Players can't gain life.
At the beginning of your upkeep, Witch Hunt deals 4 damage to you.
At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
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Witch Hunt Discussion
2 days ago
I would definitely recommend Neheb over Etali if you want to cast X-spells. X-spells are terrible with Etali because when you cast them for free, X must be zero.
Flaming Gambit is really bad. It's only good when you're targeting someone that has no creatures out for lethal damage, and if you're doing that, Blaze will also kill them. But Blaze also kills people who do have creatures out, and if you need to, it will kill a better creature than their worst creature. Gambit is an instant and it flashes back, but these things don't save it. Cut it for Blaze and you won't be sorry.
I typically don't find one-shot Threaten effects to do very much, so I'd also recommend cutting Kari Zev's Expertise.
An-Zerrin Ruins seems like an odd inclusion to me unless you expect to face a lot of tribal decks. Maybe you do and if so, that's fine.
2 months ago
It's budget, alright. Let's start with some suggestions then!
Nekusar, the Mindrazer is a good pinger and makes you draw more. It does makes your opponents draw more, though... but can shut down many decks that can draw a lot.
Fevered Visions still makes you draw more, and pings your opponents for having a lot of cards in hand.
Witch Hunt is janky.
As far as removal goes, you do need some. Budget implies some of these :
As you WILL lose life too, you can try to mitigate with Pristine Talisman - it's ramp AND lifegain!
I'd personnaly replace all the creatures which are only mana rocks with legs such as Iron Myr to actual mana rocks with effects, like Mind Stone and Unstable Obelisk. Bonus points to use them with Daretti for repeatable effects!
Hope that helps!
2 months ago
andbartwo Witch Hunt won't really ever return to Zedruu, allowing you to pass it to others without harming yourself even if randomly selected. Sure you won't gain life off passed items, but making it so other decks can't gain life can be way more important for a budget list like this, especially since Zedruu still gives card draw.(which is the way more important ability IMO.) If it ever becomes burdensome to not be gaining life, the deck has enough nonland removal of it's own to simply banish witch hunt and gain life again.
I've also found in playtesting that passing off creatures isn't very effective. Sure Rust Elemental and Thought Nibbler are very good if they stay on the board, but they'll usually die to removal/board clear/sacrifice effects far more often, and draw the sort of aggro a budget deck like this one wants to avoid at a full table. It's much better to deal with a threat with something like Cast Out, and then donate the enchantment to someone else, who won't really care about getting rid of it since it's not actively harming them. Creatures like Humble Defector have a much more immediate payout because opponents tend to want to keep them around(at least for their turn)
Talruum Piper I simply misread, I had thought it was an effect like Lure that fit into a Minotaur theme, and didn't realize it only effected flying creatures. I'll replace it with something else shortly. Dragon's Eye Sentry is non-threatening, low cost(mana-wise), and late-game easily passed off since it cannot attack or tilt board presence enough to make another player angry at seeing someone else get a free creature.(Also, it fits flavor wise into Zedruu's Jeskai-colored monk/minotaur typing which was nice)
Gwafa Hazid, Profiteer is too expensive for the deck in terms of budget restriction, but would be fun to put in and I might tentatively suggest it for anyone looking to expand the list to a non-budget build.
2 months ago
Witch Hunt will probably hurt you more than help you. I don't understand the point of some of your creatures like Talruum Piper or Dragon's Eye Sentry. I understand that you are trying to give your opponent junk cards but why not give them a Rust Elemental or Thought Nibbler. You might add Gwafa Hazid, Profiteer just for fun. I understand that you want the deck to be simple to understand but it is nice for the new player to be able to see some card interaction or "combos" to see the cool stuff you can build.
3 months ago
4 months ago
I've looked at trimming white and/or black multiple times over the year and a half I've spent using and tweaking this deck, but I can't find a way to retain the frankly insane ramp this specific manabase offers. Lack of mana actually isn't an issue I have to deal with often, which is why I've taken to following the IT maxim of "If it works when all the rules you know say it shouldn't, don't touch it" and am rather unwilling to mess with the manabase.
Psychic Battle has been on my 'include this' list for a while and will be slotted in as soon as I actually remember it exists when trading.
Yidris, Maelstrom Wielder is both a creature, which I've themed the deck not to have, and something which, when played, allows the opponents to mentally assign the deck as being a very odd storm deck. It doesn't matter that the assumption is wrong; it allows the more serious players I often face online to form a plan against the deck.
Perplexing Chimera isn't included because it is both a creature and, given what my relevant large spells are, usually more effective against me than the opponents I'm facing.
Endless Whispers was actually in the deck, however it was cut because I play this deck primarily online, which means I have no clue what I'm facing and the decks tend to be more serious/less creature heavy. Order of Succession is perfect for the one thing I actually want it for: messing up the many, many decks who rely almost entirely on their command in the early/mid phases of the match. If I were playing this physically, I'd definitely swap them back.
4 months ago
Looking good :D There are definitely a ton of chaos effects, so while I would drop Order of Succession, Mindmoil, Telemin Performance, and Witch Hunt for Endless Whispers, Yidris and Friends, Psychic Battle, and Perplexing Chimera, it really depends on what type(s) of chaos you want to cause, and how much of each type if multiple types. I find using the custom categories to be very helpful in looking at the deck to see what effects I have too much of and what I don't have enough of. For example, you could aim for 10 cards that draw you more, 10 cards that ramp and smooth your mana, 7 chaos cards that switch control of stuff, 7 chaos cards that make people's instant/sorceries target different things than what they want or get copied, 7 aikido cards, 3 board wipes, 4 cards that protect your stuff, 7 cards that change board states drastically, and 7 cards that help you cast more stuff. Those number can be tweaked as the deck is built, but building it that way let's your decision making be easier (it's easier to cut a card from 7 slots than from 62 slots), and ensure that you don't have a hand full of cards that all do the same thing that isn't chaotic enough for a particular board state (diversification is easier when you know what diverse effects you want).
Also, I will say that with only four white cards in the deck, I would be thinking about whether or not I want to change the commander to the aforementioned Yidris, Maelstrom Wielder for chaos in the command zone and a bit of an easier time with mana.
4 months ago
I'm loving this list...Turn 3 Kill last night!
Turn 1 - Mountain, Sol Ring, Krark's Thumb Turn 2 - Mountain, Izzet Signet, Witch Hunt Turn 3 - Island, Game of Chaos targeting player on 30 life who promptly lost 8 coin tosses in a row and copped 31 damage- gotta love dat Thumb!
Best thing was he had shocked himself for 2 damage to keep two blue mana open so he could Counterspell...he decided Game of Chaos was no big deal so decided not to counter. After losing the first three flips he asked: "Is it too late to respond?" "Yep." was my reply :D