Tarni , Mortiferus_Rosa , kobyjoe , Eyferann , fireborne1986 , xXThormentXx , Thunderbeard|
Illusions of Grandeur Discussion
4 weeks ago
It is always nice to see someones Zedruu list. A few months ago I decided to try this commander too. And it is lots of fun to pilot one. I have always been playing EDH from a competitive perspective. Now with Zedruu I really enjoy the casual and political side of the game.
I decided not to take the bad gifts route, because I don't want to get hated out of the game. If bad gifts backfires on you, it also can happen that you screw yourself. Like you cant cast your own commander and such.
A few cards that I would recommend are:
- Illusions of Grandeur, Oblivion Ring together with Capsize : get 20 life, then donate it away. O-ring the Grandeur to let them lose 20 life. Capsize the O-ring and you get 20 life again, rinse and repeat... this is one of my main wincons.
- Venser, the Sojourner : Great synergy tool for Zedruu and also functions as a second option when Capsize isn't available
- Chromatic Lantern : Would fit well in a 3-color deck
- Thought Vessel : Extra mana rock with the added benefit of having no max. handsize with Zedruu is great.
- Gift of Immortality : Good protection for Zedruu against boardwipes and you can donate this card away for a Zedruu trigger and still you get the benefits.
- Gilded Drake : Great value card for Zedruu
Check out my version for other ideas. If you have some great ideas I did miss, then let know!
Commander / EDH
SCORE: 7 | 2 COMMENTS | 539 VIEWS | IN 2 FOLDERS
Upvote from a fellow Zedruu player incoming!
2 months ago
Right now, you are missing one card, as you have your commander in the deck twice. That being said, Illusions of Grandeur is the clear card for any Zedruu deck.
3 months ago
Morality Shift is often vastly underrated and almost no one seems to know about it. If you want it to be lethal without having to swing you could add Delusions of Mediocrity or Illusions of Grandeur and just sit back and watch the fireworks.
4 months ago
It may not be regarded as cheap, but Alhammarret's Archive is kind of a staple for this commander.
Statecraft for those pesky creature decks.
Here's my version; I had a lot of fun running:
4 months ago
For the same reason you have Felidar Sovereign and Aetherflux Reservoir, I think cut Transcendence. In most cases, you would lose as soon as you play it. Delusions of Mediocrity and Illusions of Grandeur work with the life gain, and they hurt your opponents when gifted.
I made a Zedruu deck a while back. Please check it out, and give it an upvote if you'd like.
7 months ago
DankwingDuck I'm glad you're liking it! Cards like Illusions of Grandeur and Puca's Mischief are good cards for Zedruu. Replacing Ring of Evos Isle with Swiftfoot Boots or Lightning Greaves, or Pyramid of the Pantheon with Gilded Lotus are good replacements as well. Your standard and ubiquitous Sol Ring or Command Tower are good too. Bazaar Trader and other 'give away' cards are helpful as well. I'd also suggest hunting for cards that don't require you to own them to benefit (things like Howling Mine or Silent Arbiter ).
As to my Dromoka, the Eternally Broke(<15$) deck, it's bolster(which throws counters on creatures) and swing out with dragons, and take advantage of +1/+1 counters on creatures for effects(remember, changeling creatures trigger bolster when Dromoka's out because they're dragons).
7 months ago
First, heads up, you have Illusions of Grandeur listed twice, so your deck isn;t currently legal. It will also be a card short once you remove the duplicate if I counted correctly. Here's some thoughts for what you could add in to take that empty spot.
-Steel Golem: Give it away to the creature heavy deck, and they're in a bad spot almost immediately.
-Oblivion Ring: Better for you than most people, because after it has come in and removed something, you can give it away for benefit while you opponent gets an enchantment that now does literally nothing. Same goes for Banishing Light, Detention Sphere, Stasis Snare, and Journey to Nowhere.
-Rust Elemental: Giving your opponent a creature that makes them sacrifice permanents every turn is already good, but the fact that it hurts them and becomes useless when they fail to do so is even better.