1.: Gathering Ressources:
The first 2-3 turns we'll spend building up our mana base. The deck runs a tremendous number of 2-mana-rocks, like the signets,
Thought Vessel
or
Fellwar Stone
. I like to ramp early on in game - cards like
Thran Dynamo
or
Hedron Archive
I usually can't play earlier than turn 4-5, turns I want to start gifting away permanents and generating value with Zedruu. Casting mana-rocks on turn 1 or 2 allows us to play Zedruu as early as turn 3, giving us the opportunity to start our donation-shenanigans on turn 4 already. Our perfect starting-hand should contain 2-3 lands and 1-2 of our mana-rocks or other mana-generators. We also need to make sure we have all of our colors available, allowing us to cast Zedruu and activating her donation-ability. The rest of our hand isn't of to much importance honestly... Mana-sources mean everything in this deck. With Zedruu being our main draw-engine, the only thing we need to make sure early on in the game is to put her on the battlefield and being able to activate her ability. Donating lands early on allows us to draw into more cards - that's everything we need, as the deck is peppered with value-generating cards like
Scroll Rack
,
Paradox Haze
and
Strionic Resonator
which we will draw sooner or later. Still there are some cards which might be helpful early on:
Oath of Lieges
allows us to put extra-lands into play, which we can donate to our opponents, granting us to be able to use its trigger again on our next turn.
Smothering Tithe
is just a formidable card, generating more mana than you could possibly need over the cause of a few turns.
Bazaar Trader
helps us donating permanents without the need to pay for Zedruu's ability , while
Humble Defector
helps us forging alliances, drawing us extra cards while being able to donate himself. Any of these cards will be a perfect addition to our starting hand.
Early ramp-options include:
Oath of Lieges
,
Knight of the White Orchid
,
Walking Atlas
,
Boros Signet
,
Azorius Signet
,
Izzet Signet
,
Pentad Prism
,
Sol Ring
,
Sphere of the Suns
,
Surveyor's Scope
,
Mana Crypt
,
Springleaf Drum
,
Thought Vessel
,
Fellwar Stone
I am not running the talisman-circle as of card-variety-reasons. Surely the talismans might be considered the better choice in comparison with the signets, yet I do like the signets more as they've been a part of the deck since the first day.
Smothering Tithe
and
Keeper of the Accord
can be very explosive in the midgame while
Coveted Jewel
isn't exactly considered early-game ramp as for its high mana-cost.
Mana Flare
has to be handled with caution, as it allows for very explosive turns but enables our opponents at the same time.
~~
2.: Protecting the Goat:
Zedruu the Greathearted
is the fundamental heartpiece of her own deck-tech. If we want the deck to work properly, the Goat of Enlightenment needs to be on the battlefield. As soon as we're drawing 4+ cards a turn, our opponents start to feel uncomfortable though and it will not take long for them to try and remove our commander to deny us the ressources. Since we truly do love our beloved goat, we don't want this to happen (we also want to keep drawing these cards too). The deck comes equipped with an whole arsenal of safety-services to protect our commander from any harm: So we have
Clout of the Dominus
, an amazing card in this deck, granting Zedruu a +2/+2 -buff, aswell as the keywords "Haste" and "Shroud"(the later one being the most important of them all), all of this for the formidable price of only one mana!
Robe of Mirrors
serves a similar purpose.
Karmic Justice
punishes people if they try to touch the Goat (unless they exile her...) while
Tyrite Sanctum
allows Zedruu to reach true enlightenment and become an indestructible god. Finally
Mother of Runes
can give Zedruu protection from any color, making her mostly immune to targeted removal.
List of protection-spells:
Clout of the Dominus
,
Robe of Mirrors
,
Karmic Justice
,
Tyrite Sanctum
,
Mother of Runes
~~
3.: Getting the Donations started:
So, we've got a lot of mana,
Zedruu the Greathearted
is on the battlefield and protected so no one can harm her. "What now?" you ask, well, I will explain it to you right away: As I've mentioned many times before already, Zedruu can be a very powerful value-engine, as long as there are some of our permanents under the control of our opponents. Of course we want to use this ability, hence the next part of our game revolves around helping those in need by gifting them some of our permanents. Most of these permanents will be lands, if you believe it or not. Equipped with artifact-ramp, as well as cards like
Oath of Lieges
and
Surveyor's Scope
we make sure to always have enough mana at our hands. Exspecially the Scope is a very underrated card, which allowed me to ramp into 3 more lands for many times (Donating lands away for having a lower landcount while increasing your opponents landcount at the same time is the strategy here! Lands make for a perfect donation target, as your enemies usually want to keep them around while it is very difficult to get rid of them at the same time. No one wants to use his strip mine to destroy some basic land... Cards like
Vedalken Plotter
(_which can also be donated after use),
Political Trickery
and
Role Reversal
are helping in this regard, as swapping lands is ways better than just donating them. Most of the time your opponents have some very valuable lands in stock, which we can trade for one of our basics. Extra value is best value, always do remember that! Besides lands, the deck also runs a lot of other donation-targets, some of which I'll mention below:
Oath of Lieges
is a global enchantment, so we don't care who's in control of it.
Pentad Prism
and
Sphere of the Suns
grant us mana early on, to be donated as an useless piece of metal afterwards. Aura-enchantments like
Clout of the Dominus
don't care about who is in control of them, as it's still your creature they're enchanting.
Humble Defector
is an amazing card, which I put in every red deck of mine, as it is excellent card-draw while being a powerful, political tool at the same time.
Gilded Drake
on the other hand is simply outstanding in its ability to steal your opponent's best creature... Sure, they'll most of the time swing at you for 3 in the air the turn after, but who cares if you can swing back with their precious
Blightsteel Colossus
?
Puca's Mischief
grants us at least one free permanent-exchange every turn, probably more if we got multiple upkeeps.
Confusion in the Ranks
can cause absolute mayhem all on its own while
Sudden Substitution
is a very unique spell which I used with great success many times, for example by exchanging control of an opponent's
Smothering Tithe
with my own
Vedalken Plotter
. If there should be some sort of a precarious situation requiring you to gain back control of all of your permanents, there's
Brand
, a spell that's probably played nowhere else than in Zedruu. For similar reasons we have
Venser, the Sojourner
. Venser's +2-ability allows us to flicker a permanent we own, bringing it back under our own control in the end step. The fun-part is, that we don't need to be in control of the permanent we want to flicker, it just needs to be a part of our deck. This is especially useful with cards like
Gilded Drake
, allowing us to use it repeatedly, stealing away all of our opponents creatures. Then there's
Homeward Path
, a land we can tap to regain control of all our creatures. This whatsoever does affect our opponents creatures as well.
Donation-Enablers:
Bazaar Trader
,
Gilded Drake
,
Humble Defector
,
Vedalken Plotter
,
Sudden Substitution
,
Coveted Jewel
,
Political Trickery
,
Role Reversal
,
Puca's Mischief
,
Confusion in the Ranks
,
Goblin Cadets
,
Perplexing Chimera
,
Wrong Turn
,
Rainbow Vale
Donation-Targets:
Clout of the Dominus
,
Illusions of Grandeur
,
Nine Lives
,
Oath of Lieges
,
Paradox Haze
,
Robe of Mirrors
,
Statecraft
,
Knight of the White Orchid
,
Vedalken Plotter
,
Pentad Prism
,
Sphere of the Suns
,
Confusion in the Ranks
,
Mana Flare
,
Rhystic Cave
and most lands in the deck.
~~
4.: Now it's getting serious:
It should be somewhere in between turn 6 and 8: We have set up our mana, Zedruu is on the battlefield and protected so no one can harm her and we're drawing a bunch of cards every turn because of all the permanents we donated away. The time has come to start some wild shenanigans, slowly but surely helping us to pave our way to victory.
One way getting ahead of your opponents would be to double up on ressources: Using one or more of your copy-enchantment-spells, you can copy cards like
Smothering Tithe
to great effect. One, or maybe two turns with two or more Tithes in play will surely grant you enough mana to win the game.
Paradox Haze
is beyond amazing in this deck, doubling our upkeep as well as Zedruu's trigger with it. Being an enchantment the Haze can also be copied to generate even more value. The
Strionic Resonator
works in a similar way, being able to copy Zedruu's trigger on the stack.
Lithoform Engine
is just a more versatile version of the Resonator, allowing for even more shenanigans.
Sphinx of the Second Sun
might just be the most powerful card in the deck: Combining the effects of Sword of Fest and Famine (affecting all permanents) and
Paradox Haze
all in one card, The Sphinx let's us double up on everything this deck wants to do.
Alhammarret's Archive
and
Teferi's Ageless Insight
will both double all the cards we draw with Zedruu, possibly even quadruple it, if both cards are in play at the same time. What's better than one
Zedruu the Greathearted
on the battlefield, you ask?
Sakashima the Impostor
is the answer, as he allows us to have not only one but two goats in the game! Double the goats, double the value! To keep all these precious cards in your hand,
Thought Vessel
and
Reliquary Tower
can help you out.
~~
While this deck serves as a very complex and efficient toolbox to generate value, this is at the expense of answers and spot-removal, of which the deck is lacking a lot. When I play my Zedruu-deck, I mostly do rely on my opponent's removal-spells: If someone's playing a card that might probably be dangerous, I'm doing my best convincing the rest of the table that this is a threat to be dealt with. Usually this strategy works very well for me, not only getting rid of one of my opponent's on-board-threats, but also of one of their removal-spells, which they surely won't be able to use against myself anymore. Being the guy who doesn't have a lot of answers in the deck, letting everyone play their game and just playing a bunch of funny cards, most people don't even know about, I usually don't draw to much hate.
If there should be a player though who's trying to harass you anyhow, trying to interrupt your value-engine, the deck does have a few ways to deal with that situation:
Statecraft
is one of these cards you'll most certainly never see outside of a Zedruu-decklist. Donated to an aggro-player this card completely shuts off his game plan, leaving him and his rude creatures to stay on his side of the bord for as long as the enchantment stays in play. As with every other enchantment this can also be copied and donated to a different opponent if it should be necessary. If things are getting way to dangerous you have
Glacial Chasm
and
Solitary Confinement
in the deck, both of which are negating every damage dealt to you, the latter one even giving you shroud so you can't be targeted by your opponent's spells and abilities any more. Both cards come with their build-in costs, which should be compensated by Zedruu's triggered ability entirely though. If this still shouldn't be enough somehow, there's
Teferi's Protection
, an absolute All-Star, which saved my life many times.
Nine Lives
can protect us for a while. Later we can donate the enchantment to an opponent, most certainly causing him to die shortly after. Another funny note about the
Nine Lives
: As it's controller will loose the game when it leaves the battlefield, you can force one of your opponents to be your ally: If the chosen opponent would kill you, the enchantment would vanish, causing him to loose the game as well... To entirely reset the bord we have
Warp World
and
Tragic Arrogance
. While
Warp World
creates an entirely new bordstate, the
Tragic Arrogance
is especially useful in this deck, as it allows us to choose our very own permanents we donated away to our opponents to stay on the battlefield. So we'll still be drawing cards and gaining life while our opponents have a bunch of useless junk on their side of the bord, that we generously have gifted them earlier in the game.
~~
While this deck doesn't run your usual
Swords to Plowshares
,
Path to Exile
and other auto-includes, I've settled for some very unique and probably more versatile interaction-pieces than you normally see in a game of commander:
Wrong Turn
isn't just on theme with the deck, but can also be used to get rid of an opponents attacking creature, probably even turning it into a threat against him if donated to the right player...
Sudden Substitution
can exchange your useless
Goblin Cadets
with an opponents
Rhystic Study
.
Master Warcraft
can turn a harmless attack into a deadly swing, while it might be used as a very expensive fog-spell at the same time.
Mirrorweave
is also very versatile, as it can turn all creatures into useless 1/1's to turn an otherwise deadly attack into a friendly push, while it can turn all of your creatures into
Sun Titan
, to bring back some cards from your graveyard.
Fractured Identity
can either be used to provide every opponent with his very own
Statecraft
, or to get rid of target opponents value-piece, giving it to everyone else. Fairness needs to be guaranteed after all...
Then there's
Perplexing Chimera
, a single card with the power to shut down the entire game. As soon as the Chimera hits the battlefield, suddenly no one wants to cast valuable spells anymore. Funny enough: We don't even care to much about the chimera being under our own control, as there aren't to many cards we need to play which are valuable enough to be worth stealing them with the chimera. However, the real fun starts when we copy the chimera with one of our many copy-spells... With the table staring down at 3 chimeras, the game might come to an entire standstill. As soon as we put the
Homeward Path
into play, we pretty much have the table in an opressive lockdown, atleast until someone wipes the bord off all creatures, getting rid of the chimeras in the process.
~~
! Due to the current situation
Thieves' Auction
has been cut out of the deck, as it's impossible to resolve it in a game of webcam-magic !
Finally there's
Thieves' Auction
, which is probably one of the most chaotic and most hated cards in all of magic's history. While I do conform to this opinion to a certain degree, I think there are absolutely valid ways to play this card: The problem with chaos-cards doesn't lie in their chaotic nature itself, but in the way they're played. There are many players building chaos-themed decks for the purpose of chaos only. They're not just only not trying to win the game - most of the time they're just not able to do so. A card like
Thieves' Auction
can prolong a game by quite a lot of time, especially when the caster isn't getting any value out of the cast and plays the card just because of his opinion, that chaos is a funny thing... In this deck we're using the card in a different way, as we're actually trying to win the game, or atleast paving our path to victory by casting it. Casting and resolving a
Thieves' Auction
is both time consuming an a little bit risky. Before casting the spell you need to make sure to tap all of your mana sources, as all permanents will re-enter the battlefield tapped, after the Auction is resolved. Tapping your lands in advance allows you to still use your excess mana afterwards. The most important thing is that we get to choose first and our first choice will always be
Zedruu the Greathearted
. After that we'll focus on our opponents permanents, forcing them to be taking our stuff when everything they owned is taken. Untapping in our next upkeep we'll most certainly draw most of our library, as all of our permanents are controlled by our opponents. While this will be gaining us a lot of value, casting
Brand
afterwards will rebuild our entire bordstate at instant speed, adding all of the cards we own to the cards we've stolen with the Auction. Casting a
Cyclonic Rift
afterwards will leave your opponents with close to nothing, no motivation to continue with the game, probably not going to play magic any time soon again... Even if they don't surrender, pulling off a victory should be more than easy at this point, as you most certainly will draw into one of our many wincons with the massive card-draw we gained with the
Thieves' Auction
.