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Enchantment (1)


This is the kind of Zedruu deck that is really mean.

The aim of the deck is to start giving your opponents some permanents as early as possible. As soon as you start doing this, Zedruu would draw you some cards.

Eventually, you'll start drawing some permanents with major drawbacks that will lock your opponents.

There's also some enchantments, like Smoke , Propaganda and Mystic Barrier that help keep you safe, this is because the deck does not have that many creatures that are intended to be blockers, most of them serve to the purpose of gifting permanents.

I have Darksteel Relic as the featured card of the deck as a tribute to its uselessness. I actually wanted to put it on the deck, but as I needed to cut down some cards it had to be removed. I wanted it to be something that you would gift and couldn't be removed easily (also it's not really appealing as a target of removal) and would let you draw some extra cards and gain life. A truly Unwanted Present!! That's why it is the featured card.

Some Synergies:

Darksteel Mutation + Zedruu the Greathearted : Zedruu's most basic synergy, it's the kind of things you want to do at the start of the game. It's also the reason why I have enchantments as removal. In this fashion you can also make some useless tokens with other cards on the deck and give them away, this will grant you card draw.

Delaying Shield + Zedruu the Greathearted : If one of your opponents attacks you with a big creature you can just redirect the damage to them. You need to have open mana to do this before your turn though.

Copy Enchantment + Psychic Possession + Zedruu the Greathearted : you attach Psychic Possession to opponent A, use Copy Enchantment and attach it to opponent B. Then, you give Psychic Possession to opponent B and the copy to opponent A. This would make it imposible for them to draw cards as they skip their draw steps. This works in my meta, BUT you have to be really careful. If one of them has a draw spell, they will be able to draw as many cards as they want until one of them stops doing it, so you don't want to be using this against any blue deck.

Chance for Glory + Felidar Sovereign

Transcendence + Zedruu the Greathearted : If you have less than 20 life and an opponent has 20 or more, can basically kill them just giving them Transcendence .

Aetherflux Reservoir + Transcendence : This is a little more difficult than the previous one. You need to have 50 or more life and Aetherflux Reservoir on the battlefield. You cast Transcendence . As it enters the battlefield, its second ability will trigger as you have more than 20 life. While the ability is on the stack, you pay 50 life for Aetherflux Reservoir 's ability and choose a target. Transcendence 's third ability will gain you 100 life as you just lost 50 life. Now you can use Aetherflux Reservoir 's ability again and repeat this until all your opponents lose. Transcendence 's second ability will be at the bottom of the stack and as it is a state triggered ability , it won't trigger again until all previous instances of that ability resolve, so it won't make you lose. I recommend reading rule 603.8 on state triggered abilities: https://blogs.magicjudges.org/rules/cr603/#8

There's probably more synergies but this is all I could think of. If you spot something else or have any suggestion to improve this deck please let me know.

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Date added 5 years
Last updated 5 years
Splash colors WUR
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

47 - 0 Rares

28 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.78
Tokens Copy Clone, Goat 0/1 W, Kobolds of Kher Keep 0/1 R, Soldier 1/1 RW, Soldier 1/1 W
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