Khanate of the Golden Headbutt (Artifact Voltron)
Commander / EDH
SCORE: 87 | 36 COMMENTS | 8179 VIEWS | IN 19 FOLDERS
XxLeGingerxX says... #2
Yeah you're right. I wouldn't make it a budget deck if I were to build Zurgo. So mana base wouldn't be a problem. My problem would be getting hated out as you said, due to it being a voltron. Voltron decks aren't a stranger to me I used to play Bruna, Light of Alabaster before. I just feel like if I get Assault Suit on him I feel like they would swing zurgo at me and throw a fatty my way to just delete my tokens lol still considering the deck though!
January 5, 2017 2:16 p.m.
XxLeGingerxX says... #5
In my previous comment I meant to say they would swing zurgo at someone else and throw their other guys at me. Sorry about that.
January 6, 2017 10:38 a.m.
UnleashedHavok says... #6
So I've just discovered Flickering Ward. How do you feel about it for Zurgo? I don't necessarily think it's an auto include for a deck with white, but it's definitely strong
February 9, 2017 2:39 p.m.
Absolutely. Making Zurgo pseudo-unblockable (and any other commander where combat damage is a priority) is choice and it can be saved to prevent two-for-ones. I think it's generally a great card for a strategy like this.
February 9, 2017 5:18 p.m.
Austin_Smith_of_Cards says... #8
Sram, Senior Edificer looks great in this list as card draw for voltron in colors that don't see much card draw. Also much cheaper than Puresteel Paladin right now, but without the metalcraft ability.
Conqueror's Flail isn't a bad pump for Zurgo, but it also enables a Grand Abolisher-like ability for being equipped. No surprise Swords or Paths for you!
Chandra's Ignition is an incredible boardwipe in conjunction with your commander, who begins with 7 power and only gets bigger from there.
Fireshrieker is another equipment worth considering; double strike is a powerful ability, but also extremely ridiculous on a 7-power commander.
April 23, 2017 3:21 p.m.
Thanks for the input.
Sram would indeed be a great inclusion. Definitely seriously considered!
Conqueror's Flail came out well after I built this deck and I haven't been updating it too much. My normal playgroup is very casual and low-powered so its utility is slightly lost. Still a great card but I'm always conservative with upgrading my decks with $2+ cards. It's on the shortlist though!
Chandra's Ignition is a card I own and keep in the box with the rest of the deck. This deck used to be a Warrior tribal with Zurgo as back-up but it has slowly morphed into more of a Zurgo-centric deck with hatebear backup. It's always a good idea to pack a lot of board wipes--especially with Zurgo--but I am always loath to destroy my utility creatures. As the deck slides closer and closer to pure voltron Chandra's Ignition becomes more attractive. The opponent damage is pretty sick. It's been considered.
Fireshrieker is 'aight. It was in since the very beginning and only recently taken out. The price is right and the effect is strong (and obviously so. It's a staple so no need to be pedantic :) this ain't my first rodeo) but I have found through rigorous playtesting and real-world experience that trample and evasion are more reliable enablers than double strike.
April 25, 2017 3:18 p.m.
You play wordslayer on a zurgo so You clearly dont care about tour Friends. Why not have some more fun and play things like teferi's protection + jokulhaups
August 30, 2018 7:04 a.m.
I only tutor Worldslayer out or play it if I'm in a game at a card shop where the decks are generally stronger and more cutthroat.
Optimator says... #1
Glad you like it, XxLeGingerxX!! I'm a fan :]
The number of things to make him untargettable in his colors are limited--artifacts only, pretty much (most shroud and hexproof effects/auras are green). Spectra Ward does a decent job. Sacrifice-prevention is pretty rare but Assault Suit is pretty much tailor-made for Zurgo. Board-wipes are always a concern and making him indestructible isn't too hard: Darksteel Plate and Shield of Kaldra come to mind, as well as Indestructibility and Indestructible Aura--conveniently in white, as most indestructible effects are. You may notice a lot of these are in my maybe list. Board wipes in the vein of All Is Dust, Cyclonic Rift, or Merciless Eviction are nearly impossible to protect against, though white has access to plenty of blink effects that could save Zurgo, at the expense of unequipping Equipment.
I'd include more hexproof/shroud stuff but some cards are pretty pricey, a la Champion's Helm, or are kinda butt, like Mask of Avacyn (good budget-option though IMO. Gotta take it where you can get it). There's General's Kabuto and Lightning Greaves (which I do plan on getting) but I think that might be it (other than the Swiftfoot Boots already in).
Since it's a budget deck the land base is guaranteed to be slower than is possible. I tried to make up for it with an above-average amount of mana rocks (which also helps with some artifact synergies). I often get Zurgo out on turn 4 though turn 3 is a bit of a stretch without some luck. I sometimes wait though to make sure some protection or some trample-enabler is in play. Zurgo has that magic 7 power to 3-shot opponents and it only takes +4 power to 2-shot folks--never mind double strike and the like. One problem with Voltron generals is that they are public enemy number one when they're out so focus-fire is inevitable. It makes it seem like commanders like this and others (Skullbriar, the Walking Grave, Sigarda, Host of Herons, Kresh the Bloodbraided, Uril, the Miststalker, Bruna, Light of Alabaster, etc) are a disadvantaged strategy but it's exactly because they're so threatening that they get focus-fired down. Having inherent indestructibility or hexproof goes a long way toward making these guys viable and Zurgo's temporary indestructibility certainly helps. Not as optimal as something like Tajic, Blade of the Legion's or Narset, Enlightened Master's but it's something.
January 4, 2017 6:59 p.m.