|Commander / EDH||Legal|
Printings View all
|Dragons of Tarkir||Rare|
Combos Browse all
Legendary Creature — Orc Warrior
Zurgo Bellstriker can't block creatures with power 2 or greater.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owners hand at the beginning of the next end step.)
Price & Acquistion Set Price Alerts
Zurgo Bellstriker Discussion
1 day ago
I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.
This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).
You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.
If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.
If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.
Just my 2 cents.
3 days ago
1 week ago
With burn, you really want the game to over as soon as possible as the longer it goes on, the less likely you are to win. As a result a lot of burn/aggressive decks have a curve that ends at 3-4. Zealous Conscripts is a nice effect but 5 mana is a bit more than you'd want.
Eidolon of the Great Revel is a card that often is a 3 or 4 of in burn. Yeah it hurts you a lot, but for aggressive decks, you either win before your opponent can react, or they stabilize and you lose. As a result your own life total doesn't matter as much. Oftentimes your opponent is forced to spend a removal spell on it causing them to take damage and losing a removal spell for one of your other creatures, and allows you to keep playing without taking damage off of it.
Assuming you keep it causal and not modern, one card i strongly think you should try to pick up a copy of is Sulfuric Vortex. If your opponent can't deal with it, you put them on a clock which gets sped up by all the other cards in your deck. Seeing as how one of the better ways to survive the initial onslaught from a burn/aggressive deck is to gain life, the second line comes in handy as well. Like eidolon, your life total doesnt matter too much
I'd cut the war-names, and conscripts to make room for some of these cards as they are pretty inefficient.
Goblin Wardriver is also worth considering removal as most blocking creatures, kill him so by the time you start attacking with him, he might not be able to do so safely. Rakdos Cackler and Zurgo Bellstriker suffer a similar problem bt not as bad seeing as how they come down turn 1. I still might replace a few of them with a 1 mana deal 3 damage spell.
1 month ago
I love the idea, so I started browsing all red one-cost cards in Modern using Gatherer... I should be sleeping instead... oh well.
Since you're going entirely for one drops, you may want to condense your plans into two colors - when I playtested your deck with the playtest feature, I had a hard time getting a good start because the manabase is too diverse for getting things out quickly.
You might consider sticking with just two colors - red and white. The reason for that choice is because those are more likely to have "prowess" creatures (I think), and spells that boost all your dudes, rather than just one at a time (like green usually gets for low cost). Giant Growth might be replaced with Built to Smash, Taste for Mayhem Titan's Strength or Furious Resistance
Since you're trying to get lots of dudes into play, spells that boost all your creatures, rather than just one, might be best. In keeping with my red/white suggestion, have you considered Banners Raised, Weapon Surge or Coordinated Assault?
Also, here's a few one-drops that caught my eye.
- Boros Recruit
- Flamekin Harbinger would help replace itself (or help you get more flamekins), making it easier for you to be consistent with drawing your creatures.
- Figure of Destiny
- Genju of the Spires (you don't care about having your mountains survive once you have three mana or so...)
- Goblin Bushwhacker
- Skin Invasion Flip (played on an opponent's creature perhaps?)
- Zurgo Bellstriker
A Crack the Earth on turn two after playing a little guy, forcing a slower opponent to sacrifice a land or mana dork, could be devasating. Also, replace Swords to Plowshares (Not modern legal) with something modern legal like Path to Exile or, in a pinch, Fiery Impulse or Flame Slash.
2 months ago
Yes, if you dash him he will be put in your hand. At that point, you may choose to put it in your Command Zone instead.
You still have to pay the additional 2 Commander tax, even if you dash him from the Commander Zone. Note that "commander tax" is not applied if you cast your commander from hand, only from the command zone.
3 months ago
To give you another example I will use Zurgo.
Turn 1 - Zurgo Bellstriker, both players at 20.
Turn 3 - Zurgo attacks, opponent casts Ball Lightning. You should have blockers, so it depends on their toughness on the damage, but Zurgo is coming in for 2 and Ball is coming in for 6. If nothing goes blocked, you are at 5 life.
Obviously every game won't go that way, and typically it will be a bit slower, especially if you have Counter magic up. You will still face a bunch of cards just like these. Keldon Marauders does 2 damage just by entering and leaving, it may do combat damage, Keldon Champion is Lightning Bolt and swings in combat at least once if it's Echo cost isn't paid, Fireblast can be a killing blow as most cards will be cheap and they will just Sac two Tapped lands, etc.
You could easily say Turn 4 your opponent plays a Keldon Champion for another 6 incoming damage. Turn 5 would be tap two mana for Keldon Marauders, then Sac those two lands to Fireblast. Your opponent still has 3 mana for next turn which should cast almost anything in their deck.
I would say that and are the two weakest colors in Duel Commander. has the benefit of Counter magic. has Hand Disruption and the best tutors not banned. has the Burn to either burn face or remove creatures. has Ramp but your opponent is swinging in and burning for damage while you ramp. is kind of lacking, it has Enlightened Tutor but it isn't that big of a deal. Even the best removal Path to Exile ramps your opponent, and Swords to Plowshares gives your opponent life. Swords is the obvious better choice as the creatures tend to be cheap and effective, so Path gives your opponent a larger benefit.
Just keep these things in mind. Try to build your deck to end games by Turn 5, Turn 6 at the latest. Games may last longer than this, but that is the goal you should shoot for.
3 months ago
I understand what you're saying, but you would need to completely restructure your deck. You aren't running any Hatebears that are relevant.
Aven Mindcensor is ultimately pointless. While people do Tutor, it happens a lot less as the games are much shorter. You have to remember that the average CMC is a lot lower than Multiplayer, and some of the best low CMC Tutors are banned.
Dragonlord Dromoka is too slow. He seems good but will likely never swing. Typically you will either be killed before he can swing, or he will be removed.
Gaddock Teeg is almost completely irrelevant. You can think of Duel Commander almost like Tiny Leaders. The average CMC is REALLY low as the games don't last nearly as long.
Iona, Shield of Emeria is a great card and I tried running her in Kaalia of the Vast as she will never he cast in Duel Commander, but how are you going to get her into play? I'm not sure I've ever seen a DC game last till Turn 9. You would need an aggressive ramp package that can still survive while ramping.
If you are running Sisay for colors, then there could be better options. I would say most decks really want there Commander, those that care less are typically like Zurgo Bellstriker that are just trying to burn you down anyway.
I would like to mention, that they are two COMPLETELY different formats. Examples include the targeted hand hate like I said above and cards like Lightning Bolt are never ran in Multiplayer, but are ALWAYS in DC decks in . Think of DC more as a Highlander format and less like Commander. The main difference of course being the fact that you get the consistency of having a Commander. Your Commander will typically be relevant to the deck.
To give you an idea, to beat Geist of Saint Traft, you will need to either Counter him being cast which will be hard for your colors, or kill him in Combat. Just blocking him won't help due to his Angel friends. At the latest he is coming out Turn 3, and swinging Turn 4. You will be dead by Turn 6. You are hoping he doesn't either draw or tutor for Steel of the Godhead. This is the kind of situation you want to consistently be able to beat.
Expect the game to end around Turn 6. Each round is a best 2 out of 3, and each is timed for around 55 minutes. From my personal experience, most rounds are completed by 30 minutes. To give you another idea, I've seen people try to run Purphoros, God of the Forge and he was a bit too slow.
3 months ago
It should be Multiplayer, no question. Captain Sisay is far too slow to be competitive in Duel Commander.
First off, her CMC is 4, and without fast mana like Sol Ring and Mana Crypt, she is unlikely to come out consistently before Turn 3, sometimes as late as Turn 4. There are fast mana options, but few options make it inconsistent. Sisay also has to resolve, then dodge removal for a full turn before she even gets her first Tutor off.
You also run into the issue of her tutoring to hand, so you then either have to play or cast whatever you tutored. That card needs to consistently lock your opponent down or win the game for you. The lack of options to slow your opponents down in is going to hurt you.
You have to figure, if Sisay comes down on Turn 4, she is tutoring Turn 5, and you should be under 10 life. Of course if you're relying on the other cards in your deck, why are you playing Sisay in the first place?
Examples of decks you need to beat:
Is Hexproof, when he swings he brings a 4/4 Flying Angel with him, every turn. Also runs a lot of Control to stop you from doing what you want.
Comes down Turn 1, is swinging for 2 each turn. By Turn 4, if you haven't killed him, he has done 8 damage, by himself. He typically runs Burn spells and other cheap Haste creatures. If you do remove him, he is 3 mana to recast which is still cheaper than your Commander. Also note that in combat, him and Sisay kill each other.
Plays Control to slow you down until they can play Vial Smasher. Then the first spell of each turn hits you for damage, even on your turn if they Counterspell, you take 2 damage. Kraum is used primarily for its addition of to the deck and the fact that it is going to slam you for 5 damage when it comes out.
Control and Aggro rule Duel Commander. doesn't really excel at either. Your Commander and color combination is much more suited to Multiplayer.