trying to build a zurgo bellstriker edh deck..ideas?

Deck Help forum

Posted on March 28, 2015, 12:10 p.m. by Reymarkable

at prerelease I pulled a zurgo bellstriker, although he seems puny but his dash ability seems like a good way to get commander damage very quick and easy. having a 1 cost is also plus. any ideas to make this commander worthy in edh?

-Fulcrum says... #2

Zurgo Bellstriker - Link all cards mentioned.

This belongs in Deck Help. ChiefBell

If you're going for commander damage, Equipment Voltron is the best strategy. That being said, Isamaru, Hound of Konda is essentially the same thing, and in a better color for Equipment. You get access to equipment tutors.

If you want to use Zurgo because you have one, that's fine. You could always try making a chaos deck too.

March 28, 2015 12:37 p.m.

jaggthemiller says... #3

I'm trying to make a tiny leaders deck using him

March 28, 2015 1:09 p.m.

oyster says... #4

Tenza, Godo's Maul is what I use for any mono-red aggro/voltron commander. Having Lovisa Coldeyes would also give Zurgo a boost if you play full EDH instead of Tiny Leaders. Maybe a Warrior tribal would work in either case

March 28, 2015 1:30 p.m.

jwe94 says... #5

What about things like Blazing Shoal, Assault Strobe, Gratuitous Violence and things like that

March 28, 2015 1:42 p.m.

Reymarkable says... #6

I think the voltron route seems like the best way to utilize zurgo ability. Need ways to protect him using artifacts.

March 28, 2015 3:52 p.m.

jaggthemiller says... #7

should use some protection artifacts to so they cant destroy him so easy.

March 28, 2015 4:12 p.m.

oyster says... #8

Lightning Greaves, Darksteel Plate, Mask of Avacyn, and Champion's Helm are the only protection artifacts I can think of

April 1, 2015 1:41 p.m.

Reymarkable says... #9

Just revisiting this thread. so I ordered a few artifact equipment cards that were super budget from SCG that pump up and protect zurgo. What are some utility lands and utility creatured that should help support for zurgo voltron build?

July 16, 2015 8:38 p.m.

ComradeJim270 says... #10

If you want to abuse dash, anthem effects seem like a good idea too since they don't fall off. White has plenty. If you don't though, maybe throw in a Mentor of the Meek, your commander will trigger it. Maybe check out the archetypes, especially Archetype of Aggression and Archetype of Finality. Having both on the table at once is extra fun!

Homeward Path is nice so Zurgo doesn't get stolen. Definitely Rogue's Passage. I'm also a fan of Arcane Lighthouse. At worst, taps for . At best, some dangerous hexproof thing is suddenly vulnerable and you can remove it... which is easy in Mardu colors. Buried Ruin is decent for getting back a key equipment card.

July 17, 2015 2:41 a.m.

sonnet666 says... #11

ComradeJim270, this is EDH, red only.

July 17, 2015 5:55 a.m.

ComradeJim270 says... #12

Ah, you're right. I was thinking of Zurgo Helmsmasher's color identity. This is what happens when you post while you're half-asleep, boys and girls.

Still, the lands should be good and you could use Aggression.

July 17, 2015 11:23 a.m.

NotaNetDeck says... #13

I built the Voltron version of this deck. I run next to no other creatures, and the deck can't be played in anything but 1v1. Commander damage is easy enough to achieve, and the deck is explosive, but without necessities like Champion's Helm or Swiftfoot Boots, you're almost guaranteed to lose if you don't win early.

If you build the regular Voltron variant, make sure to include ANY kinds of doublers: Assault Strobe is the best, but Inquisitor's Flail, Seize the Day, Fatal Frenzy etc. are all incredible, too. I've also seen a really wonky Zurgo deck that does things at instant speed like Brute Force + Goblin Tunneler .

I'm not a huge fan of the deck, as even with a couple awesome bodies like Malignus and Godo, Bandit Warlord, it's still very fragile. The deck's glue will be card advantage through cards like Outpost Siege and Coercive Portal, the latter being excellent in 1v1 because it's effectively a one-way Howling Mine. I may or may not be the best person to talk to about this deck on T/O so feel free to ask me whatever. I hope this helps! :)

July 17, 2015 11:09 p.m.

Reymarkable says... #14

thanks for all the help...I appreciate all and any sugguestions. I figured Zurgo is mainly a 1v1 and not a multiplayer general. but I wanted to jus mess around with him being that he only cost 1 or 2 mana (dash) casting cost. Im considering to boost his multiplayer attributes by adding urza lands and either pumping out a karn or ugin as an alternate win con.

July 18, 2015 1:01 a.m.

NotaNetDeck says... #15

When he was first spoiled his dash appealed to me, too. Unfortunately, if Zurgo dies he costs 2 more mana to cast normally and to dash, because the reminder text for dash says "cast," unlike, say, Derevi, Empyrial Tactician. Also, ETBs like on Purphoros, God of the Forge don't increase Commander damage :( Some of the best cards I've found that work with dash are auto-equips or ones for free, like Hero's Blade and Grafted Wargear. Ultimately, it's better just to cast Zurgo normally on your first turn and go from there.

Karn/Ugin are great if you have them, but it'll be impossible to draw all 3 Urza lands! At 1 copy each in a 99 card deck it's very unlikely. If you want ramp, I'd stick with Sol Ring/Coalition Relic/Thran Dynamo/Gilded Lotus.

July 18, 2015 10:36 a.m.

Reymarkable says... #16

Yea good choice. I was thinking since I have mostly artifact equipment I was gonna add Daretti, Scrap Savant and maybe add Expedition Map but yea mana rocks as you mentioned would be better. I Think my deck is starting to come together nicely.

July 18, 2015 10:50 a.m.

NotaNetDeck says... #17

I run the mana rocks I mentioned in most every EDH deck, and I'm always glad to see one in my hand. I'm happy to hear about your deck!

July 19, 2015 2:08 a.m.

ComradeJim270 says... #18

I'd also recommend Unstable Obelisk in any mono-red deck, to blow up enchantments.

July 19, 2015 3:23 a.m.

NotaNetDeck says... #19

I'd say the biggest condition is finding an alternate win con to Commander damage, but if you go an artifact route, Mindslaver locks are pretty good... >:)

July 27, 2015 5:39 p.m.

Zurgo Bellstriker aggro top 8'd a major Duel Commander tournament recently. The list for it is on my profile. It plays a bunch of small creatures and burn spells and looks to kill the opponent before they start doing relevant things, which is how you can make a mono red aggro deck work well in a format where people are doing powerful things.

July 28, 2015 11:29 p.m.

Reymarkable says... #21

Mindslaver would be a great but would put a huge target on my head. trying to figure out card that give zurgo additional combat steps to actually get lethal. I added Kazuul, Tyrant of the Cliffs and Silent Arbiter for defense.

July 29, 2015 12:34 a.m.

NotaNetDeck says... #22

It's funny, you chose a couple of the same creatures I did (and I don't run Mindslaver either).

The best card for additional combat steps is Seize the Day. You can use it twice for not much mana, and it has the added bonus of being usable even if you discard it to Gamble, making it your best Gamble target imo.

July 29, 2015 12:25 p.m.

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