Proper Description Pending

Planned changes:

-1 Ajani Vengeant , -1 Plains , -1 Clifftop Retreat , -1 Temple of Triumph , -1 Desolate Lighthouse , -1 Sun Titan , -1 Memory Lapse , -1 Baral, Chief of Compliance , -1 Ichor Wellspring , -1 Solemn Simulacrum , -1 Temple of Enlightenment , -1 Temple of Epiphany , -1 Academy Ruins ,

+1 Misty Rainforest , +1 Strip Mine , +1 Tundra , +1 Dockside Extortionist , +1 Mystical Tutor , +1 Mana Crypt , +1 Mana Drain , +1 Mystic Remora , +1 Rhystic Study , +1 Gamble , +1 Smothering Tithe , +1 Hall of Heliod's Generosity , +1 Sensei's Divining Top , +1 Underworld Breach upon release.

Some notes and interactions:

  • You can hold priority when Zedruu's upkeep trigger hits the stack to send things along with her active ability, allowing you to get the value that turn in exchange for tying up some mana before your draw step.

  • Illusions of Grandeur is a surprisingly effective way to apply pressure and even end the game. You can even ding someone more than once by bouncing it from their side of the field with Cryptic Command. You can add a card like Hanna, Ship's Navigator to add resiliency to this particular win condition, but I do well enough without it. Worth noting is that when Illusions and Zedruu are both on your side of the field, you can hold priority on their triggers and send the Illusions away, then resolve both triggers. You can't sacrifice a permanent that you don't control, so you can decline to pay for the age counters and it will remain in play on the opponent's field.

  • Kher Keep is a great way to churn out fodder for bigger Zedruu triggers. It may be worth considering adding Skullclamp to further capitalize on it, but there is hardly anything else that makes the clamp worthwhile.

  • Narset, Parter of Veils lets you profitably point Dack Fayden 's +1 and Cephalid Coliseum 's active ability at opponents.

  • Fetch wisely! The deck is fairly colour-intensive, hence the exclusion of cards such as Thran Dynamo . Games where Zedruu is needed to generate value will call for a healthy mix of two-coloured lands, and you need triple blue and double white in most midgames. Also worth noting is that grabbing the one-of Snow-Covered basics when you can is marginally better for the purposes of Field of the Dead since your other basics of the same type will end up counting as a new name, and prioritizing Islands to keep your options open for Mystic Sanctuary later can be back-breaking.

  • Remember that Goblin Welder can make ashtrays for your opponents as well.

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Date added 9 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

46 - 0 Rares

18 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 2.75
Tokens Emblem Dack Fayden, Emblem Daretti, Scrap Savant, Emblem Elspeth, Sun's Champion, Emblem Jace, Vryn's Prodigy, Emblem Narset Transcendent, Kobolds of Kher Keep 0/1 R, Horror */* C, Soldier 1/1 W, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink, Zombie 2/2 B
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