Deck Overview

Stick around, survive long, then trade up. This Zedruu the Greathearted *f-etch* deck is about giving “gifts” that are tempting for opponents but painful to remove or keep, building incremental advantage, and finally swinging hard when you pick your moment.

Key Themes

How to Win

  • Accumulate card draw / life (thanks to Zedruu the Greathearted *f-etch* + continuing value pieces)
  • Use gifts to generate advantage (either by forcing opponents into bad choices or stealing value)
  • Pull the trigger with a sweeping moment — Insurrection, stealing a key creature, or crippling board states with removal.

Expect opponents to be wary if you give them something that looks juicy — sometimes the sting is in holding on.

Notable Synergies

  • Delaying Shield — Cast it on yourself to prevent damage. Right before your upkeep, donate it. The counters move with the Shield, so your opponent has to pay or lose life. Extra nasty if they don’t have white mana.

  • Day of the Dragons — Cast with no creatures out to make a pile of 5/5 Dragons. Donate it, then even if it's removed, you keep the Dragons, but your opponent gets nothing back.

  • Yes Man, Personal Securitron — Passes itself around drawing you cards and stacking quest counters. If it ever leaves the battlefield, you (the owner) get a swarm of Soldiers. Opponents are incentivized to keep it alive.

  • Aggressive Mining — Donate it and lock an opponent out of playing lands. If they keep it, they’re stuck. If they get rid of it, they wasted a removal spell.

  • Rust Elemental — Opponent must sacrifice an artifact each upkeep or take damage. Brutal gift that’s hard to keep and worse to remove.

  • Confusion in the Ranks — Chaos engine that makes the whole table hesitate to play permanents. Perfect for spreading gifts around while you profit from Zedruu triggers.

  • Humble Defector — Draws you cards, then donates itself. Combine with Zedruu to pass it around the table for value and politics.

  • Stingscourger — Bounce an opponent’s threat, or even one of your own donated permanents to reuse its ETB effect. Then donate Stingscourger before your upkeep so the echo trigger becomes their problem. Perfect “strings attached” fodder.

Piloting Tips

Early Game

Mid Game

Late Game

Weaknesses & Adjustments

Enchantment Removal

This deck leans heavily on enchantments (Ghostly Prison, Delaying Shield, Sphere of Safety, etc.). If your meta runs lots of Back to Nature or Aura Shards, you can get set back hard.
Adjustment: Add recursion (Hall of Heliod's Generosity, Open the Vaults) or more artifact-based defenses (like Crawlspace, Lightning Greaves) to diversify.

Fast Combo Decks

Zedruu plays a slower, political game. Against combo decks, you might not have time to set up gifts and shields.
Adjustment: Run more countermagic (Mana Drain, Negate) or silver bullets like Stony Silence / Rest in Peace depending on your meta.

Aggro Swarms

Wide creature strategies can overwhelm you before pillow-fort is online.
Adjustment: Consider another cheap wrath (Anger of the Gods, Blasphemous Act) or early blockers that double as gifts (Wall of Omens, Perplexing Chimera).

Graveyard Hate

If you rely too much on Sun Titan recursion or enchantment recursion, graveyard hate can limit your late game.
Adjustment: Lean more on direct swaps (Switcheroo, Role Reversal) and political chaos pieces (Confusion in the Ranks, Knowledge Pool).

Perception / Politics

Sometimes Zedruu gets hated out just for being “the donate deck.” If opponents expect Illusions of Grandeur shenanigans, they may gang up on you early.
Adjustment: Play group-hug early (Temple Bell, Howling Mine) to look friendly. Save the nastier gifts for mid/late game so you don’t become the early archenemy.

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Comments

92% Casual

Competitive