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Love Me Two Times (Zada)

Commander / EDH Mono-Red

Daeyel


Maybeboard


In: Unleashed Fury, triple damage card

This deck strives to make multiple tokens for a variety of reasons. Primarily, to serve as targets for pump spells initially aimed at Zada, and then shared to all the other creatures. Secondly, all the tokens inflict damage via cards like Impact Tremors, Warstorm Surge and Purphoros. Tokens are the way we cheaply regenerate sources for massive amounts of damage.

I'm going to go through this deck card by card to explain the reasonong behind it, and the synergies. After I'll explore some possibilities.

Lands

1: City of Shadows

This card may seem odd initially, but Commander is a format of boardwipes, and targeted removal. City of Shadows allows us to extract value in the form of mana. Good little gobbo, you did not die in vain!

2: Ghitu Encampment

Purely a manland should we need it.

3: Kher Keep

Amazing mana sink, allowing us to always come into our turn with, if nothing else, a 0/1 pumpable creature. Also serves to provide a chump blocker.

4-32: Mountain

No Explanation Needed.

33: Reliquary Tower

This is a deck heavily dependent upon draws. While we do have an Eldrazi Titan to recycle our graveyard that becomes a non-bo once RT is played, we really don't want to be discarding anything but the Eldrazi to hand size. This deck can struggle to generate a hand once your initial hand is depleted, I hope Wheel of Fortune solves this problem.

Creatures

34: Beetleback Chief

Purely for the ETB effect of creating tokens. Panharmonicon then doubles this.

35: Feldon of the Third Path

Creating tokens of a creature that dies, repeatedly, Feldon is often a commander in his own right. Here, he helps us generate value when we have no other play, getting back a creature - most of which, you may notice, creature tokens as they ETB.

36: Harsh Mentor

Perhaps the weakest of the creatures, Harsh Mentor serves to penalize artifact based decks, as well as activated ability commanders. REPLACED WITH RAGING RIVER

37: Kazuul, Tyrant of the Cliffs

We have very few creatures, so Kaz creating blockers for us is very nice. It protects us from being pinged, and serves as a deterrent since we often deal damage from creatures coming into play. Not to mention, they potentially give us a 3/3 to pump with Zada.

38: Kozilek, Butcher of Truth

Purely a graveyard recycler. However, if he comes down, (not hard with the Gauntlets in play) the card draw is much needed, and he can become an absolute HOUSE when pumped. Oh, and Annihilator 4 tends to piss people off, too. Can also serve as a way to draw out opponents removal, too.

39: Krenko, Mob Boss

Token generator. If you can get him Haste somehow, with Hammer of Purphoros, or one of the instants/sorceries, he can really set up a devastating attack. Krenko usually eats a removal spell as soon as he lands, but if the opponents are not prepared, he can easily double the size of your army.

40: Krenko, Tin Street Kingpin

Again, a token generator. This card can be tricky because if you need the card draw, you need to do the pumps before combat, rather than after.

41: Mirrorwing Dragon

Zada 2.0

42: Purphoros, God of the Forge

A giant beater, but more importantly, he does direct damage whenever you have a creature come into play. And we generate lots of tokens! Particularly brutal when combined with Panharmonicon.

43: Siege-Gang Commander

Token generator. Activated ability can be useful to eliminate something we'd really rather not deal with, like a deathtouch creature that threatens Zada, or Deathrite Shaman

44: Tilonalli's Summoner

Incredible token generator out of nowhere. Many will not see it coming, so you can pop a surprise.

45: Treasonous Ogre

Mana, at Black prices.... For when you REALLY need mana, for whatever reason.

Enchantments

46: Blood Moon

yes, this may hit our lands, but nowhere near how it will hit others. Do beware, though, the Gauntlets will now boost your opponents.

47: Goblin Warrens

Allows you to mana sink repeatedly to generate a lethal army right before your turn.

48: Impact Tremors

Pings your opponent repeatedly a little at a time. Or a lot, if you Descent of the Dragons your own army.

49: Leyline of Punishment

You know that guy who gains infinite life, or fogs repeatedly? Yeah, I hate that guy.

50: Shared Animosity

You can attack without pumps, either because you do not have any, or because you want to set up your opponent tho think you have none, and permits you to blast his pet creature when he tries to attack you.

51: Warstorm Surge

With Coat of Arms on the table, and maybe a Gauntlet or 2, suddenly those little Gobbo's are not coming in as 1/1's.....

Artifacts

52: Altar of Dementia

Sometimes you need an alternate route to win. Infinite life, or a mass of creatures even you can't push through. Enter the Altar. I've generated 9 11/11's before, wiped 2 players out with attacks. Then, I sacrificed all those 11/11's to make the last opponent mill lethal. Pretty sweet, and as a Mill lover, it was satisfying. You'd be surprised how many people do not carry anti-Mill protection.

53: Coat of Arms

Effortless way to build an army of goblins that need no pumping. Keep in m ind, this helps opponents tribal decks as well, particularly Markov vampire decks. Use cautiously vs an opposing tribal deck.

54: Gauntlet of Might

Ramp. Does help other red players, so be careful. Also pumps all your creatures.

55: Gauntlet of Power

See: Gauntlet of Might

56: Hammer of Purphoros

Haste is a weak spot in the deck, and this helps shore that up, as do some of the draw spells.

57: Mask of Avacyn

Zada is often a target as soon as she hits the battlefield. Mask provides some protection.

58: Panharmonicon

One of the key cards in the deck. Creatures that create tokens get the number doubled. Impact, Purph and Warstorm based damage is doubled. So powerful.

59: Possessed Portal

Sometimes, when you have a massive handful of cards, Possessed Portal can lock the opponents out of the game. When they cannot draw cards, discarding a card or sacrifice a permanent becomes a hell of a choice. Yes, it affects you, too, but you have multitudes of gobbos, and a handful of cards. They'll start hurting long before you do. As a bonus, if the table does not have an answer for it immediately, it's not going away. It will slowly whittle them down until you can finish them off. A really nasty card in the right situation, but does take some set-up.

60: Pyromancers Goggles

Expensive, but it's like NOS in this deck. Doubling a pump spell? Someone's gonna die.

61: Ruby Medallion

Everyone likes discounts. Have yourself a discount!

62: Skullclamp

I was having hand size problems so I tossed this in. Oops, I should have had this in the 99 from day 1. Any and all 1/1 token generating decks should have this card. Utterly broken, and not only does it set you up, it allows you to draw into what you are trying to set up!

63: Sol Ring

Cause T1 Sol Ring can win games by itself. Even on T11, pay 1 to gain 2 mana is a good deal.

64: Swiftfoot Boots

See: Mask of Avacyn

65: Venser's Journal

Card draw is a basic element of this deck. You'd not want to discard all them juicies. The lifegain is also kinda nice.

Instant

66: Accelerate

I like this one. Gives Haste, which is sorely needed, and also draws a card. Target Zada, and suddenly your army is ready to so, and you have a new handful of cards to use in combat.

67: Balduvian Rage

Pump AND draw? Now we're cooking! Holy moly!

68: Brute Force

Generic 3/3 pump. Replace when a better one comes along. If a better one comes along.

69 Built to Smash

Generic 3/3 pumper. Do be aware, a Feldon created token is an artifact

70: Chaotic Strike

This is played for the card draw. The +1/+1 is nice, but by this time, not of much importance or impact.

71: Crimson Wisps

Haste? Good! Draw? Good! Turning a red card into a red card? Jury is still out on that one. As Meatloaf once sang, two out of three ain't bad.

72: Downhill Charge

This card can be a beating or meh, depending on when you draw it. But when you have a lot of lands out? Bad day for somebody.

73: Enrage

Fireball is a great card. Turning every creature into a quasi-fireball? Just give them trample!

74: Expedite

Haste and card draw. The best.

75: Fists of Flame

This card is amazing. It's also tricky due to the wording. You will draw a lot of cards. Each creature's power goes up. Creature 1 (Zada) will get power +2, (because you drew a card in your upkeep) then the next copy gives you a card draw, and the creature it is targeting gets +3, the next one +4, and so on. Be sure to carefully choose the order to maximize the damage done to blockers.

76: Fists of the Anvil

Best used with another pump to give essential power. This, on it's own, often means your gobbos die.

77: Invigorated Rampage

One of our few Trample enablers. This is a finisher card. Never, ever use the 2nd ability. Does not work with Zada. If Zada is not around, still do not waste this card on the 2nd ability.

78: Panic

Really weak card draw, but is better than nothing. First card replaced when a better mass card draw inevitably gets released.

79: Reverberate

Hard to use well, but when you do, stack it with Pyromancers Goggles to get 3 copies firing off

80: Run Amok

Another rare Trample enabler. Like Invigorating Rampage, this is a finisher card.

81: Stun

Generic card draw.

82: Temur Battle Rage

Game ender. Double Strike and Trample, you better win on the spot.

Sorceries

83: Descent of the Dragons

With Impact, Purph and Warstorm, this card packs a serious punch. Add in Coat of Arms, and you can really wallop the opponents while setting up an army with base 4/4 rather than 1/1. All that is needed is haste. Trample is nice, too, if you can get it.

84: Dragon Fodder

Basic token generator

85: Empty the Warrens

Storm based token generator. This can be hilarious if you have a high storm count.

86: Fit of Rage

Our only first strike card of the day. Always a blowout.

87: Goblin Offensive

They certainly are. More tokens!

88: Goblin Rally

Never have enough tokens!

89: Hordeling Outburst

More tokens.

90: Krenko's Command

Tokens, again.

91: Mogg Infestation

This is not used on yourself, but rather an opponent who has a lot of high power creatures, usually flying. Be careful. While your goblins get a Coat of Arms power boost, so does he. But really good if you are struggling to deal with a flying based deck.

92: Release the Gremlins

Artifact abusing decks are a problem. We use this spell in particular because tokens.

93: Renegade Tactics

Instant speed card draw.

94: Ruination

Just brutal. 3 to 5 color decks have a hard time recovering from a timely Ruination.

95: Screaming Fury

Screaming Fury and Fists of the Anvil: There are worse ways for your goblins to flame out.

96: Seize the Day

Two combat phases. Hard to beat, right? But no, since it creates a copy for each creature, it untaps all your creatures, and every creature that it targets adds another combat. Not much use here, unless you find a way to give them vigilance.... Something to keep in mind as you look at past future red cards and artifacts.

97: Tempt with Vengeance

Just pray they forget about Purph, Impact and Warstorm!

98: Wheel of Fate

Be careful of refueling the opponents hands. And of Narset.

99 Wheel of Fortune

See: Wheel of Fate

100: Zada, Hedron Grinder

The Commander.

Impending Inclusion:

Raging River (has been inserted in the 99, replacing #36, Harsh Mentor)

Allows you to dictate the blocks, not the opponent!

Possibles:

Artifact

Conjurer's Closet

Great for flickering creatures, we just do no have enough of them to warrant it's inclusion

Enchantment

Dictate of the Twin Gods

A Panharmonicon for Tremors, Purph and Surge. Trying to find a spot for it.

Goblinslide

A 1/1 for 1 is as good as it gets. Need to find room for it.

Pia's Revolution

Can't justify this card. Yet.

Sorcery

Goblin Scouts

3 1/1's for 5 is not cost effective, except as a mana sink

Goblin War Party

3 1/1's for 4 is not great value either

Hellion Eruption

A worse Descent of the Dragons - they don't fly! But the ability to deal so much damage is appealing.

Hour of Devastation

A rare red boardwipe. I wish I had room.

Kuldotha Rebirth

This is an awesome card. But no reliable artifacts token generation

Mogg Alarm

2 1/1's for 3? Not much of a fan.

Molten Birth

Not good enough.

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Date added 7 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

34 - 0 Rares

13 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 3.06
Tokens City's Blessing, Copy Clone, Dragon 4/4 R, Elemental 1/1 R, Elemental 1/1 R w/ Haste, Enchantment Golem 3/3 C, Goblin 1/1 R, Gremlin 2/2 R, Kobold 0/1 R, Ogre 3/3 R
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