For a little over a year now I've been playing a Zedruu deck centered around Horseshoe Crab/Hermetic Study and its variants. That deck is fun and it takes me back to the 90's, but it turns out that
pinging is weak in a format full of huge creatures and high life totals... Who knew? I want to keep playing Zedruu because she's a surprisingly (at least for me) powerful general. Auras make pretty good gifts because, for the most part, you get to reap the benefits of controlling and not controlling them.
The plan is fairly linear. Land Zedruu, load her up with auras, give those auras away, draw more auras... and counters. The draw engine is the win condition. It remains to be seen if this strategy is any good, but it's certainly novel.
There's an abundance of countermagic in here because it goes well with a draw engine. Drawing lots of cards is great, but it's even better if you always have a say in what resolves. Forbid was an all-star in my old build and I have high hopes for it here as well.
If there's one card in print whose absense is bound to confuse people, it's Ehtereal Armor. What the hell, right? It counts the number of enchantments you control, where "you" is the controller of the Armor. It'd be OK if I give all my enchantments to the same player, but that seems risky. If that player dies then I'm back to square one. Maybe it's worth the risk.
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You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
I didn't mean that I'd lose all my auras. Getting them back under my control sets me back :symr::symw::symu: a piece, which is often more than they cost to cast.
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You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
I know that you're playing Grafdigger's Cage, but it would seem that this deck would want Rether and/or Replenish. I assume a lot of the auras get lost when creatures die to Wraths and All is Dust. Would be nice to have them all back. Also, since a lot of the auras are cheap to cast Sun Titan wouldn't be bad to include either.
Looks like a pretty fun list actually.
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Check out my articles about EDH on MTGO HERE
Most recently looking at Morinfen!
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pinging is weak in a format full of huge creatures and high life totals... Who knew? I want to keep playing Zedruu because she's a surprisingly (at least for me) powerful general. Auras make pretty good gifts because, for the most part, you get to reap the benefits of controlling and not controlling them.
1 Zedruu the Greathearted
Zedruu's 2nd and 3rd in Command
1 Hakim, Loreweaver
1 Hanna, Ship's Navigator
Protection
1 Umbra Mystic
1 Mother of Runes
1 Swiftfoot Boots
1 Boros Charm
1 Eight-and-a-Half Tails
1 Faith's Reward
Auras
1 Angelic Destiny
1 Auramancer's Guise
1 Battle Mastery
1 Blessing of the Nephilim
1 Clout of the Dominus
1 Daybreak Coronet
1 Dust Corona
1 Eel Umbra
1 Empyrial Armor
1 Errantry
1 Madcap Skills
1 Magefire Wings
1 Pemmin's Aura
1 Righteous Authority
1 Scourge of the Nobilis
1 Spectral Flight
1 Squee's Embrace
1 Steel of the Godhead
Gifts for Friends
1 Rest in Peace
1 Torpor Orb
1 Oblivion Ring
1 Journey to Nowhere
1 Detention Sphere
1 Pithing Needle
1 Grafdigger's Cage
1 Magus of the Moat
1 Faith's Fetters
1 Paradox Haze
1 Exclusion Ritual
1 Fact or Fiction
1 Three Dreams
1 Mesa Enchantress
1 Kor Spiritdancer
Countermagic
1 Hinder
1 Cryptic Command
1 Spell Crumple
1 Forbid
1 Dismiss
1 Dissipate
1 Faerie Trickery
1 Suffocating Blast
1 Force of Will
Sweepers
1 Winds of Rath
1 Divine Reckoning
1 Final Judgement
1 Austere Command
Rocks
1 Sol Ring
1 Mana Crypt
1 Boros Signet
1 Azorius Signet
1 Izzet Signet
1 Wayfarer's Bauble
1 Armillary Sphere
Lands
1 Command Tower
1 City of Brass
1 Arid Mesa
1 Flooded Strand
1 Scalding Tarn
1 Tundra
1 Volcanic Island
1 Plateau
1 Hallowed Fountain
1 Steam Vents
1 Sacred Foundry
1 Glacial Fortress
1 Sulfur Falls
1 Cliftop Retreat
1 Mystic Gate
1 Skycloud Expanse
1 Nimbus Maze
1 Izzet Boilerworks
1 Eiganjo Castle
1 Minamo, School at Water's Edge
1 Shinka, the Bloodsoaked Keep
1 Strip Mine
6 Island
5 Mountain
5 Plains
The plan is fairly linear. Land Zedruu, load her up with auras, give those auras away, draw more auras... and counters. The draw engine is the win condition. It remains to be seen if this strategy is any good, but it's certainly novel.
There's an abundance of countermagic in here because it goes well with a draw engine. Drawing lots of cards is great, but it's even better if you always have a say in what resolves. Forbid was an all-star in my old build and I have high hopes for it here as well.
If there's one card in print whose absense is bound to confuse people, it's Ehtereal Armor. What the hell, right? It counts the number of enchantments you control, where "you" is the controller of the Armor. It'd be OK if I give all my enchantments to the same player, but that seems risky. If that player dies then I'm back to square one. Maybe it's worth the risk.
Is another deck with the same idea. Maybe there are some things there you didnt see.
People realized how it worked, and then I realized agro was not for me, and I unsleeved it to make room for another deck.
I think the retaliation theme was bad and your control suite seems better.
Looks like a pretty fun list actually.
Most recently looking at Morinfen!