Description

They can't block your 7/2 if they don't have any creatures!

The whole thing started when I realized Red, Black, and White can pretty much destroy every permanent. (Red's mostly there for land destruction. Wake of Destruction is staying.) From there, I threw together all the good permanent spells in my measley collection and a couple of boadwipes and went to town. Two years later, I won with this thing. (Magister of Worth + Brightflame = 70 life and being the only person with a board left)

I realized then that Zurgo was a much better commander then Alesha, and the gameplan became evident- wipe the board, let Zurgo survive, swing into a clean board, repeat three times per opponent. Bada Bing Bada Boom, you got it all under control.

Sonce I can't rely on blue or green's glut of card draw, this deck focuses heavily on value, trying to get as many two-for-ones as possible, and hoping that boardwipes will keep my creature-heavy meta under control. I can deal with any permanent handily, its something of a toolbox deck in that regard, but has very little defense against spell-based decks. Because I'm not playing blue. Hopefully I'll be able to protect Zurgo, though!

I plan to work on the Wrath/Draw/Spot Removal ratio of the deck to tune Zurgo to be the best he can be. THen maybe Ill make a Zurgo Bellstriker deck that's just mono-red aggro that'll do infinitely better than this.

The rest is card draw (Phyrexian Arena is first on my list) and spot removal for pesky permanents (Council's Judgment pretty much gets rid of the worst thing on the board.) I'd like some help of smoothing it all out and getting a more consistent gameplan.

My Wishlist:

Phyrexian Arena- Know what's great? Having cards in your hand. I want to do more of that.

Chandra's Ignition- Zurgo wipes the board, Zurgo becomes a 21/16. Zurgo kills whoever's pissed me off most. Glorious.

Ward of Bones- As you may notice my deck is like 60% spells. This should make it harder for opponents too recoup after a good coupe boardwipes, and make spot removal that much more effective.

Imp's Mischief- NOBODY EXPECTS THE MARDU COUNTERSPELL forreal tho two-for-oneing someone for trying to kill Zurgo is totally worth four life.

Anguished Unmaking- Instant spot removal for anything at the low low price of three mana and three life. How can I not?

Orzhov Signet, Boros Signet, Rakdos Signet: Signets. They're good. I need mana fixin's and mana ramp.

Painful Truths- Three cards for three mana and three life. Sounds good. Hell, an expensive Sign in Blood isn't half bad either. I'd even be happy cycling this if I'm mana screwed.

Fumigate- I've realized that a healthy health buffer is something I very much like, and this gives me that AND a boardwipe. All in all, good shit. At the time of writing I'm waiting for this to leave standard and become fifty cents. (I can save a whole dollar!)

Volcanic Vision- God I feel like this card was made for this deck. Picture it- Fumigate, clearing away blockers and letting Zurgo swing in for 7 commander damage, then Volcanic Vision, clearing away blockers for Zurgo to swing in again, and the recasting Fumigate, gaining more life and letting Zurgo swing in for the kill.

Ob Nixilis Reignited- Look, I like this card a bunch. He's a Phyrexian Arena that occasionally comes down from the heavens to bitch slap a problem creature or remaining blocker. That ult is honestly gravy. I almost wish he didn't have it so he wasn't so scary...

Burnished Hart- Again, mana fixin's.

Sunforger- This does two things- one, it makes Zurgo an 11/2, which can kill someone in two hits instead of the usual three, and it can fetch me all manner of spot removal. Not a card I can see myself disliking.

Liliana Vess- Discard, tutors, great. OG Lili is just a value engine. Also, another copy of Rise of the Dark Realms. Although She may end up replacing it...

Open the Armory- Some redundancy. Sunforger is gonna basically turn my game around, and Swiftfoot Boots is also great to have. Hopefully I'll have Runechanter's Pike as a third option if I already have to other two.

Orim's Thunder- Like Wear / Tear. Gets rid of those pesky enchantments, and hopefully clears the board a bit too.

Duelist's Heritage- This plus either of my +4/+Ns make Zurgo kill someone in one hit. Convenient. Plus it's an enchantment that can survive boardwipes and Zurgo dying, so that's just peachy.

Cleansing Meditation- A panic button against some of my friends who tend to stack up enchantments in the lategame. Considering some huge percentage of my deck is instant and sorcery, I imagine Threshold will be pretty easy to meet, so I won't be losing out on much.

Oblivion Strike- Fuck you, Animar. Actually I'm the only guy in my playgroup who owns an Animar. I actually own two! So fuck me, I guess.

Haunted Plate Mail- Weird how well this slots into the deck. The primary purpose is another way to get Zurgo to 11 power, that magical number all Voltron commanders strive for, and can serve as an emergency blocker, seeing as I plan to wipe thee board as often as possible and Zurgo is pretty defenseless when its not my turn.

Order / Chaos Imma be honest Chaos is really what I want here there's no other card quite like it but the fact I CAN also use it to eat a dangerous attacker is gravy on top.

Shreds of Sanity- Sadly Mardu doesn't have much in the way of instant/sorcery recurrence. This, Charmbreaker Devils, Volcanic Vision, and Toshiro Umezawa are about the only ones that are more than a one for one, and since ideally I'm casting a wrath every few turns creatures just can't stick around to slowly generate value. I miss Pull from the Deep.

Loxodon Warhammer- Because I want Zurgo to have lifelink. I would play Batterskull, which has that beautiful +4/+N and lifelink AND vigilence, but that thing costs twenty-five dollars. Not ideal.

Nevermore- Because fuck your commander, that's why. Alternately, stop Toshiro from Exsanguinating for 40.

Hide/Seek- Because Gods can be and will be a problem in my playgroup, and there's still that Toshiro player I'd like to make sure can't Exsanguinate me.

Worldslayer- This one I'm a bit more iffy on. Yes, destroying everything but Zurgo and his sword is nice, but I LIKE having lands. Still, this has a pretty creat upside. I just have to hope I've drawn enough cards by then.

Whispersilk Cloak- Even though this is kinda low on my list, it may be one of my most useful things-I-plan-to-acquire. Making Zurgo untouchable and unblockable? How can I go wrong! Bit of a nonbo with Sunforger, though. A bit.

Rebuff the Wicked- This is more here so I can keep tabs on it. If I find people are removing Zurgo too much, I'll find a place for this. As is, I don't want to waste a card on this. Imp's Mischief costs me life and can't be fetched by Sunforger, but Rebuff is a straight 1-for-1, and a deck full of 1-for-1s in EDH just isn't going to cut it.

Untethered Express- The biggest vehicle Crew 1 can buy, the idea here is that a few of my Wrath Recovery cards have only 1 power. (Manlands, Kirtar's Wrath, etc) This is here to magnify that power.

Aethersphere Harvester- Same as above, only instead of a slowly growing trampler its a flyer that gains me 6 life. Probably going to end up with only one.

The Wrath Pile- Akroma's Vengeance Scourglass Fated Retribution Deadly Tempest Overwhelming Forces In Garruk's Wake Crux of Fate Blasphemous Act Volcanic Vision Anger of the Gods Mageta the Lion Magmaquake Starstorm

Kill cards- Consuming Vapors Return to Dust Swords to Plowshares Wretched Confluence Sudden Death Go for the Throat Ultimate Price Darksteel Mutation Oblivion Strike Mardu Charm Sever the Bloodline

Voltron- Sunforger Runechanter's Pike Bonehoard Duelist's Heritage Righteous War Spectra Ward Shelter Apostle's Blessing Emerge Unscathed Valorous Stance

Rocks- Commander's Sphere Prismatic Lens Coalition Relic

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Comments

Ink-Fusion says... #1

You could add Necropotence and Greed if you need more card draw.

June 25, 2017 10:05 p.m.

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Date added 6 months
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.47
Tokens Gold, Nixilis
Views 425