Zurgo Helmsmasher
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Zurgo Helmsmasher

Legendary Creature — Orc Warrior

Haste

Zurgo Helmsmasher attacks each turn if able.

Zurgo Helmsmasher has indestructible as long as it's your turn.

Whenever a creature dealt damage by Zurgo Helmsmasher dies this turn, put a +1/+1 counter on Zurgo Helmsmasher. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)

Recommendations View more recommendations

DemonDragonJ on Fires of Purgatory

1 year ago

I have replaced Zurgo Helmsmasher with Archpriest of Shadows, because, as great as Zurgo was, the priest is a better match for this deck's theme of reanimation.

Icbrgr on Lore of the Dragonlords

1 year ago

Also love the Dragonlords.... Dragonlord Ojutai is my favorite! *by the way did you ever notice the "decoration" around Dragonlord Silumgars neck? lol i love it!) nobody liked Tasigur, the Golden Fang anyway :p

If memory serves me right there was a gathering of the kahns at a mountaintop and there is a moment here/there which determined the future of the plane of Tarkir.... led by dragons or led by the humans.... In the future where dragons rule i believe it was Ojutai who tipped the scales in the dragons favor and the "fall of the humans"... granted it comes off as a bad thing but overall was the better future for the plane.

Dragonlord timeline Ojutai is connected to Narset Transcendent having her spark ignite by the discovery of Ojutai's role in the alternate timeline of Tarkir.

Kahns timeline Narset, Enlightened Master was leader of the Jeskai clan.... I believe there was some sort of major battle and due to timeline/magic/distraction she was felled in combat by Zurgo Helmsmasher.

and that pretty much everything i remember storywise regarding Tarkir/Ojuatai/Silumgar

Gleeock on Challenging Maarika

1 year ago

It would be cool, I just look at the pips on that one, especially if you have an even color spread in Jund. I have successfully run primary Jund before though.

You can always look at some of those Zurgo Helmsmasher decks out there for some general guidance, even though he is Mardu - it seems like he runs a similar theme.

I'm guessing you aren't running Obliterate & such boardwipes because that is not really the spirit of what you are achieving here?

Blobby_Bobby on Samurai! (feat. Exactly Zero Tom Cruises)

1 year ago

He's not a Samurai, but he seems to have a lot of Samurai style: Zurgo Helmsmasher. Depending on how the combat buffs and such work out in the end, he's a real good ass-beater.

FelixCarter on You'll be Najello after I'm done with you

2 years ago

Cryptolith Rite, Nature's Will, Druids' Repository, and [Bear Umbra] will give repeatable combats. Nature's Will is a bit expensive, so keep Song of Freyalise instead. You can remove Battle for Bretagard, Goblin War Drums, and Mask of Avacyn to use the other three enchantments if repeatable combats is your goal. Otherwise, here are some other great additions:

Cathars' Crusade will make HUGE creatures very quickly. Brave the Sands gives the vigilance needed to take advantage of Cryptolith Rite or have blockers. Impact Tremors will cause lots of pain over time. Raiders' Spoils card draw on steroids. Something you are SORELY lacking.

Kaya, Geist Hunter a great addition that will mostly be used for her -2 ability. Rhythm of the Wild is a good card to be replaced since most of your creatures will be tokens, anyways. If you don't go with Kaya, Cathars' Crusade would probably be a better replacement for Rhythm of the Wild.

Trollbred Guardian and Hamza, Guardian of Arashin requires +1/+1 counters but you don't have very many +1/+1 counters in the deck to take advantage of this. You can remove them and instead use Mindblade Render and Oakhame Adversary for card draw. You need card draw.

Replace Mardu Shadowspear with Brutal Hordechief

Usher of the Fallen and Imperious Perfect are fairly underwhelming. Imperious Perfect is a little better, but I'd at least replace Usher of the Fallen with Rhys the Redeemed. Honestly, I'd use Ogre Battledriver over Imperious Perfect.

Rubblebelt Raiders is nice, but Champion of Lambholt will make your creatures unlockable just as fast.

Tuya Bearclaw and Hamletback Goliath get big, but they can be chumped VERY easily. Lovisa Coldeyes will buff all your tokens that are harder to chump. You could maybe keep the Hamletback Giant, but Zurgo Helmsmasher or Samut, Voice of Dissent is a good choice in your deck if you decide not to.

Blaring Captain and Blaring Recruiter are also very underwhelming. Chief of the Edge can easily replace the captain, and the recruit can be replaced be literally anything (my vote would be for Impact Tremors if you haven't added it already).

You have A LOT of mana ramp in your deck, but your lacking card draw and removal. I'd maybe remove the Diamonds and add two or three mana rocks that tap for one of any color. That'll give your deck 10-11 forms of mana ramp. If you add three, that'll give room for two forms of card draw. Reconnaissance Mission, Bident of Thassa, Skullclamp, and Vanquisher's Banner are great options.

Instead of Fracture, I recommend Despark. Mortify is a better Murder but can also be upgraded by switching to Utter End.

Replace Warped Landscape with Secluded Courtyard.

Be aware that you're sitting at only 30 lands. If you find your have a mana-base problem, I'd take out Radha, Heir to Keld, Duskwatch Recruiter  Flip, or ANY of the previously discussed cards and add 3-5 lands. Out of the lands you should also add, I recommend Savage Lands, Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Mystic Monastery, Path of Ancestry, and Unclaimed Territory.

Wuzibo on Questioning the Iona Banning

2 years ago

"The only colorless removal i've tried to defend". I've already brought up scour. There are only two colorless removal spells. Introduction to Annihilation and Scour from Existence.

I'd defend running Scour from Existence too. You're paying 2 extra for instant speed and giving nothing in return.

There is nothing else to defend. That's why i haven't defended anything else. So that has no bearing on its feasibility.

It also isn't "to board against one commander." They're cards you can use in literally every game because they can exile any target permanent. Run graveyard hate? why do that when i can run permanent hate that gets the job done and offers more versatility? What actually sounds like the more "unfeasible" strategy, there? Running graveyard hate that is kind of just a dead draw vs a non-graveyard deck, or running a spell that does what the yard hate would do which i can also use to answer any threat on the board? It could always be blue artifacts. They don't care so much about getting stuff out of the graveyard. This answers their Darksteel Forge. This answers an enemy Zurgo Helmsmasher on your turn. This could answer Iona. This could answer emrakul if they were legal in the format. It's even a way to deal with a Bound in Gold or Darksteel Mutation. It's good vs every indestructible commander and every protection from colored commander. It even deals with stax. What's important too is that it has a permanent effect and it is not a permanent. Grafdigger's Cage can be blown up or countered, just like Relic of Progenitus and Rest in Peace. However, the colorless spells can only be countered. There's nothing to blow up. Scour can even deal with Urborg, Tomb of Yawgmoth to stop a Sheoldred, the Whispering One, or a Rogue's Passage. Sure ghost quartering them would be much better, but if you drew one and not the other, and that's what's killing you...

You framing this as something people run just to deal with iona is wrong. That would be like saying people only run RIP for the Helm of Obedience combo. That's not true at all.

Coward_Token on Secret Lair: Street Fighter

2 years ago

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