The deck started off as being a deck that used wacky synergies and excellently timed cards to terminate other players, usually in one swift move, which falls into the Judo category of decks (using one's strength against them). It took on a theme of playing with the life total and using it as a resource. The way it is now is more of a cautious, police deck, and it can play politics at the multiplayer table deftly. The deck's also been heavily influenced by Rachmiel's Tariel Primer ( http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/490546-tariel-youll-thank-me-for-this ), so check that out for more info on this sort of archetype.
This deck really needs card advantage to thrive. It survives to the late game with ease and plays back-sratching politics well. To win, it relies on all of the little cuts along the way to wean opponents down, control to answer threats, and finishers to clinch the win (Zurgo, Teysa, Kothophed, Kokusho, Angel of the Dire Hour).
Note on Zurgo Synergies:
Successfully playing Chandra's Ignition targeting Zurgo Helmsmasher will cause Zurgo to deal 7(+) damage to each opponent and each other creature. This will cause Zurgo's triggered ability to fire for each time this damage causes a creature to die. If he kills 10 other creatures via Chandra's Ignition, he gets 10 +1/+1 counters.
Assault Suit says that the equipped creature cannot be sacrificed, each player takes control of the equipped creature at the beginning of their respective upkeeps, and the equipped creature cannot attack their owner. Zurgo says that he is indestructible as long as it is your turn. This "your" is handed off from player to player each turn, making him indestructible 99% of the time he's got Assault Suit equipped. Furthermore, though Zurgo is not being controlled by his owner, he stills retains his status as a Commander and will deal Commander damage in combat. Perhaps the greatest thing here is that he can't be turned against his owner. Effectively, Zurgo with Assault Suit gets you 3 extra attacks (in a 4 player game) that are always in your favor while constantly keeping him indestructible.
You already have a zillion awesome targets for it, so how about Sunforger? If you want answers it's hard to do much better than a repeatable tutor for any of your charms. It also bumps Zurgo into two-shot territory.
If you like Backlash then have you considered Delirium? It's not quite as good but they're going to be functionally the same card a lot of the time anyway.
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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.
You already have a zillion awesome targets for it, so how about Sunforger? If you want answers it's hard to do much better than a repeatable tutor for any of your charms. It also bumps Zurgo into two-shot territory.
If you like Backlash then have you considered Delirium? It's not quite as good but they're going to be functionally the same card a lot of the time anyway.
The problem with Sunforger is that I barely ever have someone to equip it to (Zurgo usually eats removal after no more than a few turns). Also, when I played it in the past, it was a big mana investment that would slow me down and sometimes prevent me from playing things I needed to play in much-needed moments. It's worth reconsidering though. I'll think about it.
Delirium's always one of those cards that I've told myself I'll include if I go more Judo-style with the deck, so if I ever do that, Delirium will be there. Otherwise, I can't find a good card to cut for an effect I already have.
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The deck started off as being a deck that used wacky synergies and excellently timed cards to terminate other players, usually in one swift move, which falls into the Judo category of decks (using one's strength against them). It took on a theme of playing with the life total and using it as a resource. The way it is now is more of a cautious, police deck, and it can play politics at the multiplayer table deftly. The deck's also been heavily influenced by Rachmiel's Tariel Primer ( http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/490546-tariel-youll-thank-me-for-this ), so check that out for more info on this sort of archetype.
1 Zurgo Helmsmasher
Commander Emeritus
1 Tariel, Reckoner of Souls
Lands
4 Mountain
4 Plains
4 Swamp
1 Terramorphic Expanse
1 Evolving Wilds
1 Command Tower
1 Mana Confluence
1 Nomad Outpost
1 Sacred Foundry
1 Godless Shrine
1 Blood Crypt
1 Lavaclaw Reaches
1 Temple of Triumph
1 Temple of Silence
1 Temple of Malice
1 Clifftop Retreat
1 Isolated Chapel
1 Tainted Field
1 Battlefield Forge
1 Caves of Koilos
1 Akoum Refuge
1 Wind-Scarred Crag
1 Scoured Barrens
1 Bloodfell Caves
1 Bojuka Bog
1 Kor Haven
1 Temple of the False God
1 Vesuva
1 Reliquary Tower
1 Sol Ring
1 Mind Stone
1 Journeyer's Kite
1 Armillary Sphere
1 Chromatic Lantern
1 Darksteel Ingot
1 Commander's Sphere
1 Pristine Talisman
1 Burnished Hart
1 Solemn Simulacrum
Card & Life Advantage
1 Inheritance
1 Phyrexian Arena
1 Greed
1 Erebos, God of the Dead
1 Academy Rector
1 Alhammarret's Archive
1 Bloodgift Demon
1 Exquisite Blood
1 Kokusho, the Evening Star
1 Kothophed, Soul Hoarder
1 Exsanguinate
Shifting Momentums
1 Deflecting Palm
1 Batwing Brume
1 Reverberate
1 Reverse Damage
1 Backlash
1 Comeuppance
1 Wild Ricochet
1 Master Warcraft
1 Reflect Damage
1 Hatred
1 Choice of Damnations
1 Assault Suit
1 Chandra's Ignition
Answers & Utility
1 Vandalblast
1 Righteous Aura
1 Terminate
1 Rakdos Charm
1 Boros Charm
1 Dawn Charm
1 Hallowed Moonlight
1 Hide//Seek
1 Wear//Tear
1 Wing Shards
1 Toxic Deluge
1 Sudden Spoiling
1 Riot Control
1 Crackling Doom
1 Hero's Downfall
1 Duergar Hedge-Mage
1 Utter End
1 Vedalken Orrery
1 Angel of Finality
1 Beacon of Unrest
1 Unburial Rites
1 Merciless Eviction
1 Austere Command
1 Teysa, Envoy of Ghosts
1 Angel of the Dire Hour
1 Decree of Pain
1 Black Sun's Zenith
This deck really needs card advantage to thrive. It survives to the late game with ease and plays back-sratching politics well. To win, it relies on all of the little cuts along the way to wean opponents down, control to answer threats, and finishers to clinch the win (Zurgo, Teysa, Kothophed, Kokusho, Angel of the Dire Hour).
Note on Zurgo Synergies:
- Successfully playing Chandra's Ignition targeting Zurgo Helmsmasher will cause Zurgo to deal 7(+) damage to each opponent and each other creature. This will cause Zurgo's triggered ability to fire for each time this damage causes a creature to die. If he kills 10 other creatures via Chandra's Ignition, he gets 10 +1/+1 counters.
- Assault Suit says that the equipped creature cannot be sacrificed, each player takes control of the equipped creature at the beginning of their respective upkeeps, and the equipped creature cannot attack their owner. Zurgo says that he is indestructible as long as it is your turn. This "your" is handed off from player to player each turn, making him indestructible 99% of the time he's got Assault Suit equipped. Furthermore, though Zurgo is not being controlled by his owner, he stills retains his status as a Commander and will deal Commander damage in combat. Perhaps the greatest thing here is that he can't be turned against his owner. Effectively, Zurgo with Assault Suit gets you 3 extra attacks (in a 4 player game) that are always in your favor while constantly keeping him indestructible.
Feedback is appreciated!
If you like Backlash then have you considered Delirium? It's not quite as good but they're going to be functionally the same card a lot of the time anyway.
The problem with Sunforger is that I barely ever have someone to equip it to (Zurgo usually eats removal after no more than a few turns). Also, when I played it in the past, it was a big mana investment that would slow me down and sometimes prevent me from playing things I needed to play in much-needed moments. It's worth reconsidering though. I'll think about it.
Delirium's always one of those cards that I've told myself I'll include if I go more Judo-style with the deck, so if I ever do that, Delirium will be there. Otherwise, I can't find a good card to cut for an effect I already have.