Zagras and the Dethtouch Party

Commander / EDH A_Nugget

SCORE: 3 | 8 COMMENTS | 1035 VIEWS | IN 1 FOLDER


Kyle_Winter says... #1

This Commander looks dope! Personally, my favorite part about him is his ability that makes all your other creatures have Deathtouch. My take-away is now, your opponents never get to have creatures or yours get through their defenses unblocked! I looked in to some cards that fit the new 'party' mechanic in Zendikar to help your Commander come out.

Rogues:

Oona's Blackguard

Relic Robber

Clerics:

Ebonblade Reaper

Headhunter

Mikaeus, the Unhallowed

Warriors:

Azra Oddsmaker

Bloodshot Trainee

Fireblade Charger

Goblin Chainwhirler

Godo's Irregulars

Jeska, Warrior Adept

Kolaghan Aspirant

Ornery Goblin

Pashalik Mons

Somberwald Vigilante

Viashino Fangtail

Wizards:

Blood Cultist

Fireslinger

Grim Lavamancer

Reckless Embermage

Spark Mage

September 20, 2020 11:52 p.m.

multimedia says... #2

Hey, nice start on budget. Kyle_Winter gave you some good advice to help the party. My advice is to help the manabase, ramp and draw.

First, you don't need 42 lands, that's overkill for your deck. 36 lands should be fine. Consider cutting some lands for more ramp sources? Budget lands and ramp to consider adding:

Consider cutting some basic lands for these lands?


Ramp can be a problem with Rakdos because these colors lack lots of options, but one way to help to not miss land drops is to play low mana cost draw. Cards like these can replace ramp because for a low mana cost they can help to draw into lands or party members who then act like ramp to cast Zagras.

Repeatable draw sources are best in Commander because they can potentially give you value throughout the entire game. With Zagras cards that give you value who are party creatures or when you attack/do combat damage are options:

Oddsmaker and Mask are nice with Zagras because he has flying.


Some advice about game play. I would keep the mana curve very low because you want to assemble a party for Zagras as that's what makes Zagras a mana efficient and potentially good Commander. The lower the mana curve the easier it will be to have two or more party members on the battlefield to help to cast Zagras. In fact, for your deck I would end the curve at Dagger Caster and Drana, the Last Bloodchief as these are abilities and effects at the top that go well with Zagras. I would limit the four drops to very few.

Roving Keep is an example of a creature you don't need because it's high CMC and doesn't help the party or have interaction with Zagras. Zof Consumption is an example of a spell that you don't need even though if you want can play it as a tapped land. Consumption for six mana is not worth what it does.

I offer more advice about what cards to cut. Would you like more advice?

Good luck with your deck.

September 21, 2020 1:30 a.m. Edited.

A_Nugget says... #3

Thanks for the advice multimedia!

I'd like to hear more about what could be done better for this deck.

September 21, 2020 1:17 p.m.

multimedia says... #4

Hey, you're welcome.

There's 12 rogues here for the party, but only 5 clerics, 4 Warriors and 1 Wizard. These ratios of party members will make it difficult to have much mana cost reduction for Zagras especially Wizards. My advice is make these numbers more even to give you more chances to have different party members on the battlefield at once. Changeling Outcast is a budget one drop party member who can be any creature type you choose for party and it's unblockable which has good interaction with several tribal combat damage effects.

Budget Wizards to consider adding:

There's some party members who could be upgraded to better budget creatures especially the Warriors:

Blood Beckoning could be upgraded to Nullpriest of Oblivion who is a two drop Cleric or if you cast with kicker you can reanimate any creature in your graveyard. Beckoning doesn't reanimate it recurs the creature/creatures to your hand which is a big difference. Searing Barrage could be upgraded to any Wizard party member because this removal spell is not needed as it's the least good and costs the most mana for what it does.


Some cards to consider cutting:

Pump spells that only pump one creature one time such as Infuriate are subpar in Commander especially when you can only cast them once. If the spell pumped all creatures you control, protected the creature from removal or it made the creature have huge power with evasion then that's different, but the pump spells here don't do that. More draw is more impactful than pump.

September 23, 2020 7:34 a.m.

A_Nugget says... #5

Thanks for the advice, multimedia.

I just finished cleaning out the deck a bit more. I added more party member creatures and took out any unnecessary cards. I did also add some potential enchantments to the deck.

September 24, 2020 5:43 p.m.

Optimator says... #6

Your list is coming together. Personally, I feel like you need a few more lands. Your ramp is good, but not good enough to drop below the 35-38 land recommendation.

One thing that might be fun is to work in more creatures with First Strike to take even more advantage of the mass Deathtouch. Not a ton of good creatures (i.e. efficient Rares) in these colors that are also Party Members but there are some. Perhaps two or three things like Bladed Pinions, Sword of Vengeance, and Chariot of Victory? Chariot is perticularly good since the Trample means you can assign one damage to the blocker and the rest tramples over.

List of things with First Strike in Rakdos

September 24, 2020 6:04 p.m.

Optimator says... #7

September 24, 2020 6:14 p.m.

carpecanum says... #8

Flaming Sword or Spiteful Motives are a really rude surprise with Deathtouch.

Power of Fire and Lavamancer's Skill are hilarious with Deathtouch. So is Chandra's Ignition

Scythe of the Wretched maybe.

October 7, 2020 9:53 p.m.

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