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Zedruu, the Diplomancer: Political Control

Commander / EDH Control Multiplayer RUW (Jeskai, America)

Joensy23


Maybeboard

Instant (1)

Enchantment (1)

Artifact (1)


A deck that is built around using political action to control the game. It has a significant number of control elements, and suits that playstyle best.

In order to effectively use political power, the cards in the deck are designed to minimize your opponents' ability to project damage at you, without neutralizing their ability to play and making enemies or making yourself a target. To this end, many of the cards are designed to redirect threats, rather than neutralize them (using the vow effects rather than arrest effects, employing significant numbers of 'rattlesnake' effects, etc).

One of the important skills for piloting the deck effectively is to be able to maintain a strong enough board state so that opponents can attack you without getting punished, while simultaneously avoiding making yourself seem like the biggest threat at the table. Because of this, we generally minimize the use of giant bombs, such as Consecrated Sphinx, and rather focus on cards that rely on subtlety and manipulation, and occasionally using our opponent's strength as our own.

There are a few cards that stand out as particularly important to the deck.

Venser, the Sojourner - reapplies auras to new targets, recovers Humble Defector, Gilded Drake, and Perplexing Chimera , retriggers Sun Titan and Trinket Mage. Really does pretty much anything you could really want done in the deck with his + ability, and the - abilities are both fantastic for the deck; would not leave home without him.

Maze of Ith - Excellent card for persuading enemies to aim their attacks somewhere else. Can double the fun with Thespian's Stage.

Sun Titan - The deck has a very large number of permanents that he can hit, and can function as a win-con with enchantments. Vigilance is also helpful as it helps you get damage and triggers in without exposing yourself to retaliation.

Wild Research - This card is ridiculous in this deck; allows you to deal with a massive variety of situations. Make sure you run with Mistveil Plains in order to reshuffle your targets into the deck.

Perplexing Chimera - Prevents people from dropping their bombs, or lets you steal them if they try. Also helps check any countermagic. Abusable with Venser or Homeward Path.

Cloud Cover - Protects your assets, and discourages targetted removal against them, without making you an enormous target. Can also occasionally allow you to re-trigger etb effects.

Karmic Justice - Good at checking people's removal against your support and control elements, while not increasing your threat level or making enemies.

Dulcet Sirens - Amazing card if it sticks. Protect yourself and send the Biggest Threat at an enemy while minimizing the controller of said threat's ire at you; or draw opponent's support creatures into waiting defenders.

Austere Command - Swiss army knife of sweepers.

Day's Undoing - Minimizes chances of you becoming a target, by ensuring your other enemies can always put up a fight. Also handy if you need to reset your/opponent's yard, or you don't like the way your hand looks.

Luminarch Ascension - Good wincon, can easily overwhelm opponent's if not dealt with. Can be hit by both Sun Titan and Wild Research.

On the Chopping Block: Gomazoa , Insurrection

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Date added 7 years
Last updated 7 years
Exclude colors BG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

50 - 0 Rares

22 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens Angel 4/4 W, Bird 2/2 U, Boar 2/2 G, Emblem Venser, the Sojourner, Morph 2/2 C
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