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Zedruu Politic/Control

Zedruu has always intrigued me as both a deck building and piloting challenge. We want to set up Zedruu as a draw engine and potential win condition for the deck by using spell that either let us exchange lands or donate a land. We should try to exchange the same basic land where possible or maybe help someone with fixing but not hurting our own. This is also why we are running a high number of basic lands and leaning more on ramp that finds us lands. I picked lands because in my meta there isn't much mass land destruction and any targeted land destruction is usually reserved for bigger problems like Cabal Coffers . Lands also dodge most board wipes and most decks don't run sac outlets that can target lands. If there is deck that does this, we may want to avoid giving them lands. In the early game, we should try to sit back as much as possible and let other people duke it out for a couple turns. Then in the mid game, we should try to make an ally that we can try to help by giving them card draw, mana, or spending removal/counterspell that would benefit both of you. In the end game, when it is just you and your "ally" left, we can close out the game using Approach of the Second Sun , Aetherflux Reservoir , or one of the Niv-Mizzets.

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Date added 6 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

43 - 0 Rares

20 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.45
Tokens Bird 2/2 U, Elephant 3/3 G, Emblem Venser, the Sojourner, Gold, Kobolds of Kher Keep 0/1 R, Manifest 2/2 C, Spirit 1/1 C, Treasure
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