Maybeboard


Philosophy

This deck is about one thing and one thing only: Smashing your opponents! Smash them with relentless Zurgo attacks, smash their boards with wraths, smash them with direct damage and if necessary throw Zurgo in their face for a warrior worthy kamikaze smash!!!

Strategy

With this intro the strategy is fairly well explained. The deck is really straightforward, with its only basic lands mana base and 15 mana rocks, we will play Zurgo on turn 4 pretty reliable. So just as our opponents start to built up their boards, we start swinging with 7 hasty commander damage. On turn 5 we are likely able to give Zurgo a descent tool, to make sure he isn't easily chump blocked, while keeping enough mana open to protect him from removal during our opponents turn. On turn 6 we should be able to clean up the board for the first time, while still leaving up mana for Zurgos protection. From there on we are probably arch enemy and Zurgo will be removed one way or another. Now we have two options. Play Zurgo right away and keep smashing or let our opponents catch up for 1 or 2 turns to wipe the board again and then smash with Zurgo, which should be lethal for at least one opponent at this point. Basically what I try to illustrate is that this deck can easily get the first opponent of the board by turn 6 or 7.

Card Selection

Ramp: This deck is about Zurgo and Zurgo only, almost all of our mana rocks are fixing our mana and the mediocre cluestones and lockets work surprisingly well, as we don't mind to spend 3 mana to cast Zurgo a turn earlier. Also they can help us draw in the late game, so we don't run out of out of gas. Your opponents will be amazed / terrified, how quickly Zurgo will hit the board just from playing basic lands and ultra budget mana rocks.

Wraths: As much as we want to smash with Zurgo, we want to abuse his indestructibility with boardwipes. Those can mostly played for 4 mana or less, so we can ideally cast an additional spell from turn 6 upwards.

Draw: We really need to make sure we don't run out of gas, as our smashing shall be relentless. So we gladly trade life for cards. Also we draw from the things that will happen anyway with this deck: attacking, combat damage and creatures dying.

Boost: We want to get our big boy as smashy as possible. So we don't play sneaky evasion... We give him trample and boost his power! As blocking is for cowards we also don't mind a little lifelink for longevity.

Protection: There are surprisingly many ultra budget instants, that let us give Zurgo indestructible for 2 mana or less, with some flexibility for other usage. If we wanna go all in, they can also protect Zurgos helpings to survive our own wraths.

Removal: Creature threats should be covered with our wrath kit but we should be able to smash those nasty artifacts and enchantments as well, if they threaten to slow down Zurgo in any way.

Direct damage: Our final category sports the all new brasch taunter, that synergies so nicely with Zurgo and our red wraths for additional damage. Next to him we have two warrior buddies to fling Zurgo if he is about to be removed, arrested or stolen or if we simply need the damage to finish things of.

Weaknesses

We have some ways to protect Zurgo, but if he gets removed with repeatable exile or edict effects we can't do a lot, the same is true for counterspells of course. Also we don't have a lot of creatures for blocking, so if our opponents have managed to put some threats on the board and decide to team up on us we better have our wraths ready or we'll die quickly.

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Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

24 - 0 Rares

19 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 3.19
Folders Budget Builds
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