|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Mythic Rare|
|Duel Decks: Speed vs. Cunning (DDN)||Mythic Rare|
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Creature — Orc Warrior
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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Zurgo Helmsmasher Discussion
2 weeks ago
Zurgo Helmsmasher he's big, and hard to get rid off, with damage doubling out he gets big faster with no real downside, and if you can get a hit in it's a real big chunk of their life total
3 weeks ago
1 month ago
Cybersix, hey so I picked up the 2 sac lands and a couple more god's, also got the Clever Impersonator, but then I realized that Cloning my own gods doesn't really do me a whole lot of good because of the Legend Rule. So....I may have to rethink the Clones in this build and swap them for something else....I'm thinking Stuffy Doll, Creepy Doll, Zurgo Helmsmasher, Fleecemane Lion.
1 month ago
I forgot to mention earlier that a political card can also be cards that give a backhanded gift (ie Nin, the Pain Artist). Also, not listing every curse in Magic's history.
1 month 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.
1 month ago
Care if I take a jab at balancing that Zurgo? Seems like a fun challenge. Changing the name ever so slightly, to fit his persona a bit better.
Zurgo, Who Grins at Ruin
Legendary Creature - Orc Warrior
Haste, Deathtouch, Menace
Whenever Zurgo, Who Grins at Ruin deals combat damage to an opponent, that opponent exiles a card and loses 3 life unless they exiled a land.
"Your politics bore me. Your demeanor is that of a pouting child. Return to me again empty handed, and I will bathe the landscape in your blood." - Zurgo
So, the first thing you may be asking is "Where is white represented in this card??"
But exiling a card on combat damage? That's a bit extreme, right?
No. Consider what's at stake here. Do you want to:
A.) Take 3 Commander Damage & exile a card and potentially take an additional 3 life loss unless you exile a land?
B.) Lose two creatures as chump blockers to Deathtouch & Menace?
Even if you kill Zurgo, he's your Commander. He'll be right back, swinging in immediately again. And that's where white secretly shines here. He works in a tempo deck. You churn out tokens, you bring out hard-to-kill creatures, you apply pressure of a slowly encroaching and expanding boardstate, and you overrun opponents in near-endless swaths of rampaging assaults with little to no regard to who or what you leave in your wake. - The true spirit of Mardu!
Now let's talk that Power / Toughness, shall we?
Why, if Zurgo Helmsmasher is a staggering 7/2, is Zurgo, Who Grins at Ruins a 3/7?
Well, here's the thing. With Zurgo Helmsmasher you are paying for essentially a 7-point Lightning Bolt. Think about it, he has Haste and MUST attack each turn. When he does, since he can only attack during your turn, he ALSO gains Indestructible. His 2 toughness might as well be 1 for all practical purposes. He's also going to grow bigger and badder, crushing everything under his rage.
You are paying for a creature who defends and empowers himself. Lower toughness and higher power is essential here.
But in this version, you are paying for a creature who actively oppresses opponents unless they are willing to submit. This means he must be able to protect himself under the retaliation of blockers. So a high toughness is key. Meanwhile, any damage he deals is lethal damage, so just 1 point is enough to kill literally anything.
He's not a 2/7 as that extra 1 point to Power means he can bypass a single instant of First Strike, should someone feel savvy enough to attempt a go-around.
And if you are concerned with him dying to two high-leveled chump blockers, recall you are running Rakdos within the Mardu sphere. Red and black removal are plentiful in Mardu. So if you are blocked by a 6/6 and a 4/4, just Terminate the 6/6 in response.
This version forces you to think a bit more strategically, but also offers the oppression that Mardu players love to employ. :D
2 months ago
When Forbidden Valley enters the battlefield, a new step is added to the game. This step is called the "Land Step". The Land Step happens immediately after each player's Draw Step, prior to their Pre-combat Main Phase. Lands may only be played by a player during their Land Step. No priority is passed during this step. Players may play up to three lands per turn during this step. For each land that player plays during this step, that player must skip either their Pre-combat Main Phase, their Combat Phase, or their Post-combat Main Phase until end of turn. No player may skip a phase that has already been skipped - You may not choose the same phase twice.
This is one of those lands that do not tap for mana. The upside is you can make serious headway with Landfall / Ramp / clearing your hand.
The downside is you lose phases.
But it affects all players, so your opponents have the same advantages / disadvantages as well.
The Little Teapot
Artifact - Equipment
Equipped creature has "At the beginning of your draw step, scry 1."
She knows exactly where everything is and where everything belongs.
My challenge: Choose your favorite Shard / Wedge and make a "guild leader" for it. Don't just remake someone who already fits that slice of the pie, such as Zurgo Helmsmasher, rather make someone completely new. I'm going to do mine, but please feel completely free to pick the same one if you'd like to make your own idea for it as well <3 Also, if you'd like to make one for your favorite Shard and Wedge, go ahead and do that as well :)
Tarkaris, Roaming Ashfall
Legendary Creature - Elder Dragon
Flying, Trample, Haste, Flash
Tarkaris, Roaming Ashfall may only be cast during your "Declare Attackers" step and must attack each turn if able.
When Tarkaris, Roaming Ashfall enters the battlefield, it deals X damage divided as you choose to any number of targets equal to the number of tapped lands you control.
The Flash is admittedly out of Jund's colors, but it had to be used to get his timing restrictions to work appropriately. So I think it'll be okay.
3 months ago
Wow, what a great deck! This gave me some ideas for my own voltron deck that uses Zurgo Helmsmasher.