This deck is not designed to win. It has the ability to win, but that is not the point of this deck. This deck is designed to have fun games. It wants everyone to draw cards, hit land drops, and pop off during the game. So there are bad gifts, but not too bad of gifts. I consider gifts to be "too bad" if they knock out individual players in a single move, either by causing them to lose or by locking them out of playing. This mean's that gifts like Nine Lives and a large number of Summoner's Egg combos are out.

Our card draw package revolves around symmetrical card draw from cards like Dictate of Kruphix, Howling Mine, and Font of Mythos. We can gain more value off of these cards than our opponents by combining them with Teferi's Ageless Insight and Thought Reflection, or by having our opponents gain control of them to power the card draw on our commander. This card draw plan helps keep everyone in the game while hopefully putting us a little ahead of our opponents so that we can manage the threats we are helping them to draw into.

We run a lot of interaction in this deck. There is more than the usual amount of board wipes; a good mix of spot removal for creatures, artifacts, and enchantments; and a large amount of counter magic. We try to use all the strong enchantment-based spot removal like Stasis Snare and Darksteel Mutation that we can give to our opponents to power Zedruu. This is important for several reasons: we need to answer the threats of our opponents to stop them from winning off the back of our card draw package, and I find that interactive games are more fun and engaging for everyone.

The gifts packages in this deck are meant to not rely on the use of Zedruu's ability to be given away. It's best to have cards that give themselves away like Witch Hunt, Jinxed Choker, or Akroan Horse. We are also looking to trade our bad or mediocre permanents for better ones from our opponents. So we also don't run cards like Harmless Offering or Donate, preferring to use cards like Role Reversal or Shrewd Negotiation instead.

Approach of the Second Sun + Remand : Approach of the Second Sun doesn't care if the first cast resolved or not. You can counter it yourself with something that bounces it to your hand or to the top of your library and it will still win you the game when the second casting resolves.

Homeward Path + Pendant of Prosperity : If you control your own Pendant of Prosperity you can pay two mana to draw two cards and put two lands into play.

This deck was built on a $50 budget. While the following cards are all good and probably have a place in this deck, they couldn't be fit into the budget.

Alhammarret's Archive: I would probably replace Temple Bell with this.

Smothering Tithe: I might replace Grid Monitor or Steel Golem with this. It's so good in this style of deck.

Gilded Drake: This is an obviously good card, especially with Zedruu. It's gone up in price so much recently though that it can't possibly fit the budget. If you have one, find a place for it.

Homeward Path: Sometimes you want to get your gifts back. The most likely scenario for this is to get things back before an opponent is knocked out of the game.

Geier Reach Sanitarium and Mikokoro, Center of the Sea: Not the greatest, but I might consider adding these as additional ways to use mana left up for possible counter magic.

Generous Gift, Path to Exile, Swords to Plowshares, Wear / Tear, Chaos Warp: Just better and cheaper instant speed removal than we currently have. Not very expensive upgrades either.

Counterspell, Remand: Better counter magic than some of what we have.

Imprisoned in the Moon: Better enchantment based removal.

Political Trickery, Puca's Mischief

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99% Casual

Competitive

Date added 5 years
Last updated 2 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

25 - 0 Rares

28 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.19
Tokens Angel 4/4 W, Soldier 1/1 W, Spirit 1/1 W
Folders Budget EDH, Budget Zedruu Decks
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