Zurgo Helmsmasher

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal

Printings View all

Set Rarity
Khans of Tarkir Mythic Rare
Duel Decks: Speed vs. Cunning Mythic Rare

Combos Browse all

Zurgo Helmsmasher

Creature — Orc Warrior

Haste

Zurgo Helmsmasher attacks each turn if able.

Zurgo Helmsmasher has indestructible as long as it's your turn.

Whenever a creature dealt damage by Zurgo Helmsmasher this turn dies, put a +1/+1 counter on Zurgo Helmsmasher.

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Cardhoarder (MTGO) 18%

0.93 TIX $0.91 Foil

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Zurgo Helmsmasher Discussion

haskamorald on Mardu Warriors - Input needed!

5 days ago

Thanks Darth_Savage !Yeah, i have been unsure about the 5-drops, so I will prolly switch them for two Gatekeeper of Malakir and more removal or combat tricks. I playtested the deck a couple of times and the Zulaport Cutthroat actually gets some serious hits in, maybe not the best card for a good aggro deck, but it certainly makes the deck fun! I wont get rid of Zurgo Helmsmasher though, he is the Mardu wildcard this deck needs for flavor

_Kane_ on Saskia, The Fantastic Manderwoman

5 days ago

Ill trade you a Beastmaster Ascension, a Ankle Shanker, and a Crackling Doom for you Deadbridge Chant.These three cards fit in this deck really well and I could use the chant for Meren of Clan Nel Toth.

Also. I have Brutal Hordechief, Abzan Charm, Zurgo Helmsmasher, and Xenagos, the Reveler.

xrex479 on Zurgo Helmsmasher EDH

1 week ago

I found that Fatal Push was an alright kill spell early game but was almost impossible to use in late game. Paradox Engine is amazing With all the Mana rocks you'll be using. I personally found that just having Zurgo Helmsmasher as the only creature in the deck frees up room for kill spells and rocks Zurgo's toolbox of death

UnleashedHavok on Queen Marchesa: Politics, Aikido, and Control

1 week ago

Also, how have Exsanguinate and Archetype of Courage played in the deck? Or have they not had playtime yet?

I'm a fan of Chandra's Ignition as well, it's a amazing removal card. I totally agree with it not fitting with this type of deck. I think it fits much better with something like Zurgo Helmsmasher

GS10 on Alesha, Who Smiles at Her Bank Account (UPDATING)

3 weeks ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:


Watch out, we've got a badass over here

Commander / EDH* GS10

SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

Wizno on Help with Aggro commander vs ...

3 weeks ago

I have to agree that Saskia the Unyielding would be quite good. Zurgo Helmsmasher can also be fun (especially if you get mean and toss in World Slayer).

Wizno on Playgroup Competiveness

3 weeks ago

Zurgo Helmsmasher could be fun and moderately competitive. I would leave out World Slayer for your group. Some form of chaos deck could be interesting too. I've played against a bizarre Maelstrom Wanderer deck that relied heavily on Possibility Storm which led to some interesting outcomes.

Wizno on Saskia - TO Build-a-deck

3 weeks ago

Hydra Omnivore is a beast with Saskia. I also like Adriana, Captain of the Guard in a deck like this. Blade of Selves or anything with the Myriad mechanic could be solid. I also like Zurgo Helmsmasher as well. You have access to Green so you can ramp for days! Cultivate, Kodama's Reach, Explosive Vegetation, etc. My personal favorites in a 4 color deck are Skyshroud Claim, Wood Elves, and Farseek. Chromatic Lantern is also a must. I think a blink enabler would also be good so you can change Saskia's target when you want. Maybe Eldrazi Displacer? Oh and Mirari's Wake would also be a solid inclusion. Best of luck!

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