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.)
Printings View all
|Dragons of Tarkir (DTK)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Zurgo Bellstriker Discussion
2 months ago
Lightning Berserker and Zurgo Bellstriker are good budget hasters, and their Dash abilities allow them to survive sweepers. I've also been using Heartfire in my standard cavalcade. The extra 1 damage can take many people by surprise.
(Lightning Berserker is an uncommon from Dragons of Tarkir, not sure why its not showing up)
2 months ago
Additionally, instead of Foundry Street Denizen where it will get power up only until the end of the turn, try Runaway Steam-Kin and as for Zurgo Bellstriker , although it is a good 2/2 for , the fact that it can't block creatures with power 2 or greater means that it will be painful if somehow you ended up in late game. Maybe Scorch Spitter because although it is 1/1, its ability will definitely gives you and extra damage to your opponent's face. Plus, if you play and have Torbran, Thane of Red Fell on the field, it will deal 6 damages ((ability 1 + torbran 2) + (attack 1 + torbran 2)).
I am also curious why do you play Ash Ash Zealot since you have nothing to play from your graveyard.
8 months ago
Hey, saw your forum topic asking for help. Looks nice, good start and a budget of less than $100, well done :)
Lovisa is all about attacking because her ability pumps your creatures therefore you want to have a well established army of creatures before you play Lovisa. You've done a good job with including many two drop and three drop creatures, but 18 four drops and 13 five drops is too much. I also don't think any of the six and seven drops are good enough to risk having one of them stuck in your hand in the early and mid game. My advice is cut a large amount of these cards for more one, two and three drops.
Budget cards $3 or less each to consider adding:
- Ghitu Encampment
- Zurgo Bellstriker
- Frenzied Goblin
- Prophetic Flamespeaker
- Neheb, Dreadhorde Champion
- Countryside Crusher
- Experimental Frenzy
- Lightning Mauler
- Goblin Cratermaker
- Chaos Warp
- Faithless Looting
- Mind Stone
- Commander's Sphere
Others to consider:
- By Force
- Price of Progress
- Borderland Marauder
- Stoneforge Masterwork
- Earthshaker Khenra
- Ahn-Crop Crasher
- Splatter Thug
Can add all these cards for about $18. Also consider adding a few more Mountains as 26 lands is a low total amount. Try 30 Mountains, Ghitu Encampment and Rogues Passage for a total of 32 lands. Temple of the False God is not worth playing in a deck that doesn't have any land ramp. Can't afford to have a land that can't make mana, does nothing, to cast early game two and three drop creatures.
There's a lot of red cards that can give you repeatable pseudo draw each turn; key word here is repeatable. Not draw, but can exile the top card of your library and you may play that card until end of turn. These cards are helpful because mono red has a tendency to run out of cards in your hand fast.
- Prophetic Flamespeaker
- Experimental Frenzy
- Outpost Siege
- Vance's Blasting Cannons Flip
- Chandra, Fire Artisan
Many of these cards are four drops which means if I was building this deck I would reserve the four drop spots for some of these cards. Experimental Frenzy is good with many low mana cost creatures allowing you to play them from the top of your library. Lovisa gives your creatures haste meaning when you play them from the top of your library you can attack with them. You can potentially chain play a lot of creatures with Frenzy and attack with all of them, that's good with Lovisa.
Countryside Crusher can help to take away a drawback of Frenzy as well as help to not draw so many lands which can happen when playing 30 basic lands. With Frenzy if you hit two lands in a row on the top of your library then you're done playing spells from the top for your turn. Since you can't play more than one land per turn. You're able to play the first land you see on the top of your library, but not the second.
At your upkeep if Crusher sees a land on the top of your library you put it into your graveyard and you can do this as many times in a row as lands you have on top of your library each time Crusher gets bigger. Crusher also can get bigger when you discard land cards such as from Neheb, Dreadhorde Champion or Tormenting Voice, etc.
Good luck with your deck.
10 months ago
Yeah, I got them I reckon, and I should be able to find them. No need to add anything to the trade though. So you want a Zurgo Bellstriker , Mardu Woe-Reaper , and a Winter Orb for Ravos, Soultender ?
10 months ago
Loving the idea and theme of your deck so far. Just let me suggest one thing. Id personally replace Zurgo Bellstriker with Mardu Shadowspear or Mardu Scout . The reason I would do this is because you're mainly using that card for the dash ability. Otherwise you could use a vanilla 2/2 w/haste. With Mardu Scout you get a 3/1 for more damage and the card is safer in your hand until your next combat after the Dash resolves. But with Mardu Shadowspear you get a 2/2 and when he attacks your opponent loses 1 life automatically. It doesn't matter if they block or kill the creature. They still lose 1 life regardless just for declaring him as an attacker.
1 year ago
If you think they're too slow, I feel like you're effectively not giving them the credit they deserve, and/or don't understand the decks at all.
I think that, going forward, you should probably put a little more thought into how you've presented yourself so far:
You enter a thread asking a question that you could have answered for yourself had you read the first sentence of the description. That's fine and many tend to gloss over the description for some reason. But, to me it originally came off as though you were bewildered how these T0 commanders are where they are, and decided it must be because this was for 1v1 - which also leads me to believe that you are not familiar with 1v1's meta, as we would see banned Legends like Leovold, Emissary of Trest here, or beaters like Zurgo Bellstriker at the top.
You make dismissive comments about proven generals like Sisay and Gitrog - generals that have had years of tuning and despite all the changes to the meta and have still remained as consistent as they are. This is an unnecessarily combative stance to take, and a weird way to go about thinks, especially as you're effectively reaching out to a community of users who will most likely know more about a given commander than you do.
On top of that you wonder why a general that is demonstrably weaker than these aforementioned generals isn't higher than it ought to be. This isn't so bad, especially because there have been daily submissions of "X deck should be the best, it's my favourite" despite that generally being frowned upon, however, you make a blanket statement about Jhoira in one stroke while undermining all the T0 generals in another, which is senseless.
If you're unclear about a certain commander, perhaps ask why they are where they are, rather than coming at this from an angle that presupposes that you know more than everyone here.
I mean no offense by this, I'm just assessing how you've come across to me, so far, and I'd wager other users may feel the same. So I'd highly encourage you to maybe think a little harder about how you engage in a conversation, as dismissing generals without any sound reasoning isn't typically a great way to promote civil discourse.
1 year ago
1 year ago
TypicalTimmy, that new zurgo has 0 white in him. He can just as easily be mono-black - the exile effect from any hand exile like Never Happened; haste, deathtouch and menace are secondary or primary keywords in black; losing life for not doing something is quite black as well painful quandry. Additionally, where do you exile that card from? The graveyard, hand, battlefield or library?
Lets compare to the OG Zurgo Helmsmasher:
- haste and must attack are quite red.
- indestructible is almost exclusively white.
- "Gain a counter when something dealt damage by ~ dies" has been in black for the past 20 years of Magic in Sengir Vampire.
It is a good example how you can be a 3 color and avoid the "keyword soup" issue. In light of all that, here is another new Zurgo:
Zurgo, Dragon General
Legendary Creature - Orc Warrior
When ~ attacks, you may tap up to X target permanents, where X is ~'s power.
When ~ attacks, create X 1/1 black Warrior tokens tapped and attacking, where X is the number of tapped permanents target defending player controls.
Now, this version takes advantage of Zurgo's hasty nature and keeps the denial strategy of the Ontario's version. Additionally, the flavor of "the next incarnation of Zurgo" is there - last we saw him he was a lowly Zurgo Bellstriker, so having him grow too much in stats seems counterintuitive. He has instead specialized in leading an army, charging first, but utilizing tactics over brute strenght.