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Enchantment (2)


This is my attempt at making a Zedruu the Greathearted deck that was more group hug than control. I don't like playing stuff like Steel Golem or Illusions of Grandeur with Zedruu mainly because no one has fun in games like that. I wanted to build something that'll hang back and give people stuff for the majority of the game, until it's 1v1 and I bust out the Insurrection or another win con.

Just a heads up, this deck should be EDH legal by now, Tapped Out just hasn't updated their EDH legality for the new set yet.

I'm going to make an attempt to explain how the deck works. I'm not very good at this, so bear with me. Obviously, you want to get Zedruu out and use her at some point in the game. The deck isn't really focused around her, but it is nice to have her out. So here are the things you'd usually want to give your opponent:

Font of Mythos

Gate to the AEther

Howling Mine

Well of Knowledge

Braids, Conjurer Adept

Kami of the Crescent Moon

Walking Archive

Dictate of Kruphix

Oath of Lieges

Rest in Peace

Standstill

Wild Evocation

Most if not all of these things won't really change the board state if you give them away. Be weary of giving creatures away, though, since they're more likely to die if not under your control. This deck is part pillow fort as I'm sure you've noticed. There will always be those opponents who look at group hug decks and point fingers at you. To make yourself even less of a target, get these cards out as soon as possible:

Crawlspace

Isperia, Supreme Judge

Windborn Muse

Ghostly Prison

Propaganda

Sphere of Safety

Web of Inertia

These will slow down any opponent who wants to ruin the fun, while not posing a direct threat to anyone.

This deck also likes to act as the threat police. When someone plays something like Blightsteel Colossus, the eyes usually will turn to you. There is enough fairly cheap removal in this deck for you to make the game a little more fair to those less fortunate, and in return you're usually giving the threat's owner something in exchange. These kinds of cards do just that:

Aven Mimeomancer

Doesn't exactly neutralize effect threats, but when that 9/9 staring down a defenseless player turns into a 3/1, you're sure to have an ally later on.

Gwafa Hazid, Profiteer

I may build a group hug deck out of this guy if Zedruu becomes too complicated. He's just a nice answer to anything you don't want swinging. What good is a Blightsteel Colossus if he can't attack or block? Fodder for Bosh, Iron Golem, that's what.

Nin, the Pain Artist

Another commander I might make into a group hug deck if Zedruu doesn't work out. She is sure to raise a few eyebrows, but usually people don't mind if you blow up their 9/9 for 9 cards. That and she can ping your own stuff if you need a bigger hand.

Spurnmage Advocate

I'm a little iffy on this guy myself. I mean, he's sort of a rattlesnake card, which is good for defense. He's best when an opponent forgets he's on the field and swings at you, or if you need to talk politics with someone being swung on.

Prison Term

In my opinion, a better Arrest. I like being able to put this on the field and move to a scarier target if I need to.

Vow of Duty Vow of Lightning and Vow of Flight

Because I can't run Armadillo Cloak in my colors. Good for neutralizing a threat against yourself, or can be moved off of you with Zedruu for some political power.

Arcane Denial

A counterspell I kinda fell in love with. I get to counter your stuff for 1 and a blue and we both get stuff. Not bad.

Chaos Warp

I'm sorry MaRo, I failed you. But you made such a sweet take/give removal card in red and I can't resist playing it.

Condemn

Good at tucking generals.

Counterspell

Not really group hug, but sometimes you just have to put your foot down and say no.

Crib Swap

Nothin like telling people their general is just a whiny baby.

Dream Fracture

Kinda like a more expensive, less hurtful Arcane Denial.

Hour of Need and Curse of the Swine

Mass exile if you do it right, and your opponent gets something in return. Also, you can Hour of Need your own guys if you need some extra power.

Oblation

The original "I do what with my commander?" card, as it's called.

Spell Crumple

Potentially reusable counterspell. Good against generals.

Spin into Myth

More anti general removal!

Council's Judgment

Usually everyone else is going to want something gone, so we'll let them decide.

Warp World

For when there's no other way to survive.

There is also a mill subtheme in this deck. Half the time I kill an opponent with Insurrection, the other half, they end up drawing out. Jace Beleren is a curse in disguise of a gift and will usually survive a very long time. The trick is to keep +1ing him past his ultimate cost and then hit someone with his ult when they least expect it. That combined with all the draw you're letting everyone have should knock someone out relatively easily.

I feel like there are a few more obscure cards in here that need some clarification, so I'll go ahead and explain them here:

Thran Dynamo, Sol Ring, Worn Powerstone, and Teferi, Temporal Archmage

The deck felt like it needed some ramp, and while Sol Ring is usually a must in most of my decks, Teferi I just recently discovered is better than a lot of green ramp spells.

Gerrard Capashen

I'm giving you all so many cards, why not benefit off of it a little?

Hanna, Ship's Navigator

Mainly to try and get my enchantments back out of I don't have Rest in Peace on the field.

Perplexing Chimera

An all around fun card. Sure you may lose a threat, but you get a chance to grab something better from someone else.

Slayers' Stronghold and Sunhome, Fortress of the Legion

You might be going, "but most of my creatures won't really do much damage with these." Then I'll tell you to read it again and notice it says target creature, not target creature you control. Someone's swinging something big at someone else, or a blocker needs a little extra umpf to it? Buff an opponent's creature.

Eternal Dominion

Always wanted to try this out. More of an endgame kind of spell. If I can't pull a win con out of my ass, I'll just take yours.

It should be noted that this deck works best with a playgroup of 4 or more people. By no means play this 1v1, you'll get your ass handed to you. And in a 3 way match, you're likely to get targeted because you're easily killed.

Suggestions are appreciated and encouraged.

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Date added 9 years
Last updated 9 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

43 - 0 Rares

29 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.59
Tokens Boar 2/2 G, Copy Clone, Dragon 5/5 R, Emblem Teferi, Temporal Archmage, Goblin 1/1 R, Horror 4/4 B, Knight 2/2 W w/ First Strike, Shapeshifter 1/1 C, Sphinx 4/4 U, Spirit 1/1 C
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