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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Destroy all creatures, then create an X/X colourless Horror artifact creature token, where X is the number of creatures destroyed this way.
5 months ago
7 months ago
11 months ago
1ST ROUND OF CHANGES:
REMOVED: Preordain, Sharding Sphinx, Hexavus, Wreck Hunter, Wire Surgeons, Sanwell, Avenger Ace, Whirler Rogue, Phyrexian Rebirth, Urza's Ruinous Blast, Ash Barrens, Evolving Wilds, Kayla's Music Box,
ADDED: Sword of the Meek, Thopter Foundry, Organic Extinction, Their Name is Death, Raffine's Tower, Academy Ruins, Reality Heist, Cyberdrive Awakener, Scrap Trawler, Foundry Inspector, Emry, Lurker of the Loch, Kappa Cannoneer,
1 year ago
Another Mardu deck? How many aggro Mardu decks do you need?
1st, What's the purpose of Approach of the Second Sun? Zurgo is an aggresive 7/2, who is looking to close the game in a couple quick swings. This is anti-synergy. You should replace it w/ ramp to get your cmdr out faster.
2nd, replace Ancient Craving with Sign in Blood or Night's Whisper It's one less card, but half the mana. This allows you to be more impactful in your early turns if you would rather draw instead of tutor.
Finally, this deck really doesn't play to Zurgo's strengths' at all. Zurgo is an aggressive commander that has to attack. You should be finding ways to keep him alive, and push combat through trample effects, deathtouch, flying etc. Zurgo wants to be suited up w/ armor from either equips or enchantments that allow him to kill in 2/3 hit, and get extra combat steps to kill your opponent quickly.
2 years ago
Serra Ascendant because EDH is broken sometimes, plus he can stabilize your life total and falls into your life gain sub theme.
Swords to Plowshares just some efficient removal.
Ghostly Prison to run with all of your enchantments!
Wrath of God because you're running so few creatures, it can be good to run a few wipes
Phyrexian Rebirth same same
Day of Judgment same same same
2 years ago
Hey, nice version with such a low budget. Only 40 cents or less for each card is an interesting idea.
Even though you're building a very low budget deck still consider some basic deck building guidelines to structure your deck? A basic structure is helpful when building any causal Commander deck to give you a good start.
- 36-38 lands (Exotic Orchard)
- 20-25 creatures (Angel of Sanctions)
- 10 ramp sources (Cultivate)
- 10 draw sources (Garruk's Packleader)
- 10 removal sources (Phyrexian Rebirth)
The numbers in this basic structure are just a start, not all areas are covered and the final numbers may be more or less for each part. A basic structure doesn't need anything but the basics, you can add other cards to make up other areas that you want specifically with your Commander after. 10 ramp and 10 draw sources help to make a smoother gameplay experience. The balance of extra mana from ramp with the draw sources theoretically helps to have mana and cards in your hand to cast with the mana. Creatures can be part of the numbers and cards that have more than one effect that can go in many different areas are excellent and should be priority for cards to play.
Compare the above example to your current deck structure:
- 33 lands
- 26 creatures
- 16 removal sources
- 3 ramp sources
- 1 draw source
The amount of creatures is a fine number, but there's disproportionate amount of removal compared to other areas. 33 lands with only 3 ramp sources, two of which are 4 CMC and 5 CMC are risky numbers because you can potentially get land screw (not drawing lands) as well as mana screwed (not having enough mana to cast spells). Having major potential for both of these to happen in a game can be really frustrating and is really bad for gameplay.
I believe you can never have enough draw in Commander since draw keeps the game going for you making gameplay much more fun. Harmonize is a good card, but only having it for draw is not enough.
Ghired and the other impactful cards here are high CMC and you want to get to five mana for Ghired quicker than only relying on your land drops. More ramp can help and the best ramp to add such as Sol Ring and Arcane Signet are budget cards. Unfortunately, they aren't 40 cents or less though, here's some to consider:
3 CMC or less ramp is preferred to have these plays in the early turns of the game which is best time to cast ramp since then it helps you to cast Ghired and all the other high CMC cards you want to cast later on in the game. You don't want to be casting 5 CMC or even 4 CMC ramp instead you want to use that amount of mana along with ramp that you cast before it to cast other more impactful spells.
Lots of draw especially repeatable draw sources are important to have in Commander. Unfortunately, because of the budget restriction for cards doesn't give you a lot of options, but here some to consider:
- Garruk's Packleader: repeatable draw any time a 3 or more power creature you control ETB including creature tokens. Rhino's have 4 power.
- Voice of Many
- Zephyr Boots: repeatable draw, can also give equipped creature flying evasion.
- Mouth / Feed: only can cast Mouth first to create a 3/3 Hippo then Feed can only be cast from your graveyard.
- Mask of Memory: repeatable draw, equip any big creature you control who has evasion such as trample or flying.
- Shamanic Revelation
Creatures who can draw are nice with Flamerush Rider to make a copy of them to then populate with Ghired. This interaction is very good with Garruk's Packleader since the more Packleaders you control the more draw you get especially when you populate a Rhino as well as each Packleader triggers to draw from the other. Three of these suggestions care about the amount of creatures you control which is good when playing tokens.
I've given you a lot to think about, but I offer more advice in another comment if you would like, including cuts to consider. Good luck with your deck.
2 years ago
Lanzo493 Atm Jokulhaups is in the maybe since it does hit lands which is sore subject in my playgroup thats why i was iffy on Ajani Vengeant but i see your point on both Phyrexian Rebirth and Kaya's Wrath also why i didn't add Fumigate
2 years ago
The planeswalkers actually seem like a pretty good idea. With lots of indestructible creatures, it’ll be hard for your opponents to attack in.
Vanquish the Horde is an excellent add in. Kaya's Wrath doesn’t do much in an indestructible deck and is hard to cast for 5 color decks. Phyrexian Rebirth is also lacking since you’ll be board wiping so often there won’t be many creatures.
If you’re not against land destruction, how about Jokulhaups?