In a joint competition with the official EDH site, I want to bring this competition here. When I say joint I do not represent either faction, but am running both competitions jointly so if you submit or judge for one you judge or submit for both. As far as I know there is no legal relationship between the RC and MTG Salvation.
Welcome Contestants, Judges, and Visitors to what should be one the of the most awesome Commander EDH experiences ever, short of actually playing. Inspired by the TV show Iron Chef and a spin on it from Dungeons and Dragons the Iron Chef Optimization Challenge EDH edition is designed to elicit fun, freedom from boredom, expansion of EDH powers, and online friends.
Judging will comprise of an evaluation of each deck based on four factors, Originality, Power, Elegance, and Usage of the Theme. The maximum score for a factor is 5 and the minimum factor 0, a 0 would be the equivalent to a Refusal to Judge, e.g. someone submitted buffalo wings to a risotto contest.
Originality This category revolves around the usage of cards on decklists guides online, expected by the judges, used by other contestants, new and interesting combinations of cards, thematics not normally used, etc. This is highly up to the Judge’s opinion, just like that of players at a local game store or kitchen table.
Power This category revolves around the ability to win the game, through attrition, sheer beats, combo, alternative win cons, etc. The ability to stop aggro, control, combo, attrition, etc. style decks. The ability to curve out when needed, and to cast its spells. This is also highly up to the Judge’s opinion.
Elegance This category revolves around the prices of cards used, rules manipulations, i.e. stack shenanigans, that confuse or hinder new players, using cards that represent an oppressive or unfavorable game state, etc. This is also highly up to the Judge’s opinion.
Use of the Secret Ingredient This category revolves around building a deck around the theme, using a General for more than its color identity, running with the theme from a storyline segment, as well as running with the theme from a mechanics segment. Guess what, this is also highly up to the Judge’s opinion.
The Challenge revolves around an unlimited number, 25 seems to be the max, of contestants and 3 to 5 judges, in a simulation that the contestants build a deck revolving around a secret ingredient and the contestants are designing the deck to be the most original, powerful, elegant, and thematic as possible. In short to build a deck that, almost, everyone would say nice deck!
Entries will comprise of summary of what the deck does, how it synergizes with concepts and themes, the combos, the power, the play style, etc. Please keep it to 1,500 words or less, while there is no minimum please note that if you don’t tell the Judges what your deck does they may not be able to magically figure it out, pun intended. Followed by a decklist comprised of 99 EDH legal cards separated by card super type, don’t worry about legendary. Each section Summary and Decklist will be covered in tags clearly identified with Summary and Decklist. Entries will be submitted via PM to the Chairman, poster of this post, who will reveal them at the end of the submission timeline to the Judges.
The Chairman will receive entrants, via PM, and post their entries, removing their name, upon the scheduled time, and the Judges will give their scorings once they have completed all of the scores. Everyone is encouraged to refrain from speculations, clues, guiding during the cooking period, before the reveal. After the reveal, feel free to post as much as you want.
Judges will have until the completion time to post their scores, if an entrant disagrees with a Judge’s ruling they have the right to dispute, PM the chairman identifying their deck, and respond to the scorings. Please note that opinion is highly a matter of an opinion and a mechanic is a fact of the game, while it’s okay to correct a judge, nicely, about a mechanical discrepancy it isn’t okay to flame because you disagree with them. Since this is anonymous, people shouldn’t take it personally and it should be reflective of the game style differences.
After completion time, the Chairman will reveal the final scores and the builders. Winners will receive an image in Gold, Silver or Bronze etch style suitable for including in your signature on this site that declares you as the winner.
Time Line
Judge Volunteer PMs April 1st Judges: The Commander Cast Crew (it may be discussed on a podcast, I don't know)
Submission PM deadline April 6th Submission Count: 7
since this is some kinda competition, and is secret (i.e. people probably wouldn't post stuff here often) shouldn't this be pinned to the top so people could see it even if they don't check up the site often?
I now have 3 submissions and 1 judge, please say if you are interested in either. Judging is hard work but all you have to do is know Magic in order to do it, the yard-stick for comparison is a kitchen table game. As always I will look for a Celebrity Judge.
It would seem that the CommanderCast crew is going to judge this round. So Judges should be taken care of, and there is tons of time left open for entries.
A response from some of the Judges to this question asked on the EDH site:
First, I'm not quite sure how dual lands affect the price tag rules. Obviously we shouldn't be running 3 ABU duals, 3 shocks, 9 fetches, 3 filters, and a Diamond Valley, but I also feel like too little just makes the deck too weak if for nothing but the nature of tricolor alone (not to mention Zedruu's very color intensive ability). I'm thinking a manabase that accounts for 35-45ish% of the total monetary value would be fine, but I'd like to have an official opinion to ensure that I (and the other participants) don't unintentionally go too far into either direction.
Captain Red Zone:
To me, an elegant land base is full of cards with a simple yet strong purpose. Can you fit a expensive card in there? Sure, but does it fit or is it just there because it's broken or because you just happen to have it? If it fits an overall theme or fits into a subtheme it must be clear. If you're planning a landfall deck with Red then the Molten Pinnacle is fine unless your deck only runs 7 mountains.
So in short, every spot in your deck is a card that could make your idea work, don't waste any on unnecessary includes.
CommanderCastEric:
I personally think of a elegant deck as either most cards working you towards a single purpose (ie: an all in voltron deck that is all about digging up and using the best equipment) or a deck where cards have huge amounts of synergy with multiple other cards in the deck (ie: tribal decks)
So these judges are going to mark off for having a proper manabase? That is so incredibly wrong. This is theory-world, and as such there's no reason why a deck, especially as intensive as Zedruu, shouldn't be playing the best colour fixing it can get (even more true as Jeskai doesn't get access to G to help fix).
I just want some clarity on these arbitrary decisions from them, is all.
From my read of the two responses that we did get from the judges, I think they understand the mana intensive nature of Zedruu. I cannot speak for what they will penalize or award for other than their own statements above.
The price caveat is mentioned because feel basd that a casual player can have when versing a deck worth more than their car. Where that point is at is up to the judges just like it is for each player at a table.
I decided to build a deck that focuses on not giving away things that hurt opponents, or cards or help all players, but rather helping only one opponent. The deck plays creatures and permanents that when given away, help one opponent win through combat. This includes giving haste, double strike, extra combats, doubling damage, and pumping creatures. There are also cards that enable what I'd like to call "Spontaneous Collusion." These are cards like Fact or Fiction, Guild Feud, Soul Echo, and Intellectual Offering as well as others. The deck also plays temporary theft effects that lets you steal cards from your "real" opponents' and give them to your friend. There are also a couple of cards that allow you to take back your stuff and win the game. These are Brand, Faith's Reward, Reins of Power, Insurrection, and Venser, the Sojourner. To enable the strategy further, the deck plays a good number of counter spells. I tried to only include cards that help your buddy win through attacking and not through whatever their deck is supposed to do, so that is why there are no cards that enable them like making them have tons of mana or drawing tons of cards.
Zedruu has a really obvious theme built right into her and I really wanted to play right into that. There’s a slight pillowfort subtheme, but mostly a chaotic theft/copy/donate deck.
There's a handful of real nasties in here, like Illusions of Grandeur and Transcendence, that compliment Zedruu herself as wincons, in addition to theft and copy spells to steal your opponents threats. There's also a few true chaos cards, like Warp World and Ruhan of the Fomori, that will create interesting board states and stop decks that like to play the same way each game in their tracks.
Many cards stand out as being good utility in their own right, and also play right into Zedruu’s ability, including Meddling Mage, Nevermore, and Stuffy Doll - cards which allow you to name targets as they come into play, then donate them where they sit on an opponent’s board, passively buffing your general and retaining your targets.
The deck is also fairly budget as far as most Commander decks go - I wanted to keep it to something I would be willing to buy almost in its entirely, and then trade for the beefier land cards that stabilize the mana base.
Zedruu is truly one of the most kind-hearted souls in all of the Multiverse. Even when called to command an army into battle, she does not want to do anything to cause harm to other living beings. To avoid this utter sin, she delves into her teachings and realizes that only by giving up herself and her possessions to the heavens to escape this mortal world of fighting and killing. Her one goal is to stand alone, much like the cheese made from her non-sentient bovine cousins.
***
This deck is a mix of Pillowfort, Group Hug, Control, and Combo. All categories that I despise on their own, but I believe that this deck is a classic example of the whole being far greater than the sum of the parts.
Ultimately, the goal is to pull off a Barren Glory victory. The numerous cheap draw spells and enchantment tutors are one way to acquire the win condition. The deck generally wants to get some combination of the cards in the "combo piece" section in play to sacrifice all permanents other than Glory.
Now, the majority of the rest of the deck falls into one of three categories. The first is cards that allow me to get what I need. These are draw spells, tutors, and ramp: your staple utility cards. The second are cards that actively discourage/prevent the opponent from ruining my stuff. They can be a deterrent like Isperia, Supreme Judge, a protection like Spiritual Asylum, or a recovery like Marshall's Anthem. And finally, the last group of cards fall into the politics section. These are any and all cards that exist solely for the purpose of me helping opponents out in exchange for them not hurting me. They can be stuff to donate, cards with global effects, or ways for me to help others out. As you can probably tell, most of these cards fit into more than just one category.
Something you may or may not have noticed is the distinct lack of removal. Zedruu does not attack nor harm others and she doesn't like to mess with people's stuff. However, that doesn't mean the deck is just a pillowfort with no way to interact with the opponents. Zedruu's donate ability plus other cards that allow me to help opponents out get me to interact even more than most other decks I use. The key to the deck is above all else to paint the target onto everyone else's head.
Finally, I tried to keep the manabase as budget as possible. Feel free to swap out some of the weaker duals like the Refuges and the Vivids for better stuff when playtesting. The one set I would recommend keeping is the Temples, as they fit really well thematically and have actually won me games before.
To get started I wanted to fill the deck with cards that don’t care who their controllers were. This led me strait to an enchantment themed deck. This fit well as I have wanted to utilize Sigil of the Empty Throne for a while now. The deck plans to win attacking with Zedruu pumped with auras and such. There are a few other win conditions such as angel tokens from Sigil. To control my opponents the deck is filled with enchantment controlling effects (like pacifism or oblivion ring) who I can then donate to my opponents. I want more lands than normal to ensure that I get early land drops an can start drawing cards right away, later I can donate extra lands or throw them at my opponents via Seismic Assault. I stuck close to basics for 2 reasons. I wanted simple lands that are donate friendly, and I wanted to keep the cost low. I’ve avoided cards that search libraries (other than basic lands) intentionally. There are a few pet cards (like the Honden cycle) that I just had to add. Venser and Brand are 2 ways to get donated items back under my control. Words are in here as alternatives to drawing if I have a full hand or am risking decking myself.
"To Arms, the monastery is under attack!"
The call split the night air, and the faithful answered. Leading her troops into combat, Zedruu prepared great magics to help increase their effectiveness in battle. Armed with the knowledge than should a monk fall, the enchantments she bestowed would become available to another monk later.
Zedruu Monk Tribal tries to realize her effectiveness beyond Group Hug, Kingmaker and Griefer strategies that are commonly found in decks helmed by Zedruu.
Buyback spells like Haze of Rage and bounce Auras like Mark of Fury and Spirit Loop allow Prowess to be triggered over and over. Zedruu can safely donate an Aura here and there without losing the benefit it provides. Share-Lands like Rainbow Vale have no better home than under her command. Magemarks allow the Auras to feed on one another. You can even give away Homura, knowing you will gain his essence back if he should fall in battle.
Crouching Tiger, Hidden Monk is all about Sharing (short term only), Prowess, and setting up epic bounce, destroy, reuse patterns. Sure I'll donate my Undying Rage to your attacking creature. My turn? Draw and Gain Life. I'll Allay my Undying Rage, with buyback. Prowess. Cast it on my Dragon-Style Twins. Prowess. Oh, and Haze of Rage with buyback and storm. Oops, Prowess again...Attack!
My themes for this were three-fold:
1. Lots of Enchantments
2. Mini-Combos!
3. Absurdly expensive past the point of reason (roughly 10-15x more than my typical decks)
For the play portions, I went with my personal interpretation of Zedruu as a pacifist. She doesn't want there to be bloodshed unless it is neccessary to close out the game, so a lot of cards are based around anti-combat.
Function
- This deck is geared to act as a Jeskai control deck. The premise is simple - use your commander (Zedruu) as a positive Phyrexian Arena and ensure you always have plenty of cards in hand.
Play Style & synergies
- Cantrip your way to midgame through use of Brainstorm effects and cards like Spreading Seas. use your Wall of Omens to stave off early aggro and wait out the first eventual board wipe. You play two (one of which is uncounterable), so take advantage of the fact that most players like to play "sweeper.dek" and they will jam seven or more into their deck. Make them use these resources and only blow up the board when it's absolutely needed. Keep note you have Angel's Grace to blank an opponent's combo turn if needed, and it is fetchable off your Sunforger.
- Generally you play Zedruu after the first board wipe (because you know it's coming in the first five turns), then once you untap with Zedruu "hand off" something to somebody. Could be a Spreading Seas or Journey to Nowhere (these are ideal as the controller of them doesn't matter) or it could be an excess land. However Zedruu's ability is activated, so always wait until the end of the player to your right's turn to use it. Use it twice if you have WWUURR available. This ability is your bread and butter - with an extra card/turn you'll be almost invincible.
- Every counterspell in the deck is multicoloured. This means you ca utilize your Sunforger to pull something out of the deck to protect your board (Hindering Light is great for this), stop a game winning spell (counterflux), or the beginning of a combo player's turn (render Silent). You can even generate some pseudo CA by targeting two player's currently-resolving spells with Double Negative.
Combos & Finishers
- I've chosen to eschew "instant I win" setups, although there is a strng synergy I have to mention - Illusions of Grandeur + Venser, the Sojourner. Play Illusions, gain twenty. Activate Zedruu to "donate" it to someone else. Then activate Venser's +2 to "blink" Illusions (they lose twenty) back to your side, which allows you to gain another twenty.
- Celestial Colonnade is a fine finisher, albeit it's noticeably slower than the rest.
Power
This deck is a strong control deck for a medium power level group (don't bring this to a group where everyone plays Storm and Hermit Druid). There are a lot of niche interactions in the deck, built-in CA engines, and life engines, and Planeswalkers to offer time to put your pieces into position.
All 7 submissions have been entered, the Judges are free to start, people are free to talk among themselves. I ask that the Judges do not allow comments to influence their judging and only focus on the submissions themselves.
The reveal is dekayed, the scores are in but the Commandercast crew has decided to release their scores on Monday with just about an entire podcast dedicated to the decks. That is right, in the 2nd longest Commandercast podcast you (as contestants) made a great show.
I look forward to it. With Monday being the reveal, Tuesday a new challenge will by issued, hope to see you then.
Welcome Contestants, Judges, and Visitors to what should be one the of the most awesome Commander EDH experiences ever, short of actually playing. Inspired by the TV show Iron Chef and a spin on it from Dungeons and Dragons the Iron Chef Optimization Challenge EDH edition is designed to elicit fun, freedom from boredom, expansion of EDH powers, and online friends.
Judging will comprise of an evaluation of each deck based on four factors, Originality, Power, Elegance, and Usage of the Theme. The maximum score for a factor is 5 and the minimum factor 0, a 0 would be the equivalent to a Refusal to Judge, e.g. someone submitted buffalo wings to a risotto contest.
Originality This category revolves around the usage of cards on decklists guides online, expected by the judges, used by other contestants, new and interesting combinations of cards, thematics not normally used, etc. This is highly up to the Judge’s opinion, just like that of players at a local game store or kitchen table.
Power This category revolves around the ability to win the game, through attrition, sheer beats, combo, alternative win cons, etc. The ability to stop aggro, control, combo, attrition, etc. style decks. The ability to curve out when needed, and to cast its spells. This is also highly up to the Judge’s opinion.
Elegance This category revolves around the prices of cards used, rules manipulations, i.e. stack shenanigans, that confuse or hinder new players, using cards that represent an oppressive or unfavorable game state, etc. This is also highly up to the Judge’s opinion.
Use of the Secret Ingredient This category revolves around building a deck around the theme, using a General for more than its color identity, running with the theme from a storyline segment, as well as running with the theme from a mechanics segment. Guess what, this is also highly up to the Judge’s opinion.
The Challenge revolves around an unlimited number, 25 seems to be the max, of contestants and 3 to 5 judges, in a simulation that the contestants build a deck revolving around a secret ingredient and the contestants are designing the deck to be the most original, powerful, elegant, and thematic as possible. In short to build a deck that, almost, everyone would say nice deck!
Entries will comprise of summary of what the deck does, how it synergizes with concepts and themes, the combos, the power, the play style, etc. Please keep it to 1,500 words or less, while there is no minimum please note that if you don’t tell the Judges what your deck does they may not be able to magically figure it out, pun intended. Followed by a decklist comprised of 99 EDH legal cards separated by card super type, don’t worry about legendary. Each section Summary and Decklist will be covered in tags clearly identified with Summary and Decklist. Entries will be submitted via PM to the Chairman, poster of this post, who will reveal them at the end of the submission timeline to the Judges.
The Chairman will receive entrants, via PM, and post their entries, removing their name, upon the scheduled time, and the Judges will give their scorings once they have completed all of the scores. Everyone is encouraged to refrain from speculations, clues, guiding during the cooking period, before the reveal. After the reveal, feel free to post as much as you want.
Judges will have until the completion time to post their scores, if an entrant disagrees with a Judge’s ruling they have the right to dispute, PM the chairman identifying their deck, and respond to the scorings. Please note that opinion is highly a matter of an opinion and a mechanic is a fact of the game, while it’s okay to correct a judge, nicely, about a mechanical discrepancy it isn’t okay to flame because you disagree with them. Since this is anonymous, people shouldn’t take it personally and it should be reflective of the game style differences.
After completion time, the Chairman will reveal the final scores and the builders. Winners will receive an image in Gold, Silver or Bronze etch style suitable for including in your signature on this site that declares you as the winner.
Time Line
Judge Volunteer PMs April 1st
Judges: The Commander Cast Crew (it may be discussed on a podcast, I don't know)
Submission PM deadline April 6th
Submission Count: 7
Decks Posted for judging and disputes April 7th
Final Score tally and Reveal April 16th
Chefs, your Secret Ingredient for this Battle is
Previous Rounds:
Round 1 - Gabriel Angelfire
Round 2 - Guild Wars
Round 3 - Red Deck Wins
Round 4 - Horror Movie
*this round was mistakenly named round IV it should be round V, I am bad at life.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
Steel Sabotage'ng Orbs of Mellowness since 2011.
Yes, the assumption is multiplayer.
I still have judging slots open, I would love to wrap up who the judges are early.
Oh BTW, feel free to talk in here about judging criteria, future secret ingredients you would like to see, etc.
What ingredient do people want to see next?
Captain Red Zone:
CommanderCastEric:
I hope that sheds some light on it.
I just want some clarity on these arbitrary decisions from them, is all.
Steel Sabotage'ng Orbs of Mellowness since 2011.
The price caveat is mentioned because feel basd that a casual player can have when versing a deck worth more than their car. Where that point is at is up to the judges just like it is for each player at a table.
1x Angelic Field Marshal
1x Archetype of Imagination
1x Archon of the Triumvirate
1x Aurelia, the Warleader
1x Burnished Hart
1x Callous Oppressor
1x Clever Impersonator
1x Dominus of Fealty
1x Elesh Norn, Grand Cenobite
1x Frost Titan
1x Gisela, Blade of Goldnight
1x Mana-Charged Dragon
1x Mother of Runes
1x Ogre Battledriver
1x Perplexing Chimera
1x Phyrexian Metamorph
1x Preacher
1x Scourge of the Throne
1x Solemn Simulacrum
1x Sphinx Ambassador
1x Sphinx of Uthuun
1x Urabrask the Hidden
1x Zealous Conscripts
Artifacts: 8
1x Akroma's Memorial
1x Chromatic Lantern
1x Coalition Relic
1x Crucible of Worlds
1x Gilded Lotus
1x Lightning Greaves
1x Sol Ring
1x Thran Dynamo
Lands: 38
1x Bant Panorama
1x Battlefield Forge
1x Clifftop Retreat
1x Command Tower
1x Esper Panorama
1x Evolving Wilds
1x Flood Plain
1x Glacial Fortress
1x Grixis Panorama
7x Island
1x Kor Haven
6x Mountain
1x Myriad Landscape
1x Mystic Monastery
7x Plains
1x Shivan Reef
1x Skycloud Expanse
1x Spinerock Knoll
1x Sulfur Falls
1x Sunhome, Fortress of the Legion
1x Terramorphic Expanse
Enchantments: 9
1x Berserkers' Onslaught
1x Bitter Feud
1x Curse of Bloodletting
1x Dictate of the Twin Gods
1x Followed Footsteps
1x Guild Feud
1x Land Tax
1x Rage Reflection
1x Soul Echo
Instants: 15
1x Brand
1x Counterspell
1x Dissipate
1x Fact or Fiction
1x Faith's Reward
1x Forbid
1x Intellectual Offering
1x Intuition
1x Pact of Negation
1x Reins of Power
1x Render Silent
1x Rewind
1x Swords to Plowshares
1x Turnabout
1x Volcanic Offering
Sorceries: 5
1x Austere Command
1x Catch // Release
1x Death or Glory
1x Insurrection
1x Tempt with Vengeance
Planeswalkers: 1
1x Venser, the Sojourner
There's a handful of real nasties in here, like Illusions of Grandeur and Transcendence, that compliment Zedruu herself as wincons, in addition to theft and copy spells to steal your opponents threats. There's also a few true chaos cards, like Warp World and Ruhan of the Fomori, that will create interesting board states and stop decks that like to play the same way each game in their tracks.
Many cards stand out as being good utility in their own right, and also play right into Zedruu’s ability, including Meddling Mage, Nevermore, and Stuffy Doll - cards which allow you to name targets as they come into play, then donate them where they sit on an opponent’s board, passively buffing your general and retaining your targets.
The deck is also fairly budget as far as most Commander decks go - I wanted to keep it to something I would be willing to buy almost in its entirely, and then trade for the beefier land cards that stabilize the mana base.
Creatures: (11)
Meddling Mage
Ruhan of the Fomori
Stuffy Doll
Body Double
Azorius Guildmage
Wall of Denial
Sun Titan
Taniwha
Vedalken Plotter
Goblin Cadets
Guile
Instants: (13)
Capsize
Cyclonic Rift
Counterspell
Rewind
Forbid
Counterflux
Path to Exile
Swords to Plowshares
Redirect
Wild Ricochet
Twincast
Reverberate
Brand
Sorceries: (10)
Legerdemain
Warp World
Wrath of God
Replenish
Open the Vaults
Thieves' Auction
Cultural Exchange
Prosperity
Stolen Goods
Fiery Gambit
Enchantments: (20)
Risky Move
Conjured Currency
Statecraft
Transcendence
Confusion in the Ranks
Pandemonium
Hive Mind
Dovescape
Prison Term
Stranglehold
Temporal Isolation
Oblivion Ring
Nevermore
Grip of Chaos
Eye of the Storm
Greater Auramancy
Copy Enchantment
False Demise
Delusions of Mediocrity
Illusions of Grandeur
Artifacts: (7)
Darksteel Ingot
Sol Ring
Fellwar Stone
Tel-Jilad Stylus
Strionic Resonator
Howling Mine
Library of Leng
Lands: (38)
Reliquary Tower
Command Tower
Clifftop Retreat
Glacial Fortress
Sacred Foundry
Hallowed Fountain
Academy Ruins
Izzet Guildgate
Rugged Prairie
Cascade Bluffs
Scalding Tarn
Flooded Strand
Arid Mesa
Rainbow Vale
Kher Keep
Homeward Path
Steam Vents
Maze of Ith
Thespian's Stage
Vesuva
Opal Palace
Mystifying Maze
Desolate Lighthouse
Tolaria West
5x Islands
5x Mountains
4x Plains
***
This deck is a mix of Pillowfort, Group Hug, Control, and Combo. All categories that I despise on their own, but I believe that this deck is a classic example of the whole being far greater than the sum of the parts.
Ultimately, the goal is to pull off a Barren Glory victory. The numerous cheap draw spells and enchantment tutors are one way to acquire the win condition. The deck generally wants to get some combination of the cards in the "combo piece" section in play to sacrifice all permanents other than Glory.
Now, the majority of the rest of the deck falls into one of three categories. The first is cards that allow me to get what I need. These are draw spells, tutors, and ramp: your staple utility cards. The second are cards that actively discourage/prevent the opponent from ruining my stuff. They can be a deterrent like Isperia, Supreme Judge, a protection like Spiritual Asylum, or a recovery like Marshall's Anthem. And finally, the last group of cards fall into the politics section. These are any and all cards that exist solely for the purpose of me helping opponents out in exchange for them not hurting me. They can be stuff to donate, cards with global effects, or ways for me to help others out. As you can probably tell, most of these cards fit into more than just one category.
Something you may or may not have noticed is the distinct lack of removal. Zedruu does not attack nor harm others and she doesn't like to mess with people's stuff. However, that doesn't mean the deck is just a pillowfort with no way to interact with the opponents. Zedruu's donate ability plus other cards that allow me to help opponents out get me to interact even more than most other decks I use. The key to the deck is above all else to paint the target onto everyone else's head.
Finally, I tried to keep the manabase as budget as possible. Feel free to swap out some of the weaker duals like the Refuges and the Vivids for better stuff when playtesting. The one set I would recommend keeping is the Temples, as they fit really well thematically and have actually won me games before.
Combo Pieces x8:
Barren Glory
Academy Rector
Land's Edge
Phantatog
Slobad, Goblin Tinkerer
Troubled Healer
Zuran Orb
Spawning Pit
Card Advantage x20:
Merfolk Looter
Sphinx of Lost Truths
Mulldrifter
Wall of Omens
Owl Familiar
Drogskol Reaver
Augury Owl
Isperia, Supreme Judge
Plea for Guidance
Enlightened Tutor
Idyllic Tutor
Daretti, Scrap Savant
Humble Defector
Ichor Wellspring
Wild Research
Sphinx's Revelation
Brainstorm
Ponder
Visions of Beyond
Gitaxian Probe
Ramp x16:
Solemn Simulacrum
Eternal Dragon
Mycosynth Wellspring
Azorius Cluestone
Boros Cluestone
Izzet Cluestone
Boros Signet
Izzet Signet
Azorius Signet
Mind Stone
Dreamstone Hedron
Jeskai Banner
Fellwar Stone
Land Tax
Journeyer's Kite
Chromatic Lantern
Donations/Trading/Politics x17:
Vedalken Plotter
Paradox Haze
Statecraft
Bazaar Trader
Hunted Dragon
Hunted Lammasu
Spiritual Asylum
Hunted Phantasm
Aven Mimeomancer
Gwafa Hazid, Profiteer
Puca's Mischief
Samite Sanctuary
Shifting Borders
Cultural Exchange
Phyrexian Metamorph
Clever Impersonator
Marshall's Anthem
Lands x38:
Desolate Lighthouse
Lonely Sandbar
Secluded Steppe
Smoldering Crater
Mystic Monastery
City of Brass
Sejeri Refuge
Swiftwater Cliffs
Wind-Scarred Crag
Vivid Crag
Vivid Creek
Vivid Meadow
Temple of Epiphany
Temple of Triumph
Temple of Enlightenment
Island x11
Plains x8
Mountain x4
Zedruu the Greathearted
Creatures: 8
Ajani's Chosen
Eidolon of Countless Battles
Forgeborn Oreads
Kitsune Mystic
Celestial Archon
Kor Spiritdancer
Rootwater Matriarch
Iroas, God of Victory
Instant/Sorceries: 5
Brand
Cleansing Meditation
Open the Vaults
Replenish
Catch // Release
Planeswalkers: 4
Ajani, Caller of the Pride
Dack Fayden
Elspeth, Knight-Errant
Venser, the Sojourner
Artifacts: 2
Cloud Key
Skull of Orm
Enchantments: 35
-Commander Buffing 12
Armored Ascension
Angelic Destiny
Cradle of Vitality
Empyrial Armor
Encrust
Ethereal Armor
Jeskai Runemark
Righteous Authority
Scourge of the Nobilis
Shiv’s Embrace
Drake Umbra
Spectra Ward
-Controlling 13
Arrest
Auramancer’s Guise
Banishing Light
Claustrophobia
Curse of Exhaustion
Detention Sphere
Journey to Nowhere
Oblivion Ring
Parallax Wave
Runed Halo
Stranglehold
War’s Toll
Propaganda
-General 10
Luminarch Ascension
Copy Enchantment
Seismic Assault
Sigil of the Empty Throne
Words of War
Words of Worship
Honden of Infinite Rage
Honden of Seeing Winds
Honden of Cleansing Fire
Rhystic Study
Lands: 45
Command Tower
Clifftop Retreat
Glacial Fortress
Mystic Monastery
Opal Palace
Shinka, the Bloodsoaked Keep
Evolving Wilds
Myriad Landscape
Terramorphic Expanse
9 mountains
9 islands
18 plains
The call split the night air, and the faithful answered. Leading her troops into combat, Zedruu prepared great magics to help increase their effectiveness in battle. Armed with the knowledge than should a monk fall, the enchantments she bestowed would become available to another monk later.
Zedruu Monk Tribal tries to realize her effectiveness beyond Group Hug, Kingmaker and Griefer strategies that are commonly found in decks helmed by Zedruu.
Buyback spells like Haze of Rage and bounce Auras like Mark of Fury and Spirit Loop allow Prowess to be triggered over and over. Zedruu can safely donate an Aura here and there without losing the benefit it provides. Share-Lands like Rainbow Vale have no better home than under her command. Magemarks allow the Auras to feed on one another. You can even give away Homura, knowing you will gain his essence back if he should fall in battle.
Crouching Tiger, Hidden Monk is all about Sharing (short term only), Prowess, and setting up epic bounce, destroy, reuse patterns. Sure I'll donate my Undying Rage to your attacking creature. My turn? Draw and Gain Life. I'll Allay my Undying Rage, with buyback. Prowess. Cast it on my Dragon-Style Twins. Prowess. Oh, and Haze of Rage with buyback and storm. Oops, Prowess again...Attack!
Lands
4x Mountain
5x Island
7x Plains
Cavern of Souls
Command Tower
Opal Palace
Rainbow Vale
Hallowed Fountain
Plateau
Sacred Foundry
Tundra
Emeria, the Sky Ruin
Name
Contested War Zone
Ghost Quarter
Homeward Path
Kor Haven
Reliquary Tower
Evolving Wilds
Temple of the False God
Arid Mesa
Flooded Strand
Myriad Landscape
Terramorphic Expanse
Plains
Monks
Monastery Swiftspear
Pride Guardian
Jeskai Elder
Jeskai Sage
Jeskai Student
Leaping Master
Master of Pearls
Monk Realist
Serene Master
Soltari Monk
Wandering Champion
Bloodfire Expert
Dragon Bell Monk
Mantis Rider
Militant Monk
Monk Idealist
Reliquary Monk
Shu Yun, the Silent Tempest
Bloodfire Enforcers
Lotus Path Djinn
Lotus-Eye Mystics
Mistfire Adept
Rhox Faithmender
Dragon-Style Twins
Geist-Honored Monk
Whirlwind Adept
Homura, Human Ascendant
Riverwheel Aerialists
Sage-Eye Avengers
Boonweaver Giant
Artifacts
Elixir of Immortality
Expedition Map
Commander's Sphere
Crown of Doom
Jeskai Banner
Enchantments
Land Tax
Jeskai Ascendancy
Paradox Haze
Quiet Contemplation
Mark of Fury
Ghitu Firebreathing
Launch
Spirit Loop
Fencer's Magemark
Guardian's Magemark
Infiltrator's Magemark
Ophidian Eye
Fool's Demise
Righteous Authority
Celestial Mantle
Spells
Distortion Strike
Emerge Unscathed
Mystic Speculation
Tithe
Whispers of the Muse
Allay
Gift of Estates
Haze of Rage
Shattering Pulse
Undying Rage
Gleam of Resistance
1. Lots of Enchantments
2. Mini-Combos!
3. Absurdly expensive past the point of reason (roughly 10-15x more than my typical decks)
For the play portions, I went with my personal interpretation of Zedruu as a pacifist. She doesn't want there to be bloodshed unless it is neccessary to close out the game, so a lot of cards are based around anti-combat.
She also values fair play (and fun), so the win conditions are deliberately minimal. The ones I envisioned are:
1. Guile / Dovescape
2. Repercussion / Blasphemous Act
3. Mind Over Matter / Temple Bell
Mini-combos / synergies (besides the above)
Archmage Ascension / Mindmoil
Blind Obedience / Crackdown
Cowardice or Dismiss Into Dream / Cauldron of Souls
Gravity Sphere / Moat
Rest in Peace / Web of Inertia
Forcefield / Urza's Armor
Most of the rest are anti-combat, ramp, or things that work with Zedruu's ability.
1x Archmage Ascension
1x Blind Obedience
1x Citadel of Pain
1x Collective Restraint
1x Copy Enchantment
1x Cowardice
1x Crackdown
1x Dismiss into Dream
1x Dovescape
1x Dream Tides
1x Embargo
1x Equipoise
1x Ghostly Prison
1x Gravity Sphere
1x Jeskai Ascendancy
1x Karmic Justice
1x Land Equilibrium
1x Leyline of Anticipation
1x Leyline of Sanctity
1x Mind Over Matter
1x Mindmoil
1x Moat
1x Nevermore
1x Propaganda
1x Repercussion
1x Rest in Peace
1x Rhystic Study
1x Righteous Aura
1x Smoke
1x Soothsaying
1x Sphere of Safety
1x Statecraft
1x Steal Enchantment
1x Stranglehold
1x Tectonic Instability
1x Web of Inertia
1x Wild Research
Artifact (16)
1x Arena of the Ancients
1x Azorius Signet
1x Boros Signet
1x Cauldron of Souls
1x Chromatic Lantern
1x Forcefield
1x Izzet Signet
1x Mana Crypt
1x Mana Web
1x Scroll Rack
1x Sensei's Divining Top
1x Sol Ring
1x Temple Bell
1x Torpor Orb
1x Urza's Armor
1x Ward of Bones
Sorcery (5)
1x Blasphemous Act
1x Idyllic Tutor
1x Open the Vaults
1x Replenish
1x Terminus
Creature (3)
1x Guile
1x Mesa Enchantress
1x Ulamog, the Infinite Gyre
Instant (2)
1x Cyclonic Rift
1x Enlightened Tutor
Land (36)
1x Arid Mesa
1x Clifftop Retreat
1x Command Tower
1x Desolate Lighthouse
1x Dust Bowl
1x Flooded Strand
1x Glacial Fortress
1x Hallowed Fountain
2x Island
1x Maze of Ith
1x Mirrodin's Core
1x Mountain
1x Mystic Monastery
2x Plains
1x Plateau
1x Reflecting Pool
1x Reliquary Tower
1x Sacred Foundry
1x Scalding Tarn
1x Serra's Sanctum
1x Steam Vents
1x Strip Mine
1x Sulfur Falls
1x Temple of Enlightenment
1x Temple of Epiphany
1x Temple of the False God
1x Temple of Triumph
1x The Tabernacle at Pendrell Vale
1x Thespian's Stage
1x Tolaria West
1x Tundra
1x Vesuva
1x Volcanic Island
1x Wasteland
- This deck is geared to act as a Jeskai control deck. The premise is simple - use your commander (Zedruu) as a positive Phyrexian Arena and ensure you always have plenty of cards in hand.
Play Style & synergies
- Cantrip your way to midgame through use of Brainstorm effects and cards like Spreading Seas. use your Wall of Omens to stave off early aggro and wait out the first eventual board wipe. You play two (one of which is uncounterable), so take advantage of the fact that most players like to play "sweeper.dek" and they will jam seven or more into their deck. Make them use these resources and only blow up the board when it's absolutely needed. Keep note you have Angel's Grace to blank an opponent's combo turn if needed, and it is fetchable off your Sunforger.
- Generally you play Zedruu after the first board wipe (because you know it's coming in the first five turns), then once you untap with Zedruu "hand off" something to somebody. Could be a Spreading Seas or Journey to Nowhere (these are ideal as the controller of them doesn't matter) or it could be an excess land. However Zedruu's ability is activated, so always wait until the end of the player to your right's turn to use it. Use it twice if you have WWUURR available. This ability is your bread and butter - with an extra card/turn you'll be almost invincible.
- Every counterspell in the deck is multicoloured. This means you ca utilize your Sunforger to pull something out of the deck to protect your board (Hindering Light is great for this), stop a game winning spell (counterflux), or the beginning of a combo player's turn (render Silent). You can even generate some pseudo CA by targeting two player's currently-resolving spells with Double Negative.
Combos & Finishers
- I've chosen to eschew "instant I win" setups, although there is a strng synergy I have to mention - Illusions of Grandeur + Venser, the Sojourner. Play Illusions, gain twenty. Activate Zedruu to "donate" it to someone else. Then activate Venser's +2 to "blink" Illusions (they lose twenty) back to your side, which allows you to gain another twenty.
- Equip Runechanter's Pike to bash through for commander damage.
- Celestial Colonnade is a fine finisher, albeit it's noticeably slower than the rest.
Power
This deck is a strong control deck for a medium power level group (don't bring this to a group where everyone plays Storm and Hermit Druid). There are a lot of niche interactions in the deck, built-in CA engines, and life engines, and Planeswalkers to offer time to put your pieces into position.
1 Gilded Drake
1 Journey to Nowhere
1 Spreading Seas
1 Wall of Omens
1 Detention Sphere
1 Oblivion Ring
1 Illusions of Grandeur
1 Moat
1 Venser, the Sojourner
1 Jace, the Mind Sculptor
1 Jace, Architect of Thought
1 Tezzeret the Seeker
1 Land Tax
1 Nevermore
1 Test of Endurance
1 Treachery
1 Snapcaster Mage
1 Stoneforge Mystic
1 Wall of Reverence
1 Felidar Sovereign
1 Lightning Greaves
1 Runechanter's Pike
1 Sunforger
1 Angel's Grace
1 Brainstorm
1 Enlightened Tutor
1 Lightning Bolt
1 Mystical Tutor
1 Path to Exile
1 Ponder
1 Preordain
1 Swords to Plowshares
1 Stifle
1 Azorius Charm
1 Boros Charm
1 Hindering Light
1 Izzet Charm
1 Reality Shift
1 Absorb
1 Counterflux
1 Double Negative
1 Render Silent
1 Telling Time
1 Fact or Fiction
1 Offering to Asha
1 Blue Sun's Zenith
1 Sphinx's Reveleation
1 Supreme Verdict
1 Hallowed Burial
1 Mana Crypt
1 Elixir of Immortality
1 Pithing Needle
1 Sol Ring
1 Izzet Signet
1 Azorius Signet
1 Boros Signet
1 Fellwar Stone
1 Chromatic Lantern
1 Crucible of Worldss
Lands (40)
1 Tundra
1 Volcanic Island
1 Plateau
1 Sacred Foundry
1 Steam Vents
1 Hallowed Fountain
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
1 Bloodstained Mire
1 Wooded Foothills
1 Arid Mesa
1 Scalding Tarn
1 Misty Rainforest
1 Marsh Flats
1 command Tower
1 City of Brass
1 Mana Confluence
1 Reflecting Pool
1 Mystic Monastery
1 Strip Mine
1 Wasteland
1 Sulfur Falls
1 Glacial Fortress
1 Celestial Colonnade
1 Adarkar Wastes
1 Shivan Reef
1 Mystic Gate
2 Plains
3 Island
1 Mountain
3 Snow-Covered Island
2 Snow-Covered Plains
1 Snow-Covered Mountain
The reveal is dekayed, the scores are in but the Commandercast crew has decided to release their scores on Monday with just about an entire podcast dedicated to the decks. That is right, in the 2nd longest Commandercast podcast you (as contestants) made a great show.
I look forward to it. With Monday being the reveal, Tuesday a new challenge will by issued, hope to see you then.
I really appreciate their effort, and that of the contestants.
1st Place- Jelik with Zedruu, the Giving Enchantress
2nd Place - Treamayne with Zedruu, the Crouching Goat, Hidden Monk
3rd Place Tie - Ziontific with Zedruu the Obvious!
3rd Place Tie - Uktabi_Kong with Zedruu, the Cheesy Philanthropist
5th Place - The_Dr_B with Zedruu, the Pacifist
6th Place - 3drinks with Zedruu, the Positive Phyrexian Arena
7th Place - MrCool with Zedruu the Kingmaker
I will post the prize images and the next challenge here in a bit.[/quote]