Sideboard


Maybeboard


Disclaimer

This decklist reflects the deck that I have currently build in paper.
It's by no means optimized, so there is lots of room for improvement in terms of efficiency and reliability - or simply personal preference.
For my taste, the deck plays great. But if you happen to have, for example, some Fetchlands lying around, feel free to slot them in.

Summary

About this deck

Surrak's Zany Zoo is a meme deck that is built to meet the challenge of exclusively playing creatures.
This obviously has some downsides, but also allows for some cheeky strategies.
The build makes uses of Stax/Tax and value pieces that affect noncreature spells, whithout getting punished itself.
Also, once Surrak hits the Battlefield, counterspells are no longer of any concern, which is nice.
The Deck wins by assembling one of several combos, or simply overrunning enemies with some big boys.


Combos TL;DR

Infinite hasty tokens

Overrun with hasty tokens or ping enemies with Purphoros, God of the Forge

Infinite Mana

Ping enemies with Spikeshot Elder or play the entire deck with Dark-Dweller Oracle


Strategy

Early Game: Ramp

As with any Commander deck, the first couple of turns are mostly spent ramping.
Since mana rocks aren't creatures, this build uses mana dorks and creatures that tutor lands onto the battlefield.
Fortunately, green offers plenty of options in that regard. (Plus, ramping with lands rather than rocks is safer in the long run anyways.)

Note: Due to the high mana curve, consistent early ramp is very important.
Any starting hand should consist of at least one ramp piece and the lands to play it.
Also, it's completely fair game to spend a tutor (e.g. Imperial Recruiter) to ensure ramping (or card draw).


Mid Game: Assemble

Once the Mana Base is established, focus switches to assembling the key pieces for the winning Combo.
This deck offers several ways to draw cards or tutor for them.
Tutoring is more efficient, but raises more attention. Especially since the tutored cards are revealed, which provides crucial information to opponents.
Drawing cards makes concealing the progress of any game plan easier, but also is less efficient for assembling key pieces.
Either way, there are few cases where doing as much as possible of both would be a downside.

In addition to collecting combo pieces, some protection should be prepared.
Of course, anything that accelerates the game plan and/or slows down opponents is always useful.

Note:
The deck has a tough time to recover game pieces once they are in the graveyard or even exile.
Thus, counterspells should be held back for situations that severely threaten the current gameplan. (e.g. to save a key piece from getting exiled)


Late Game: Go Off

Once all important pieces are ready to go, taking the win is merely a matter of timing.
As with any combo, the ideal moment arises when opponents are least likely to find a way to interact with and/or stop it.
The decklist provides numerous ways for creatures to be played with flash, so holding up interaction through opponent's turns has little downside.
More importantly though, it allows for creatures to be cast at the best possible moment.

Notes:



Combos explained

Line A: Kiki-Jiki infinite hasty tokens

Prerequisites

Execution

With Kiki-Jiki, Mirror Breaker and Deceiver Exarch (or any other viable combo creature) on the Battlefield:

  1. Use Kiki-Jiki, Mirror Breaker's ability targeting Deceiver Exarch
  2. When the Token Copy of Deceiver Exarch enters, use its ETB trigger to untap Kiki-Jiki, Mirror Breaker
  3. Repeat

This loop results in an infinite amount of Deceiver Exarch Tokens with Haste which can then be used to overrun opponents.
If combat damage is not an option, the combo can be expanded by adding Purphoros, God of the Forge which will then deal direct damage whenever a Deceiver Exarch token enters the Battlefield.


Line B: Protean Hulk into infinite Damage

Prerequisites

Execution

  1. Use sac outlet to destroy Protean Hulk to activate its trigger
  2. With Protean Hulk's ability, find Incubation Druid, Vigean Graftmage and Spikeshot Elder and put them onto the battlefield
  3. As they enter, use the Graft trigger to move one +1/+1 counter from Vigean Graftmage onto Incubation Druid
  4. Give Incubation Druid haste
  5. Tap Incubation Druid for 3 of any color
  6. Untap Incubation Druid through Vigean Graftmage
  7. Repeat 5 - 6

By tapping Incubation Druid for 3 of any one color and spending to untap it again, this loop effectively nets 1 of any color.
Repeat infinite times to generate infinite Mana, then use infinite mana to ping opponents with Spikeshot Elder.

Line C: Infinite Mana + Play the entire Deck

Prerequisites

Execution

With Yedora, Grave Gardener, Rattleclaw Mystic and Bogardan Dragonheart on the Battlefield

  1. Sacrifice Rattleclaw Mystic through Bogardan Dragonheart's ability. It returns to the Battlefield as a Forest.
  2. Tap the Forest to add to your Mana Pool
  3. Activate Rattleclaw Mystic's Morph ability to turn it face up again, adding to your Mana Pool
  4. Repeat

This loop uses for the Morph cost, while adding .
Since all Mana required is generic, this results in an infinite amount of any color Mana.

When using Dark-Dweller Oracle instead of Bogardan Dragonheart, each cycle will net 1 Mana of any color instead of 2.
However, Dark-Dweller Oracle's ability will also exile the entire deck which can then be played this turn.
Obviously, an empty library is quite dangerous, so I suggest to stop this particular loop with a couple of cards left in the library.
In most cases, the amount of Cards and Mana available at that point should provide a swift way to end the game.

Note:
I was made aware of this cheeky combo by the Spike Feeders.
Check out their video explaining it in detail on ▶ YouTube


Build Variations

In my experience, no deck is ever truly done.
Aside from new flashy cards being released every other week, preferences and playstyles change and decks need to adjust.
Personally, I like to swap out a couple of cards every few weeks or so, just to mix things up a bit.
This decklist is by no means optimized, so if you find a card or combo that you would like to see in this deck, it will fit.
Take a look at the Side-Board and Maybe-Board to see some options I consider and let me know about your adaptations in the comments.

Budget Options

Fortunately, all combo pieces are within a fairly budget-ish range (with Kiki-Jiki currently being the most expensive at around 10$) and everything else can easily be replaced.

Lands

Utility Cards


Redundancy

As Kiki-Jiki, Mirror Breaker combos with almost anything, there are several creatures that can be swapped or added for reliability or even alternative combo lines.
Here are a few:

Unfortunately, there is no functional substitute for Kiki-Jiki itself - at least none that fits this deck's restrictions.
Splinter Twin does effectively the same thing as Kiki-Jiki in the combo loop. Unfortunately it's an Enchantment, which is why I don't run it.
However, since no one could be blamed for mistaking it as a creature when guessing by its name, the jury might be inclined to let it slide if you choose to include it.


That's all.
Enjoy playing the deck.
Feel free to leave some feedback, questions and suggestions in the comments.

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32% Casual

68% Competitive

Revision 12 See all

(2 years ago)

-1 Island main
+1 Minamo, School at Water's Edge main
Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 1 Mythic Rares

52 - 10 Rares

17 - 7 Uncommons

10 - 6 Commons

Cards 100
Avg. CMC 3.86
Tokens Beast 3/3 G, Copy Clone, Eldrazi Horror 3/2 C, Morph 2/2 C, On an Adventure, Satyr 2/2 GR
Folders [ P ] Paper EDH Arsenal
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