Zhur-Taa Druid

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Zhur-Taa Druid

Creature — Human Druid

: Gain /

Whenever you tap Zhur-Taa Druid for mana, it deals 1 damage to each opponent

Gidgetimer on Stomping Counters

4 months ago

See, the problem with specifically me suggesting cuts is that you and I seem to have much different playstyles. I am not big on Planeswalkers and like to keep my mana curve super low to the ground, especially with a mana hungry commander like Marath. I can tell you about objectively strong cards for your mana base though, and I tried to just do that.

If I were pressed and had to make suggestions; for just the first four sorceries I would say both 6-mana Ajanis, a basic Forest, and a basic Plains. For all 12 of my suggestions and in descending order from first card cut to last so that you can take any number and have my suggestions for cuts:

Ajani Unyielding

Forest

Ajani, Valiant Protector

Plains

Woodland Mystic

Zhur-Taa Druid

Domri, Anarch of Bolas

Druid of the Anima

Jiang Yanggu, Wildcrafter

Somberwald Sage

Incubation Druid

Alpine Meadow

Many of these other cuts are also ramp, but that is because your Land+Ramp number is pretty close to what I like after cutting the two Ajanis. Going with sorceries and artifacts will protect you a little better from sweepers since your mana base will be able to survive a Wrath of God and you would be more likely to be able to recover. The artifacts will still leave you weak to Austere Command, but you are less likely to be collateral damage.

Another switch I would just make straight up is Archetype of Aggression in for Aggressive Mammoth in keeping with me liking to keep a mana curve lower.

woinththro on Wort Wort Wort!?!? <Kyle's Mom's voice>

8 months ago

@ king-saproling. I definitely like Storm-Kiln Artist for storming off. Not sure what I would cut but I want to find a spot for it.

Reiterate is probably better than Double Vision 90% of the time, although I try and not go infinite if I can avoid it... For some reason it's so much more satisfying to burn someone for 80 than 1,000,000,000. It feels more earned. I do think I even have a foil Reiterate buried in a box somewhere.

Nostalgic Dreams is super cool as some redundancy to Past in Flames, and I think I like it more than Reiterate just because it isn't going infinite. Nostalgic Dreams will probably replace Double Vision once I buy one.

Rude Awakening could be really useful, I have had Early Harvest in the deck before but I mainly cut it because it doesn't untap non-basics, which Rude Awakening does. A previous iteration of the deck ran only basics and had a non-basic land hate subtheme ( Blood Moon,Magus of the Moon,Primal Order,Ruination,Burning Earth,Price of Progress...). This version of the deck wasn't very popular, as you can imagine. This led to the deck falling out of rotation and not being played for three years.

I definitely see how Delina, Wild Mage could be a lot of fun; getting me multiple copies of Wort and giving spells multiple instances of conspire. However, this seems pretty clunky since she needs to attack to do it, and the deck is not geared towards attacking. maybe if I had some haste enablers I'd try and work her in.

as for all of the mana rocks, I had intentionally avoided any manarocks in previous builds of the decks mainly because they aren't either: a mana dork who could conspire spells i.e. Zhur-Taa Druid, or a ramp spell that could be conspired i.e. Farseek. although I do recognize that those rocks that tap for two and come down on turn three are all much better at getting Wort into play on turn four...

One aspect of previous builds of the deck that I did like was that it had initially included zero artifacts and enchantments. I liked that my opponents couldn't use any artifact/enchantment removal against me, which meant they hopefully had some dead cards. One of the main reasons I just updated the deck at all was because Twinning Staff got printed, which is one of the main build arounds for this iteration of the deck. The whole reason Goblin Engineer and all of the artifact lands are in the deck is to go get Twinning Staff. and since Krark, the Thumbless and Goblin Anarchomancer are also goblins I might as well play Goblin Matron. although I've definitely considered removing the last three artifacts/enchantments (as well as goblin engineer) once again.

TheMeadiator on Unbroken Dragons

11 months ago

This deck is after my little stompy gruul dragon heart! It's beautiful. I was going to suggest Zhur-Taa Druid in place of Rattleclaw Mystic for the extra burn damage, but I saw your shenanigans with morph and that makes a lot of sense.

For another Tarkir gem, have you considered Sight of the Scalelords, or is the cmc too high for your curve?

TheMeadiator on Nikya rollin wit da DRAGONS

1 year ago

Sweet and simple Gruul. Love it. +1.

May I recommend Zhur-Taa Druid for a perfect Gruul mana dork? Get mana and ping your opponents?

TheVectornaut on Tarkir Dragon Hoard

1 year ago

I recommend adding some more early game ramp creatures or spells, probably as replacements for the Dragon Egg s and the risky Nikya of the Old Ways . More Dragonlord's Servant are totally fine, but I could also see Voyaging Satyr working to untap Gruul Turf for big mana or Zhur-Taa Druid bridging the gap between acceleration and aggression. On the spell side of things, some good old Rampant Growth effects could make Dragonmaster Outcast a nasty threat. Just looking at the cards you already have, I think more copies of Thunderbreak Regent , Atarka, World Render , and Goreclaw, Terror of Qal Sisma wouldn't hurt. Another option if you don't mind infinite combos is upping the count of Savage Ventmaw and Grand Warlord Radha so you can run Hellkite Charger for endless combat phases.

I'll also list some possible upgrades and sidegrades based on my own experience playing with and against dragons. Dragon Tempest is nearly a direct upgrade for Impact Tremors in dragons and Scourge of Valkas is also decent. Draconic Roar seems like it would be better than Magma Jet and/or Jaya's Greeting most of the time. Spit Flame might be even better if targets tend to have 4 toughness. Flying destruction feels unnecessary here, but I'd prefer something cheaper than Pinion Feast like the flexible Broken Wings regardless. Frontier Siege might be better than Atarka Monument if you need more mana or removal. Crucible of Fire could replace Sight of the Scalelords or Dragon Throne of Tarkir , depending on how much power you need. Sarkhan, Fireblood can be a rummager, accelerant, and bomb in the world you keep him alive. Even with so many legendaries, I still prefer Elvish Piper to Thran Temporal Gateway here. A final card that I'm not sure on is the new Draconic Intervention . Seems like it could be an interesting sweeper follow-up to a Descent of the Dragons that turns all your dorks into immune dragons. That is fairly slow though.

Let me know if you have any questions and good luck with your deck!

plakjekaas on Ionize and other Counters in …

1 year ago

Exactly, tapping Llanowar Elves for mana, just like tapping your land for mana, doesn't use the stack, and therefore can't be responded to. It doesn't limit itself to creatures either, tapping your Skyclave Relic also counts as a mana ability.

Activated abilities do have costs, but they don't need to cost mana. Thermo-Alchemist tapping to deal 1 damage to each opponent is also an activated ability, and tapping the creature counts as cost. The cost in an ability is basically everything before the ":" in the rules text. Which means that tapping your land for mana also is an activated ability. When you look at something like Darksteel Citadel , you see they're worded like: : add . That's why spells or abilities that counter other abilities almost always have to specify they can't interact with mana abilities.

For example with Zhur-Taa Druid , when you tap it for mana, the mana is added, and only then goes the damage trigger on the stack, you'd be able to Disallow the damage, because it's a triggered ability, but not the mana added by Zhur-Taa Druid , because that was a mana ability.

Hope that clears it up

TheoryCrafter on Ghired: All Tokens Welcome!

1 year ago

Have you considered Any combination of Emrakul's Evangel , Nomads' Assembly , Sylvan Offering ? Emrakul's Evangel pretty much makes all your base 1/1 creature tokens into base 3/2 tokens--boosting the usablily of Elemental Bond. Nomads' Assembly doubles the number of creatures you control for two turns. Sylvan Offering gives you one big creature and a bunch of little ones.

Also, with so many tokens getting onto the battlefield you may want to consider finding spots for Essence Warden , Soul's Attendant and Soul Warden . The life gain from the three alone will keep you alive as you build your army.

If you're interested in an alternate win card, the enchantment Epic Struggle would definitely be up your alley--especially since it can get around prison decks. Speaking of enchantments, Leyline of the Meek will boost your creature tokens and Cindervines will deal damage to your opponents until you need to destroy someone's artifact or enchantment.

Speaking of damage, Zhur-Taa Druid deals damage to an opponent each time you tap it for mana.

Extra graveyard interaction cards you can use are Scavenging Ooze for controllable graveyard hate and Repopulate to reuse all your non-token creatures.

Field of the Dead should be an add in due to all the different named lands you have in your deck. Other lands that can create creature tokens for you without sacrificing the lands include, but are not limited to, Khalni Garden and Dwarven Mine . If you don't mind some sacrifice the Dark Depths / Thespian's Stage combo is the best.

Happy Hunting!

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