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  • 5

    posted a message on Random Card of the Final Day: Maelstrom Nexus
    Maelstrom Nexus


    This card was not picked randomly, but it picks randomly itself, so I consider that a reasonable trade.

    I know that I'm half a year shy of my intended tenure on this thread, but this is the thread's finale, my final Random Card of the Day. I don't know if anyone has a mind to pick up where I left off with a new random card thread here on Salvation, but there is a successor already rolling elsewhere full of familiar faces for those interested.

    It's been great doing this, thank you to everyone who made this thread fun every day.
    Posted in: Commander (EDH)
  • 2

    posted a message on Random Deck Discussion: Closed for Business


    Random Deck of the Week


    Welcome to the Random Deck of the Week thread! This is a thread where once a week a deck is chosen randomly from the pool of submissions for us all to discuss at length, or at least until the next deck's turn. This week's deck is:

    Discussion starts here



    What sort of comments should you leave here?
    Mostly you should just be speaking about your own experience: what commentary you can make is going to depend on what your personal experience is. If you're not sure what to say, here are some questions you could answer:

    • Have you played with a deck like this before? If so, tell us about it! Would you recommend building a deck like this? What about your deck was similar to this? Did you use the same colors and general, or were you playing something strategically similar? Did you play mostly the same cards? What cards are a uniquely good fit for this deck? What's would be your favorite card to draw from this deck? Is there an opponent this deck is really good against or really bad? Is there a number of players you find this deck ideal for? What seemingly obvious inclusions would you say are traps to avoid? Do you have any particularly memorable moments from playing something like this?
    • Have you played against a deck like this before? If so, tell us about that! How would you feel playing against this deck? Has this style of decks given you good games or bad ones? How do you feel sitting across the table from this commander, and does this deck meet your expectations? What card is in the back of your mind that you hope your opponent doesn't draw? Are any cards you play especially bad against this deck or especially good against it? If you wanted to set up a good matchup, either for competitive or entertainment purposes, what deck would you play against this? Do you have any particularly memorable moments from playing against a deck like this?
    • Regardless of your past experience, were you inspired reading this decklist? What in this deck would you want to imitate? What would you least want to immitate? What in this deck have you never thought about before? Are there any themes or strategies you feel would overlap nicely with what this deck is doing? Are there any ideas from this deck you would consider adding to your own other decks? Would you rather play with this deck or against it? If you were to recommend this deck to someone you know, what type of player would that be, and how would you sell them on it?
    And of course, try to limit discussion to whatever the current deck is. Some overlap is inevitable, but please don't distract from the current deck by responding to otherwise concluded conversations.

    Should you leave comments or questions for the deckbuilder?
    Absolutely, 100%, but probably not here. I hope that people see when their deck's been picked and involve themselves here over the course of their week, but there's no guarantee of that. There's no better place to discuss a deck with its builder than in their thread itself.

    If you have questions about deck choices, recommendations for cuts or inclusions, or even just compliments about a job well done, please follow the link to where the deck is posted and leave your comments for them there. Everyone listing decks here is encouraging feedback and would be ecstatic to hear from you. Additionally, if the deck of the week isn't enough to satiate your desire to discuss decks, the list at the bottom of this post is all decks where your feedback would be welcomed.

    Just, as a personal request from me, try to maintain situational awareness when you make recommendations. The competitive duel commander deck doesn't want Scrambleverse, the 75% deck didn't just forget about Mana Drain, and nobody will ever respond "Thank you so much! I've never heard of Sol Ring before!". No suggestion is a bad suggestion, but think about what answer you're likely to get before making one.


    How do you get your decks into the Random Deck of the Week
    First, you need to meet just a few requirements:
    1. You need a link to your list. I can't take stray decklists as submissions, so you need a url to link to.
    2. Your decklist must be a 100 card Commander deck, including the commander(s). If you're playing with a different banlist than the standard one, please note that in the linked page.
    3. You genuinely want feedback. Not all feedback is good, not all good feedback is productive, and not all productive feedback may seem kind. If you want to have people talking about your deck, go in with the mindset that all comments are welcome.
    That's it! If you've got a handle on those and you have decks you would like to have a chance at Random Deck of the Week, just submit the links to your decks, I'll pull out your username and deck titles from there. There are two ways you can get your decks to me.
    1. Message me the list of links you want to add to the pool, using the "send message" button when you click my name.
    2. Comment them in this thread, but I'd like it to be done a specific way: have the decks you want added contained within a spoiler. If you don't know how to do that, your post should look something like this:
    3. [spoiler] Links to your decks [/spoiler]
      That way, the deck links don't take up too much space in the thread. And since you're already leaving a reply at that point, you may as well comment on the current Deck of the Week with the same post!

    Thank you to everyone sharing their decks here, and thank you to everyone sharing your experiences here. I hope this thread is both fun and enlightening.


    All the Random Decks of the Week, both past and future

    3drinks: Definitive Kaalia of the Vast 1v1 Primer
    3drinks: Alesha Who Smiles at Slivers
    3drinks: Dumb Green Goreclaw Things (1v1)
    3drinks: [Oathbreaker] Sarkhan, Fireblood w/ Volt Charge
    Dragonlover: Lathliss, Dragon Queen
    Dragonlover: Ramos. Dragon Engine Alt Wincons
    Dragonlover: Ruhan of the Formiri... Pillowfort?
    Dragonlover: Molimo, Maro-Sorcerer
    dragonlover: Storrev, Devkarin Lich
    GloriousGoose: Erebos, God of the Dead - Danse Macabre
    JqlGirl: Arixmethes, Slumbering Isle - Do Not Disturb
    JqlGirl: Rakdos, the Showstopper's Earthshaking Extravaganza
    JqlGirl: Angus Mackenzie - Fog of War
    JqlGirl: Ashling the Pilgrim - Equipment and Blowing up the World
    materpiller: Damia, Non-Infinite Storm
    NoNeedToBragoBoutIt: Lazav, the Multifarious [Shapeshifting] [Wheels]
    NoNeedToBragoBoutIt: Kambal, Consul of Allocation [Drain] [Gain]
    OCPunisher: The Scarab God
    OCPunisher: Rakdos, Lord of Fatties
    OCPunisher: Raff Capashen, Flash Like It Oughtta Be...
    Outcryqq: Lord of Tresserhorn (Primer)
    Outcryqq: 5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
    plushpenguin: Xenagos, the God of Double Damage Beatdown
    plushpenguin: The Gitrog Monster - Non-combo Infinite Value
    plushpenguin: Marchesa, Marionette Master - Undying Robots EDH Affinity
    rogerandover: Hazezon Tamar - Cycling Through the Dunes of Sand
    toctheyounger77: Nissa's Spanish Inquisition!
    toctheyounger77: Dralnu, Lich Lord - Control & Reanimation
    toctheyounger77: Zedruu the Greathearted - I give you the gift of chaos
    toctheyounger77: Edgar Markov - Low Cost, High Efficiency
    tstorm823: Zedruu the Greatest Of All Time
    tstorm823: Bruse and Thrasios, Banding Buddies
    WizardMN: Ephara, God of the Polis
    WizardMN: Gisela, Blade of Goldnight
    WizardMN: Karametra, God of Harvests - All the Creatures
    WizardMN: Mowu, Loyal Companion
    WizardMN: Nicol Bolas, the Ravager - Superfriends
    WizardMN: Niv-Mizzet Parun
    Posted in: Commander (EDH)
  • 5

    posted a message on Zedruu the Greatest Of All Time
    The thread title is a backronym from "Zedruu the Goat." I do think this deck is the best thing ever, but you don't have to.

    Zedruu - The Greatest Of All Time





    Give a thing, gain a life, draw a card!
    What is this deck, and why would I play it?

    This deck is a lot of things. It's a solid amount of group hug, a unique selection of combos, and a tiny bit of chaos sprinkled on top. It is my understanding that every part of that last sentence has a bad reputation among magic players, but I think that's mostly because people are using these things wrong. It can be frustrating to play against a group hug player who pretends they aren't trying to win, a chaos player who actually isn't trying to win, or a combo player who does win with efficiency and consistency. This deck is not going to do any of that. It yearns for the win, it does everything in its power to get it, and it takes the game on a wild ride in the process.

    You will like this deck if:

    - You want relatively consistent success out of incredibly varied lines of play.
    - You want to create unconventional board states.
    - You want to play with cards you wouldn't otherwise use.
    - Win or lose, you want a story to tell.

    You will not like this deck if:

    - You want to start each game with a defined game plan.
    - You like to have some control over the game.
    - You are afraid of enabling your opponents too much.
    - You or the people you play with are set on never playing a combo, no matter how ridiculous.




    Why Zedruu?

    Zedruu the Greathearted's most important function is the card draw. Zedruu can feed you disgusting amounts of cards. If you want to match Zedruu's card advantage engine with a general, you would have to play something like Azami, Lady of Scrolls or Arcanis the Omnipotent, at which point you are just playing mono-U and you're down 2 colors and all the charm of the lovely goat-person. The red and white are necessary here, so Jeskai colored legends are the only real considerations. Of Jeskai colored legends, the only other option that lets you dig into your deck is Narset, Enlightened Master, which can provide similar value to zedruu in an even less predictable way. However, Zedruu is an active part of an infinite combo and a strong synergy with many cards here, so there would need to be changes to make this into a Narset deck, and then you'd have mostly the same deck while painting a big target on your face.

    Also, Zedruu is the best.



    The fastest way to see this whole deck is probably reading the list,
    but casting Mindmoil is a close second.

    This image is here to fill the white space.
    The Deck
    This is the deck exactly as it exists in real life pink sleeves (that make it easily identifiable when the cards get handed out to other people). This deck started the day the commander was released and has gone through many changes over the years since, but it has finally reached a point where I can say comfortably there isn't a change I wish I could make. That is not to say that I don't ever change the deck, but rather I'm long past the point where I keep a list of things I would play if I owned them.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Lands (34)
    1x Azorius Chancery
    1x Izzet Boilerworks
    1x Boros Garrison
    1x Cascade Bluffs
    1x Mystic Gate
    1x Rugged Prairie
    1x Temple of Enlightenment
    1x Temple of Epiphany
    1x Temple of Triumph
    1x Clifftop Retreat
    1x Glacial Fortress
    1x Sulfur Falls
    1x Celestial Colonnade
    1x Needle Spires
    1x Wandering Fumarole
    1x Mystic Monastery
    1x Command Tower
    1x Exotic Orchard
    1x Forbidden Orchard
    1x Nykthos, Shrine to Nyx
    1x Gemstone Caverns
    1x Forsaken City
    1x Minamo, School at Water's Edge
    1x Mikokoro, Center of the Sea
    1x Reliquary Tower
    3x Island
    3x Mountain
    3x Plains

    Creatures (14)
    1x Memnite
    1x Kami of the Crescent Moon
    1x Nin, the Pain Artist
    1x Vedalken Plotter
    1x Walking Archive
    1x Crystalline Crawler
    1x Golden Guardian
    1x Raff Capashen, Ship's Mage
    1x Sakashima the Impostor
    1x Swans of Bryn Argoll
    1x Venser, Shaper Savant
    1x Precursor Golem
    1x Inferno Titan
    1x Razia, Boros Archangel

    Artifacts (17)
    1x Chrome Mox
    1x Azorius Signet
    1x Azor's Gateway
    1x Boros Signet
    1x Howling Mine
    1x Izzet Signet
    1x Pentad Prism
    1x Strionic Resonator
    1x Thought Vessel
    1x Temple Bell
    1x Font of Mythos
    1x Unbender Tine
    1x Vedalken Orrery
    1x Alhammarret's Archive
    1x Gilded Lotus
    1x Mirror of Fate
    1x Knowledge Pool

    Enchantments (14)
    1x Rest in Peace
    1x Detention Sphere
    1x Dictate of Kruphix
    1x Jeskai Ascendancy
    1x Dissipation Field
    1x Leyline of Anticipation
    1x March of the Machines
    1x Opalescence
    1x Mindmoil
    1x Possibility Storm
    1x Barren Glory
    1x Thousand-Year Storm
    1x Warstorm Surge
    1x Eye of the Storm

    Instants (8)
    1x Firestorm
    1x Ephemeral Shields
    1x Leave // Chance
    1x Arcbond
    1x Jeskai Charm
    1x Mirrorweave
    1x Turnabout
    1x Vanish Into Memory

    Sorceries (9)
    1x Catch // Release
    1x Political Trickery
    1x Role Reversal
    1x Echo Storm
    1x Mind's Desire
    1x Time Spiral
    1x Temporal Cascade
    1x Temporal Mastery
    1x Aminatou's Augury

    Planeswalkers (3)
    1x Saheeli, Sublime Artificer
    1x Nahiri, the Harbinger
    1x Venser, the Sojourner






    The Comprehensive Guide of Everything the Deck Does

    When this deck does what it wants to do, there are essentially 3 phases of the game.

    Phase 1: Fix the mana, set up card draw, and hopefully get flash.
    Phase 2: Interact, sow chaos, and continue drawing cards.
    Phase 3: Win in one big swoop.

    Phase 1 is all about making mana and playing Howling Mines and then the Howling Mines will find you more mana and you're ready to go, and that usually takes the first 4 or 5 turns. Phase 2 is all about card interactions, the subtle synergies within this deck as well as the interactions between these cards and things opponents might play that will keep people guessing instead of winning the game or destroying the card draw, and this part of the game could be 2 turns or 200 depending on the opponents. Phase 3 is doing something immensely stupid and flashy to win the game, and that almost universally takes 1 turn, 2 turns, or infinite turns and nothing inbetween.

    In previous iterations of this thread, I claimed that any number of things could happen and I couldn't cover them all, but that's not going to be true anymore. The following is a list of how all the cards in the deck function followed by how they synergize with one another. I don't imagine that I'll really hit every possibility, but if there is anything missing, feel free to mention it and I will gladly make additions.

    The first card to address is, of course....

    Zedruu the Greathearted

    Zedruu is the cornerstone of the deck. Although the 4 toughness can prove to be suprisingly useful at times, the power of Zedruu lies in two very relevant abilities. The first ability triggers on upkeep and gives life gain and card draw equal to the number of permanents you own that your opponents control. Repeated card draw is crucial to winning with this deck, and while there are many card draw effects in this deck, sometimes you don't draw them or they get removed, so having an engine in the command zone is absolutely necessary. The second ability allows you, at the cost of 3 mana, to donate your permanents to other players. By design, this is meant to enable the first ability, but it's important to remember that donating permanents is more versatile than just that even without any cards that benefit you to donate. The simplest example is the multiplayer situation where someone says "if I had one more mana I could save us from losing" and you can just hand it to them.

    Playing Zedruu properly requires an understanding of certain rules in the game, many of them specific enough that not all players would be familiar with them, so below is a brief summary.

    Ownership: The owner of a card is fairly obviously whoever's using the deck it started in. Ownership in the game does not care about the real world owner of the card, only the person who is using that deck. As often as I've made the joke "I loaned you that deck, so I should get to draw 20, right?", it does not work that way. The only cards you own when playing Zedruu are the cards from the deck you're playing. Ownership of tokens works differently because they don't exist at the start of the game. For tokens, the owner is whoever's control they entered under. For example, if you were to play Kiki-Jikki, Mirror Breaker and use it to make a token, you would be the owner of that token. If you play Forbidden Orchard and give an opponent a token, the opponent owns that token, so you do not draw off of those tokens. If you play Political Trickery and give someone Forbidden Orchard and then they give you the token (as will happen if it's 1 on 1), you own those and can donate them for value.

    Control: Changing control is sort of the whole point of Zedruu. The two rules situations where control is iffy are auras and multiple control effects. Auras are easy, you just need to remember that control of an aura doesn't change what it's attached to. In my deck, the aura traditionally in question was Paradox Haze. If I enchant myself with Paradox Haze and then donate it, it still enchants me and thus I still get the extra upkeep. When multiple effects are giving players control of an object, the most recently applied effect is the one that counts, and an earlier effect ending doesn't change later effects. Example, if you Mind Control a creature and then donate the creature (not that you would, but you could), there would be two static effects giving control of the creature, but Zedruu was more recent and would be the one that wins. If Mind Control is destroyed later, it doesn't change control back to the original controller because Zedruu's effect still applies (and will continue to apply until the object leaves play or you or the current controller lose the game). If someone plays Mind Control on something donated with Zedruu, that effect will be most recent and give them control, but you'll end up drawing anyway so who cares!

    A specific case of changing control is during combat. If an attacking or blocking creature changes control, it is removed from combat, and thus takes no damage. Thus, you can block a creature with your own, let's say it's Memnite, and then pay 3 into Zedruu to donate that Memnite, the attacker remains blocked but instead of Memnite dying it moves to the other side to help you draw more cards.

    Trigger Resolution: Zedruu's only trigger condition is that you reach the beginning of the upkeep with her. No player gets priority during the untap step, and upkeep triggers happen before priority passes, so as soon as someone passes the turn to you, you're guaranteed that Zedruu will trigger. Even if your opponents control nothing you own, Zedruu's trigger still goes on the stack. Then priority passes before the trigger resolves, which means you can do things before it resolves, which is important because you can donate things in response to the trigger, and then X is counted during resolution. A common play for me is Pentad Prism on turn 2 followed by Zedruu on turn three and donating the prism on turn 4 in response to the trigger. Mind that this works both ways though, so if your opponents remove your donations in response to the trigger you'll draw less. But the trigger resolves independent of whether you still control Zedruu when it resolves, so targeted removal at Zedruu wont stop the draw, and if you're desperate enough, you can donate Zedruu to draw off of Zedruu's trigger.

    Players Leaving the Game: I'm just going to paste a section of the comprehensive rules here because this is important.

    800.4a When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled.


    If you die while someone controls one of your cards, your card leaves with you.
    If they die while controlling a card donated to them, the effect giving them control ends and it returns to whoever would control it without that effect.
    If a card you own entered play under an opponent's control (e.g. they used Bribery), there is no effect giving them control, thus it stays in their control and falls under the last clause where everything left is exiled.
    The most intricate application of these rules is in the Memnite/Warstorm Surge/Dissipation Field combo described further down. If you donate Dissipation Field to someone and then kill them, the Field comes back to you. But if you kill them with damage, the trigger from Dissipation Field is controlled by them and thus leaves the game with them. Basically, players dying is a big mess.

    Which is ok, because big messes are sort of this decks M.O.
    Zedruu's Points of Interaction

    -"Global" permanents: Most the things zedruu donates from this deck are things that don't particularly care who controls them. Howling Mine and friends, -Opalescence/March of the Machines, Detention Sphere a Pentad Prism with no counters left... Anything that effects all players equally makes a fair candidate for donation.
    -Political Trickery: the 3 land swapping cards set up zedruu draws smoothly. The 3 mana spells happen the turn before zedruu, and Shifting Borders is an instant and can be done in response to the first Zedruu trigger.
    -creatures: generally, it's best not to donate creatures because sacrifice outlets (and board wipes) are common enough that you'll lose your donation quickly, but there is a handy little trick you can do in combat. If you block with a creature and then donate it after blocks, the change in controller removes the creature from combat, so you get a permanent over to an opponent and hold off an attacker (unless it has trample)
    -Strionic Resonator: activate Strionic Resonator to copy Zedruu's upkeep trigger and gain double life and draw double cards.
    -Sakashima the Impostor: Because Sakashima keeps his name, you can clone Zedruu to double up on the upkeep trigger.
    -Infinite Reflection: while Infinite Reflection's etb trigger is always going to effect you, the effect that makes new creatures enter as copies applies to the controller of Infinite Reflection, so by donating Infinite Reflection, you can make your opponent's things enter as what you want, which is a great way to combat decks playing etb the gathering. Note: if you play it on a creature other than zedruu and don't have donate mana to respond to the trigger, you will turn zedruu into not zedruu and no longer be able to give Infinite Reflection away.
    -Dissipation Field: Sometimes it's good to bounce creatures and sometimes it isn't, so the ability to throw around control at instant speed gives you some amount of control over Dissipation Field's effect.
    -Alhammarret's Archive: With zedruu's first ability, the draw doubler can make you draw serious cards, but some games is the gateway to an inevitable death, and being able to give it away can save you.
    -Cowardice: 3 mana into zedruu can bounce a creature you control whenever you want.
    Notable Nonbos
    -Forbidden Orchard: Ownership of tokens belongs to whoever they entered play under, so Forbidden Orchard does not count towards Zedruu's card draw.
    -Strionic Resonator: Resonating zedruu's trigger is good synergy, but control of an ability relies on controlling the permanent, so if you donate a card away with Zedruu, you can no longer resonate its triggers

    The 99

    The other 99 cards in the deck are detailed below in the same format as zedruu is above: a brief description followed by a list of the notable interactions in the deck. A lot of interactions that use 3 or more cards, I'll talk about it at more length in a later section.

    Lands

    A note about the lands in this deck, (much like the rest of the deck) the lands go slightly against conventional wisdom. Short of the extreme decks that plan on winning in the first 3 or 4 turns, playing a deck with 34 lands is probably a bit low. But here it works due to the vast card draw and the other means of generating and fixing mana. The first 3 or 4 mana are key to getting the engine running, but once everyone is drawing 4 cards a turn, this deck can consistently hit every land drop while everyone else gets frustrated by percieved mana flood. I don't run a maximized mana base with fetches/duals/shocks because min/maxing zedruu's mana base would be like greasing the wheels of a K'nex car, but the lands are picked to carry their weight.

    Basic Lands: 3 Islands, 3 Mountains, and 3 Plains. The cornerstone of magic: the gathering. Gotta have basics for a deck to function smoothly and resiliently.
    -Political Trickery, etc: giving someone a basic is both non-threatening and inoffensive. I often trade basic for basic as a sign of good will early on.

    Temple of Enlightenment, Temple of Epiphany, and Temple of Triumph: solid dual colored lands. They enter tapped, but they also give early scrys to smooth out the early games and get to the 3 or 4 mana needed to start the snowball.
    -Bounce lands: picking a temple up on turn 2 to replay it turn 3 gets more scry. There are plenty of cards you don't care to draw in the first 3 turns, so spending the first 3 turns scrying 1 twice can honestly be a path to winning.
    -Venser, the Sojourner: Venser's +2 can flicker the land to get another scry off of it.

    Glacial Fortress, Clifftop Retreat, Sulfur Falls: check lands usually enter untapped and I happen to own all 3 of these.

    Celestial Colonnade, Needle Spires, Wandering Fumarole: man lands are better than guildgates. The leave you with something to do after Planar Cleansing, but also have some fun tricks you can do.
    -Mirrorweave: making all creatures a copy of an activated man land turns all creatures into unactivated man lands.
    -Jeskai Ascendancy: manlands still make mana as creatures, so they work as mana dorks for Jeskai Ascendancy combos.
    -Role Reversal: an activated manland can trade for a creature, leaving them with a land they likely can't attack with.

    Azorius Chancery, Boros Garrison, and Izzet Boilerworks: The bounce lands are like two lands for the price of one! Seriously though, don't count these as multiple lands in your deck and don't be upset if you end up strip mined, but they do make a lot of early hands more attractive by ensuring the first few land drops.
    -Temples: bouncing ETB lands for reuse is a way to take advantage of the downside
    -Mindmoil: keeping an extra card in hand while still making land drops is akin to drawing an extra card with these out.
    -Catch // Release: You can steal an opponent's land and bounce that temporary land instead of your own. Only recommended in 1v1 (or if someone really deserves it).
    -Time Spiral, Teferi, Hero of Dominaria: untapping a set number of lands is better when they make more than 1 mana.

    Filter Lands: Cascade Bluffs, Mystic Gate, and Rugged Prairie are just excellent, excellent color fixing. Let you go from 0 mana of a color to 2 in one shot, and that's huge. Every card with 2 or 3 colored symbols could count as a synergy here, but Kami of the Crescent Moon and Thought Reflection are the cards most notably helped by the filter lands.

    Command Tower and Mystic Monastery: make all 3 colors and that's pretty neato.

    Forbidden Orchard: makes all 5 colors and it gives someone a friend. In multiplayer, sometimes the spirit is even a good thing on its own, and even if it isn't, I've never foregone mana because I feared a 1/1. But remember the tokens are owned by whoever they entered under, so they don't feed zedruu. Boooo.
    -Firestorm: the big sweeping removal in this deck requires a high number of creatures in play to work effectively. Forbidden Orchard discounts Blasphemous Act and makes targets for Firestorm.
    -Mirrorweave: depending on what is being Mirrorweaved, having more things turn into it can be a positive thing.
    -Political Trickery, etc: swapping Forbidden Orchard over to someone else makes them decide between making mana and giving away tokens.

    Exotic Orchard: Potentially makes all 5 colors of mana, depending on opponents.
    -Zedruu, Political Trickery, etc: trading or donating lands to an opponent can turn this into a reliable producer for all the colors of mana you need.

    Nykthos, Shrine to Nyx: normal scenario, this makes 1 colorless. By the end of the game, this nets this deck an extra mana or two because this is a 3 color deck with no specific devotion themes that also donates away permanents, but on rare occasion, this is big mana.
    -Leyline of Anticipation: free 2 devotion at the start of the game.
    -Catch // Release/Unbender Tine: can untap target permanent, which can net mana if devotion to a color is high enough.
    -Mirrorweave/Infinite Reflection: when all creatures are the same, they have the same mana cost.
    -Leave // Chance: bouncing and replaying Nykthos can be a ritual with enough devotion.

    Reliquary Tower: super valuable in a deck that draws 5 cards a turn. We want more cards and we want to keep them.

    Mikokoro, Center of the Sea is like Howling Mine on a land and we like all the Howling Mines.
    -Alhammarret's Archive: everyone else draws 1, but zedruu draws 2!

    Gemstone Caverns: makes any color if you start with it in your opening hand, otherwise it's a nonbasic waste.
    -Poltical Trickery, etc: if it doesn't have the luck counter, you can trade it away for a color producer instead.
    -Howling Mine: turn 1 Howling Mine is best turn 1.

    Forsaken City: makes any color of mana, at the cost of not untapping unless you exile a card. But we have lots of card, so no big deal.
    -Political Trickery, etc: we can use this as early color fixing and then trade it for a land that untaps naturally.
    -Flash enablers: the way the card is templated, if it starts the turn untapped, you can float a mana in response to its trigger, untap it, then tap again to get a pseudo-ritual during your upkeep. With this and Leyline, you can theoretically flash in Howling Mine in time to draw 2 on the second turn.
    -Mirror of Fate/Time Spiral: this exiles cards, so you can have access to them with Mirror of Fate later. And when attempting to loop Mirror of Fate with Time Spiral, it can be hard to keep exactly 7 cards around to redraw, so this can manage you hand size a little.

    Minamo, School at Water's Edge: an untapped blue land that can untap 5 relevant legendary permanents, as well as any random thing Sakashima turns into.
    -Nykthos, Shrine to Nyx: 2 mana to untap Nykthos can make more mana.
    -Azor's Gateway: can help turbo flip the gateway, but also untaps [c]Sanctum of the Sun[/c} for a lot of mana.
    -Razia, Boros Archangel: redirect 6 damage instead of 3.
    -Mikokoro, Center of the Sea: draw more cards.
    -Nin, the Pain Artist: kill multiple things, or mill multiple people out if you have infinite mana.


    Artifacts

    Artifacts are the second most prevalent card type in the deck as they do most of the heavy lifting in the mana-making and card-drawing engines that let the deck succeed, but there are some fun bits in here.

    Chrome Mox: this is classically degenerate despite being much worse than the original moxen, but is mostly here for that sweet, sweet turn 1 Howling Mine. The deck has 1 1-drop and 11 2-drops, so skipping straight to turn 2 is worth an extra card. Without Chrome Mox or Gemstone Caverns, this deck's 1-drops are tapped lands.
    -Howling Mine: Turn 1, baby!
    -Knowledge Pool/Possibility Storm: 0-mana spells are good when they're just going to be replaced anyway.
    -Mind's Desire: Free storm count!
    -Jeskai Ascendancy: Free loot and prowess!
    -Leave // Chance: bouncing moxen with Leave can pay for leave.
    Notable nonbos
    -March of the Machines: kills 0 mana noncreature artifacts
    -Mind's Desire: this doesn't make moxen any more free, and it still requires a card from hand to do anything, so hope you don't hit it.

    Azorius Signet, Boros Signet, and Izzet Signet ramp by one and fix colors, basically ensuring the ability to play Zedruu on turn 3.

    Thought Vessel: It's a mana rock that lets you keep 87 cards in hand, the castable version of reliquary tower.

    Pentad Prism: Color fixing, a one time mana source equal to Dark Ritual if you wait a turn, occasionally 1 free storm, and a dummy permanent to donate. With 3 lands, Pentad Prism ensures turn 3 Zedruu into turn 4 donate to get the draw engine going ASAP.
    -Zedruu: it's a do nothing permanent that mostly pays for itself to be donated
    -Mind's Desire: Free storm count!

    Howling Mine, Temple Bell, and Font of Mythos: everybody draws cards! The soul of this deck is repeated card draw. We don't particularly care that everyone else is drawing cards because we need the draw more and we use it better. Howling Mine is the cheapest, efficient option. Temple Bell costs 1 more but lets us draw first. Font of Mythos has double the power. They're each unique but they're all good.
    -Zedruu: Howling Mine and Font of Mythos can be very safely donated for value.
    -Flash!: Get to draw before everyone else
    -Alhammarret's Archive: everybody draws but you draw double.

    Strionic Resonater: copies triggered abilities. Oh boy, there are a lot of those.
    -Howling Mine/Kami of the Crescent Moon,Walking Archive,Dictate of Kruphix,[c]Font of Mythos[c], and of course Zedruu: Draw double cards for 2 mana.
    -Vedalken Plotter: two exchanges at once.
    -Temples: scry 1 twice! Ok, maybe not the most useful option, but it exists.
    -Bouncelands: Even less useful!
    -Detention Sphere: exile 2 permanents instead of 1.
    -Precursor Golem: get 4 tokens instead of 2. 15 power for 7 mana. After that, double the Precursor Golem target trigger to copy it for each other golem a second time.
    -Venser, Shaper Savant: bounce 2 permanants or spells.
    -Inferno Titan: an extra Lightning Bolt for 2 mana.
    -Knowledge Pool: you can't get double spells out by copying cast triggers, but you can copy the etb and exile the top 6 from everybody, and there's bound to be some sweet stuff in there.
    -Possibility Storm: unlike Knkowledge Pool, you can get double spells out of Possibility Storm, so go for it!
    -Eye of the Storm: like Possibility Storm, it does its whole ability whether there was something to exile or not, so copy away. The copied ability will exile the spell that triggered in the first place, and then the original trigger will just cast everything a second time.
    -Jeskai Ascendancy: copy the trigger for double looting, or copy for double untaps/pumps, whichever suits your interests.
    -Mindmoil: probably only useful if you have draw doublers AND very, very few cards in hand.
    -Warstorm Surge: Extra damage, could be a kill spell.
    -Mind's Desire: storm is a triggered ability, so copying it is like doubling the storm count.
    -Thousand-Year Storm: copying the trigger lets Resonator copy instants and sorceries.
    -Arcbond: doubling up the damage practically ensures a board wipe.
    Notable Poor Interaction
    -You cannot strionic resonate the trigger of a permanent you donated with zedruu

    Azor's Gateway: it's not free, but it's fairly efficient card filtering, and it if happens to flip, you're in the money.
    -Unbender Tine/Minamo, School at Water's Edge/Catch // Release/Turnabout/Time Spiral: untapping this card repeatedly get's very out of hand.
    -Mirror of Fate: exiled cards can be recycled later.
    -Alhammarret's Archive: both named after sphinx's. Also, draw 2 exile one is pretty good.

    Unbender Tine: untapping another target permanent may not seem like it's worth 4 mana, but this card has a high floor and a high ceiling and great flavor text. Also, it's got the political opportunity to untap other players things.
    -bounce lands/Nykthos/Gilded Lotus: Tine is always a mana rock, but is upgraded by bigger mana makers
    -Temple Bell/Mikokoro: or it can transform into a Howling Mine.
    -Strionic Resonator: it can copy triggers.
    -creatures: it can give a creature vigilance.
    -Nin, the Pain Artist/Razia, Boros Archangel: it can help gun down creatures.
    -Azor's Gateway: and of course, turbo gateway.

    Vedalken Orrery: Gives everything flash, don't have to tap out and sit helplessly, and everything is better with flash. Don't believe me? Here's a list!
    -All Howling Mine variants: get the extra draw before anyone else
    -Knowledge Pool/Eye of the Storm: get access to the eye/pool first by flashing it in endstep and then untapping with free reign.
    -Possibility Storm: respond to tutor effects with style, whatever they search for is that last thing they'll get.
    -Rest In Peace: Surprise graveyard decks!
    -Catch // Release: threaten mid attack
    -creatures: everything is an ambush viper
    -Dissipation Field: Double surprise token decks!
    -Temporal Cascade: Surprise... cards in hand decks!
    -Mind's Desire: I don't need my own storm, I'll just use yours instead.

    Alhammarret's Archive: doubles all the life gain, which in this deck is just Zedruu at the moment, but it also doubles Zedruu's card draw, as well the 16 other ways this deck draws extra cards.
    -Mindmoil, Leave // Chance: you put down your hand and draw twice that many

    Gilded Lotus: black Lotus every turn. That's thousands of dollars worth of value every turn!

    Mirror of Fate: exile your library and replace it with up to 7 cards you own that have been exiled. It's incredibly rare that this effect lets you win the game by activating it, but its strength appears when you activate it a second time and have access to all the cards it exiled on the first go.
    -Echo Storm/Saheeli, Sublime Artificer: copy the Mirror, activate both, build your own Doomsday.
    -Rest In Peace: Mirror exiles upon sacrfice and chooses itself, draw/cast/activate it again, build your own Doomsday.
    -Time Spiral or Temporal Cascade: activate Mirror of Fate, shuffle it back in, draw it again, play it, and then build your own Doomsday

    Knowledge Pool: I love Knowledge Pool. For those unfamiliar, when it enters the battlefield it exiles the top 3 cards from each players library, and then whenever someone casts a spell from hand, it exiles that too and lets them instead cast something previously exiled by Knowledge Pool, including other players' cards and including things it ate upon casting. Knowledge Pool makes for some of the messiest stack shananigans in MTG, but it does so much more. From getting hefty discounts, to stealing people's stuff, to multiplying cast triggers, Knowledge Pool never fails to shake up a game of magic.
    -Zedruu: people will probably have to take your cards at some point, and then you can start power drawing.
    -Echo Storm: can make a second/third/fourth Knowledge Pool because it triggers on both casts
    -Mind's Desire: each cast into and out of Knowledge Pool is distinct, doubling the storm count. Storm triggers on cast, so even though the card is exiled, the storm copies happen.
    -Jeskai Ascendancy: double cast triggers.
    -Possibilty Storm/Eye of the Storm: allow you to take from the pool and from the storms. Also lets you cast your actual spells through Possibility Storm.
    -Thousand-Year Storm: cast spells into the pool but keep the copies.
    -Precursor Golem: golem triggers on cast, so the spells get copied for every other golem and then you get a spell from Knowledge Pool on top of that.
    -Chrome Mox/Memnite/Firestorm/Pentad Prism/Ephemeral Shields: take the good stuff out and fill the pool with cheap/free cards that don't do anything without people throwing more cards away.
    -Venser, the Sojourner: +2 can flicker permanents of yours that people played and bring them back on your side of the field. +2 can also flicker the Knowledge Pool if the contents are unsavory.

    Enchantments

    Zedruu's enchantments aren't always the cards people see the most of, but they are definitely the cards that opponents remember. Crazy enchantments are often the highlight of a zedruu victory as they offer the greatest impact and confusion to the board state.

    Rest in Peace: Exiling the graveyard is huge, so this card is a staple of the format without any synergies to play with. And this deck doesn't really care about the graveyard, so it's very safe to just play out whenever.
    -Zedruu: Rest In Peace is a very mana light donation target.
    -Mirror of Fate: gets exiled by Rest In Peace on sacrifice, so it can choose itself to go into the deck. Also, just exiling graveyards can make a pile big enough to win with Mirror of Fate.

    Detention Sphere: well known removal spell, it's an Oblivion Ring that also happens to hose token swarms (and if multiple opponents play Sol Ring, that's just awesome).
    -Zedruu: Detention Sphere doesn't care who controls it, so donate away.
    -Strionic Resonator: copy the trigger to exile 2 target permanents.
    -Mirrorweave: exile all creatures.
    -Leave // Chance/Venser, Shaper Savant: bounce in response to the trigger to exile something forever

    Dictate of Kruphix: see Howling Mine. This one just has flash.

    Jeskai Ascendancy: untaps creatures and loots. Both are very good effects, and the loot is a "may" ability if you're too close to drawing out.
    -Alhammarret's Archive: draw 2 and only discard 1 to keep your hand as full as when you cast the spell.
    -Strionic Resonator: get double the untap or double the loot, but not both, as they are two seperate triggers.
    -March of the Machines: casting a noncreature spell now untaps all your artifacts, many of which make mana to pay for more noncreature spells.
    -Crystalline Crawler: doesn't even need March of the Machines, it's a mana producing creature to untap.
    -manlands: also mana producing creatures
    -Mirrorweave: casting Mirrorweave while someone is attacking you makes all creatures the same thing, except now your creatures all untap and get +1/+1, so if you have enough blockers and something has equal power and toughness, it's just a Comeuppance.
    -Venser, the Sojourner/Turnabout: a big turn of casting spells leads to some major prowessing, and a -1 or a Turnabout can sneak by blockers for an alpha strike. Yes, Zedruu has commander damaged people to death in this deck.
    -Knowledge Pool/Possibility Storm/Eye of the Storm: multiply those spell casting triggers with these behemoths.
    -Nin, the Pain Artist: Buff creatures to survive Nin and untap Nin for more draw.

    Dissipation Field: can act as an attack deterrent if people don't want to replay their things. Proves most useful when non-combat damage gets involved, like Nekusar or Niv-Mizzet, and can hit noncreatures too like Staff of Nin. Watch out though, because you can accidentally fuel etb the gathering.
    -Zedruu: by donating Dissipation Field to someone else, you can have some semblence of control over when things are getting bounced to hand.
    -Vedalken Orrery/Leyline of Anticipation: surprise an attacking fleet by bouncing them all out of nowhere.
    -Arcbond: the arcbonded creature deals damage to each player and would get bounced.

    Leyline of Anticipation: see Vedalken Orrery, except this one feels like cheating in your opening hand.

    March of the Machines: go from no creatures to many by turning artifacts into creatures. Suddenly those Howling Mines and mana rocks are blockers or even offensive threats. Also, you can give opponent's artifacts summoning sickness and make equipment unattachable.
    -Mirrorweave/Infinite Reflection: turn your creatures into copies of an artifact or turn your artifacts into copies of a cool creature.
    -Jeskai Ascendency: all noncreature spells you cast now untap all your mana rocks. Neat!
    -Howling Mine: if you can attack someone unimpeded, you can tap Howling Mine to turn it off on other people's turns.
    -Creature removal now works on artifacts.
    Notable Poor Interaction
    -Moxen: get killed by March of the Machines
    -Artifacts that need to tap have summoning sickness. I'm looking at you, Mirror of Fate.

    Opalescence: the same thing as March of the Machines, but for enchantments, which can be even neater.
    -Mirrorweave/Infinite Reflection: turn all your enchantments into creatures or turn all your creatures into Warstorm Surges. You decide. Also, Mirrorweaving Possibility Storm is choice.
    -Warstorm Surge: enters as a creature so it triggers itself.
    -Eye of the Storm: 7/7s are big enough to be noteworthy.
    -Creature removal now works on enchantments.

    Mindmoil: each time you cast a card, you put your hand on the bottom and draw a new, equivalently-sized hand. This is genuinely one of the most underrated cards in magic. People like to plan ahead, and thus Mindmoil scares and offends them by making them rely on chance, but on average, you have a well mixed hand. Some mana production, so cheap spells, some bombs, and you end up playing them out in that order. With Mindmoil, you can play what you need at the time and then draw more of it. Suddenly you can ramp up a board of mana rocks in one turn, and then spend the rest of the game slamming haymakers because if you ever run out, you play something cheap and replace your hand with new haymakers. Don't fear Mindmoil. Just play it and see what happens.
    -Leave // Chance: pump your hand back up with permanents.
    -Alhammarret's Archive: put your hand down and draw that many x2. Extremely dangerous, handle with care.
    -Venser, Shaper Savant: can bounce himself to do a 4 mana personal Windfall

    Possibility Storm: possibility storm takes the spells you cast and replaces them with something else. Neat! Possibility Storm is actually a powerful tool for chaos because it can be really, really hard to kill, as your opponent's can't resolve spells from their hands. Meanwhile you just slam the cheapest cards you can until something silly happens.
    -Strionic Resonator: copy the trigger to get to cast 2 spells from your deck
    -Mind's Desire: every cast from hand is 2 storm, so storm builds up fast. But wait, there's more! If you cast Mind's Desire from your hand and have Possibility Storm resolve before the storm trigger, Possibility Storm will shove Mind's Desire back into your deck giving you the remote chance that the storm copies will shuffle Mind's Desire to the top and cast it a second time, truly making Mind's Desire the storm that storms.
    -Knowledge Pool/Eye of the Storm: the other two permanents want to eat the spell, Possibility Storm doesn't care, and being in control of these things mean you can stack the triggers to get maximum benefit and give minimum benefit to others.
    -Thousand-Year Storm: resolve a copy of the spells before they're eaten, build up storm count for future spells.
    -Jeskai Ascendancy: double cast triggers for double loot and untaps
    -Cheap crap!: moxen/memnite/firestorm are ultra cheap and can swing into big plays. 3 mana sorceries aren't as cheap, but they likely upgrade to bombs.

    Barren Glory: it says win the game on it. What's better than that? Seriously though, winning with Barren Glory is too complicated to explain with two card synergies, but that doesn't mean this can't do anything. It can be a useless donation, it can be a 6/6, and it can give you 2 extra devotion to white.

    Thousand-Year Storm: every instant or sorcery you cast has a [c]Bonus Round[c/] attached to it.
    -Possibility Storm/Knowledge Pool/Eye of the Storm: mutiple casts count up the TYS count very quickly.
    -Strionic Resonator: can copy storm triggers/
    -Venser, Shaper Savant: can bounce the original spell to recast for even more copies.

    Warstorm Surge: all of your creatures deal direct damage on entry. Pretty straight forward rain of fire.
    -Opalescence: Warstorm Surge enters as a creature and triggers itself for 6 damage.
    -Memnite: 0 mana for 1 damage. Huge value!
    -Crystalline Crawler: up to 4 damage that pays for itself after
    -Opalescence/March of the Machines: use Warstorm Surge as removal for all kinds of permanents

    Eye of the Storm: whenever a player casts an instant or sorcery, Eye of the Storm exiles it, and then that player chooses to cast copies of any combination of cards exiled by Eye of the Storm. All spells in the storm are optional so you can choose not to cast them, and all the spells are cast at the same time. And then you end up with a giant nonsense stack and a 25 minute turn.
    -Strionic Resonator: copy the Eye trigger and get a second cast of everything in it.
    -Turnabout: every instant and sorcery can untap your lands or mana rocks to apy for itself and more.
    -Catch // Release: repeatedly cast catch to steal mana from people to pay for more instants/sorceries, or pay 3 for catch to cast out release instead.
    -Leave // Chance: can bounce Eye of the Storm if things get sketchy.
    -Temporal Cascade/Time Spiral: let you keep digging for more instants and sorceries to run the gravy train.
    -Possiblity Storm/Knowledge Pool: cast twice as many spells and be twice as happy. Possibility Storm in particular guarantees a second trigger of Eye of the Storm.
    -Jeskai Ascendancy: every spell cast out of Eye of the Storm triggers the ascendancy, so the big pie of loots can likely find the next spell to trigger with.
    -Mind's Desire: Eye of the Storm casting Mind's Desire is a cast so it does trigger storm, and then Eye of the Storm triggers on any instant or sorcery card, including ones cast from exile for free, so you can hit one with Mind's Desire to cast another Mind's Desire, and then the game likely just ends.
    -Thousand-Year Storm: every spell cast becomes lots of spells.

    Creatures

    Where lands are the foundation of Magic: the Gathering, creatures are the face of it. Creatures aren't the face of this deck though because they mostly aim to do more of what the artifacts and enchantments are doing.

    Memnite: swings for 1. 40 turn clock is OP. Memnite is great. It's an extra body on the field, a chump blocker, and sometimes a donate target for the cheap, cheap cost of free.
    -Zedruu: the block and donate trick is almost always Memnite
    -Mirrorweave: targeting Memnite is a great Forcefield imitation. Targetting anything else, Memnite gets to be something worth way more than 0 mana.
    -Warstorm Surge: free damage! (part of a combo)
    -Possibility Storm/Knowledge Pool: transform 0 mana into a more powerful card.

    Kami of the Crescent Moon: See Howling Mine.

    Nin, the Pain Artist: kills creatures and draws you cards, not quite the way you want to though. Nin is a mana sink and a panic button.
    -Alhammarret's Archive: draw double the mana you spend.
    -Cowardice: don't draw anything, but for 2 mana you can bounce a creature.
    -Catch // Release: steal a creature, kill their creature, draw the cards yourself.
    -Razia, Boros Archangel: shoot your creature, kill someone else's, draw the cards yourself.
    -Unbender Tine/Jeskai Ascendancy: untap Nin to activate again.
    -Jeskai Charm: give Nin lifelink.
    -Arcbond: turn Nin into a board wipe.

    Walking Archive: like Howling Mine but deserves its own entry. The ability to scale up in the event of mana flood is a big deal, and the instant speed nature makes extra counters act like Dictate of Kruphix.
    -Mirrorweave: this card has defender, so Mirrorweave becomes "creatures can't attack this turn.
    -Cathars' Crusade: each creature entering is another Howling Mine.
    Note! this creature has defender. You can't pump it up to infinity and attack with it because it can't attack. You can however pump it to infinity and pass the turn and your opponents draw out, and that's lethal enough.

    Vedalken Plotter: enters the battlefield and exchanges control of a land you control and a land an opponent controls. Even without synergies, this can be useful as a way to fix mana colors or defend against the powerful lands that get played in this format.
    -Zedruu: if if you trade identical lands, the change in ownership means advantage for Zedruu.
    -Venser, Shaper Savant: trade the lands and then return yours to your hand to Annex someone.
    -Venser, the Sojourner: Venser does this trick even better. If you exchange lands, you can +2 to exile the land since it's a permanent you own and then it comes back under its owner's control, and that's just actually Annex. Even more, if you +2 again targetting the plotter, you can get the etb again to exchange lands and then +2 again to steal yours back. Chances are, nobody will let you do this for long, but while they answer Venser they're ignoring everything else you do.
    -Leave // Chance: bounces permanents you own, so again you can steal the land back.
    -Catch // Release: threaten a land, then exchange it for someone else's and keep the second one forever.
    -Strionic Resonator: for the double exchange.

    Crystalline Crawler: Double the Pentad Prism, double the fun. There are 5 other mana sources in the deck that can make the 4th mana color for full value in addition to land trading tricks. And then it's an alloy Myr on top of that.
    -Jeskai Ascendancy: Jeskai Ascendancy and mana dorks are a well-known synergy, and this is no excpetion. Make a mana for each noncreature spell.
    -Infinite Reflection: really interesting interation, all the creatures entering the battlefield have the converge effect apply, so if you can play creatures using all different colors (which you have access to all 5 cause of Crystalline Crawler), you can spam out creatures for free.
    -Mirrorweave: wait for attacks, make everything a crawler, blocks, tap your crawlers to have bigger crawlers that your opponent and win at combat.
    -Warstorm Surge: free damage!
    -Mind's Desire: free storm!
    -Cathars' Crusade: creatures entering now makes mana.
    -Dack's Duplicate: gets all the cast counters by copying the Crawler (like the other clones), but also has haste and can make an additional mana, turning into a mana ritual.

    Golden Guardian: fights your own creatures, which is sometimes a good thing, and then flips into ramp spell / token engine.
    -Swans of Bryn Argoll: 2 mana, flip guardian draw 4 cards.
    -Arcbond: turn the fight into 4 damage to everything.
    -Catch // Release: steal a creature, make that fight the Guardian.
    -Razia, Boros Archangel: lets Guardian flip fighting anything with 1 or more power.
    -land untappers: generate 2 mana from 1 land.
    -Zedruu: make tokens that can be donated to draw cards.
    -Warstorm Surge: shoot things for 4 damage every turn.

    Raff Capashen, Ship's Mage: See Vedalken Orrery for my love of flash explanations, but Raff only gives flash to artifacts and legends. If you ever want your deck to laugh off a Cyclonic Rift, this is the card for you.
    -Vedalken Orrery: use Raff as the go between to give all your spells flash at instant speed.
    -Howling Mine: flashing in Howling Mines, either end step or upkeep, gets you drawing before everyone else. Now that Shimmer Myr is upgrade to Raff, every Howling Mine effect is instant speed.
    -Razia, Boros Archangel: it's really hard to lose at petty combat when you can flash in a monster like this.

    Sakashima the Impostor: the clone that keeps its name so it can copy legendary creatures.
    -legendary creatures!: Zedruu, Kami, Raff, Nin, Razia, Venser

    Swans of Bryn Argoll: usually paired with Seismic Assault, but a great draw engine with a great many cards, and also a resilient blocker.
    -Firestorm: turns Firestorm into major card advantage.
    -Warstorm Surge: all creatures turn into draw spells
    -Nin, the Pain Artist: turns into Blue Sun's Zenith
    -[c]Razia, Boros Archangel[c]: can aim damage at swans to protect creatures, or can aim damage away from swans to prevent opponents drawing cards.
    -Arcbond: swans survives a big arcbond and can draw you cards.
    -Mirrorweave: can replace complicated combat math with everone drawing their whole deck.

    Venser, Shaper Savant: the one pseudo counter in the deck, a very unique magic card.
    -Warstorm Surge: or shock something
    -Mindmoil: or wheel your hand
    -Venser, the Sojourner: I'll have my Venser venser my Venser, eot my Venser comes back to venser your land.
    -Mind's Desire: hitting Venser off of Mind's Desire lets you bounce the original Mind's Desire back to hand where you can recast it with more storm.
    -Thousand-Year Storm: storm off a spell multiple times.

    Precursor Golem: the crowned prince of stupid numbers, I've built entire edh decks around this dude. Here it stays fairly tame, but 9 power for 5 mana never hurt anybody.
    -Walking Archive: is actually a golem. Sometimes that matters.
    -Strionic Resonator: can copy both the etb and target triggers getting more golems or more spell copies (though there's only one spell in here you'd want to copy this way).
    -Mirrorweave: aim at a token and you can make everything a Precursor Golem. Aim at something else, and you've got 3 bodies to become that thing.
    -Vanish Into Memory: 4 mana to draw 9 and discard 3 at a later time is pretty strong.
    -Catch // Release: fusing the spell costs 9, but that seems fair to make every player sacrifice 3 of each type of permanent. It's like crueler ultimatum.
    -Arcbond: multiple arcbonds bounce damage back and forth.
    -either venser: bounce the original, leave the tokens, get more tokens.

    Inferno Titan: the big bomb creature here, a big threat on its own. Inferno Titan is my personal favorite of the titans, and there's plenty it can do here.
    -Strionic Resonator: copy the 3 damage trigger
    -Mirrorweave/Infinite Reflection: have an army of titans
    -Venser, the Sojourner: makes Inferno Titan unblockable or flickers it for etb value and pseudo-vigilance.
    -Opalescence/March of the Machines: let you burn away enchantments and artifacts.

    Razia, Boros Archangel: Razia isn't good, but man is she Cool. Playing this card is more so a statement that I can get away with any inclusion here, but it is nice to win in combat sometimes.
    -Nin, the Pain Artist: you draw the cards and then hurt someone else's creature.
    -Arcbond: make your sweeper a bit more one-sided, or shoots more damage back at the target creature for a bigger wipe.
    -Firestorm: get more damage onto a single target without so much discarding.
    -Vanish Into Memory: 4 mana to draw 6 and discard 3.
    -Swans of Bryn Argoll: get more cards from Arcbond or Firestorm, or just let opponents draw cause you're a nice person.

    Instants

    Instants are usually instant for a reason, the instants in Zedruu offer the most immediate interaction with opponents that the deck has to offer.

    Firestorm: the most mana efficient burn spell on the market, you can do 100 damage for 1 red mana and all it takes is 10 other cards from your hand. It's a difficult card to play though, because you need to have as mana targets as the amount of damage you want to do, so killing big creatures often involves burning yourself.
    -Forbidden Orchard: creates targets to let the damage rack up without needing to target anything important to you.
    -March of the Machines/Opalescence: open up artifacts and enchantments to burn removal.
    -Knowledge Pool/Eye of the Storm: trigger these permanents for the low cost of R, and if anyone wants to use them against you, they have to do the discarding anyway.
    -Swans of Bryn Argoll: replace every card you have to discard.
    -Thousand-Year Storm: double the firestorm gives you double the damage with the same amount of discards.

    Ephemeral Shields: a protection spell for a creature. Keeping Zedruu from dying to a board wipe is a solid recipe for taking over a game of magic, and convoke lets you do wo potentailly with no mana up.
    -Arcbond: lets a creature survive the board wipe.
    -Knowledge Pool/Possibility Storm/Eye of the Storm/Jeskai Ascendancy/Mind's Desire: casting a free instant is kind of a big deal even if it has no relevant effect at the moment.
    -Precursor Golem: I know it's just turning an opponent's 1 for 1 removal into a different 1 for 1, but blanking spot removal at a Precursor Golem feels nice because opponent's feel clever for bolting a golem and I like making them sad.

    Leave // Chance: Leave lets you pick your permanents up, chance lets you cycle away your hand. Even before the internal synergy of the card, these effects are great to have around. Leave is a great response to board wipes, and chance is good for finding gas. Leave is great at clearing away your own permenents that are backfiring, and the specific phrasing of leave has interesting consequences with Zedruu, as you don't need to control something to bounce it
    -Political Trickery, etc: trade a land, then bounce yours back to hand.
    -Moxen/Signets/Pentad Prism: bounce mana rocks for added storm/mana fixing.
    -Detention Sphere: bounce in response to exile trigger and never give the target back.
    -Alhammarret's Archive: Discard X cards, draw 2X.
    -Thousand-Year Storm: gives you a copy of Leave that resolves through and before cast triggers, so you can pick up a Possibility Storm that's in your way or Alhammarret's Archive before Mindmoil kills you.
    -Mind's Desire: Leave on all your least expensive permaments can push a lot of storm.
    -Mindmoil: bouncing permanents you don't need to combo can help you dig for a win aggressively. This includes lands.
    -Planeswalkers: bounce planeswalkers at low loyalty and replay them.

    Arcbond: as long as there's some kind of damage happening, Arcbond can be an instant speed board wipe and might just kill people
    -Precursor Golem/Eye of the Storm/Bonus Round: multiple copies of Arcbond will make damage bounce back and forth between 2 creatures until 1 dies.
    -Swans of Bryn Argoll: Swans not only always survives Arcbond, it also draws you cards (if your creature was the Arcbond target)
    -Jeskai Charm: gives your creatures lifelink, and with Arcbond, the creature deals the damage.
    -Dissipation Field: make the Arcbonded creature bounce.
    -Nin, the Pain Artist: build an Earthquake.
    -Razia, Boros Archangel: can protect a creature from Arcbond death.

    Jeskai Charm: top a creature, zap a player or planeswalker, or pump the team with lifelink.
    -Knowledge Pool: after putting a creature on top, you can Knowledge Pool to steal it from their deck.
    -Eye of the Storm/Bonus Round: 4 damage isn't much, but if you start getting multiples, it adds up.
    -Arcbond/Warstorm Surge: lifelink applies to direct damage too (doesn't effect creature not in play when charm is cast).

    Mirrorweave: one of us... one of us... one of us... Mirrorweave makes everything the same thing. You can steal many a win by noticing when someone else has a big threat, or you can fog them by turning all their creatures into something much smaller. There are, of course, targets in the deck worth Mirrorweaving.
    -Precursor Golem: to make it work, you have to target a token and let the trigger copy the spell to resolve at the original first, but once you have a pile of Precursor Golems in play, you can cast spells and have them copied an unreasonable amount of times.
    -Inferno Titan: all your creatures are deadly titans, and then for every two attackers you have, you can kill an enemy creature for free.
    -Walking Archive: has defender, so it can stop attacks for a turn.
    -Swans of Bryn Argoll: turns combat into a massive draw event.
    -Crystalline Crawler: with enough creatures, Mirrorweave can be a mana ritual.
    -man-lands: animating a land and then Mirrorweaving it turns every other creature into a non-animated land until end of turn, making it very hard to attack you or block your land-creature.
    -March of the Machines/Opalescence: target artifacts and enchanments cause it's fun!
    -Detention Sphere: exile all creatures.

    Turnabout: tap or untap all of target players artifacts, creatures, or lands. Turnabout is effectively a modal spell with 6 options and I've definitely used them all. Tap all opposing creatures to prevent attacks, tap all their artifacts or lands to constrain their mana (particularly against decks with counterspells), untap all creatures for surprise blocks, untap all lands for the mana ritual, untap all artifacts to reuse tap abilities. Turnabout does it all.
    -Eye of the Storm: untapping lands almost certainly makes every instant or sorcery pay for itself until somebody wins.
    -Bonus Round: if Turnabout didn't generate enough mana, cast it twice.
    -Mind's Desire/Jeskai Ascendancy: turnabout acts as a free spell to trigger these things or add to storm.
    -Temple Bell/Strionic Resonator: sometimes you just need to untap an artifact, and the mana rocks you have out get a free ride.
    -Thousand-Year Storm: lots of Turnabouts.

    Vanish Into Memory: blank a creature for a turn, and get some sweet card draw out of it to boot. Most satisfying when aimed at hydras, but there are some internal tricks for this as well.
    -Precursor Golem: 4 mana to draw 9 and discard 3.
    -Inferno Titan: use the firebreathing ability to increase the draw power, and then get an etb trigger from the titan as well.
    -Razia, Boros Archangel: draw 6, discard 3.
    -Clones: draw cards for power, have them re-enter as a smaller creature to keep cards in hand.
    -Jeskai Ascendancy: the pump trigger from Jeskai Ascendancy increases the draw without increaing the discard.

    Sorceries

    Sorceries are usually the basic spells of a deck; ramp, cantrips, boardwipes, and all those reliable staples a normal deck needs. But that's not how it works here! Zedruu's sorceries are heavy hitters. Possibility Storm from Political Trickery can cause all sorts of madness.

    Catch // Release: catch threatens a permanent, release elimates a lot of permanents. But also, secret secret, Catch can give a permanent haste for you, and in a deck that prefers to win in one big turn, summoning sickness can cause a bunch of issues.
    -Zedruu: a classic zedruu shenanigan in a multiplayer scenario. 3 mana steals a permanent, 3 mana gives that card to somebody else. Like a confiscate for a friend.
    -flash enablers: steal a creature, block with it, save some damage and kill a dude.
    -Gilded Lotus: 3 mana untaps and makes 3 mana, free storm!
    -Eye of the Storm: you can start stealing lands to pay for more instants and sorceries to make more copies of Catch. Also, you can cast Catch in and pull Release out.
    -Precursor Golem: a fused Catch // Release will still only target one golem, so it'll copy the release for each golem and drop a nuke on the board.
    -bounce lands: you can borrow someone else's land to pay the land bouncing cost to ramp yourself.

    Political Trickery: see Vedalken Plotter, except this one is a sorcery.

    Role Reversal: a political trickery that isn't limited to lands. Basically Confiscate that draws cards with Zedruu.

    Echo Storm: makes multiple copies of an artifact.
    -Knowledge Pool: get the cast trigger to copy knowledge pool before even getting your spell out. With 1 cast of Zedruu, you can have 4 Knowledge Pools.
    -Mirror of Fate: 2 Mirrors makes Doomsday, 3 makes a Doomsday with a safety valve.
    -Unbender Tine: like copying lands, also adds to devotion for Nykthos.

    Mind's Desire: the storm that storms.
    -moxen, Memnite, Pentad Prism, Crystalline Crawler, Ephemeral Shields, Turnabout, Time Spiral, so many cards are free: free storm
    -Knowledge Pool/Eye of the Storm: makes more storm and more storm triggers.
    -Possibility Storm: makes more storm and if you Possibility Storm away Mind's Desire, there's a chance you shuffle back into Mind's Desire from the storm copies and then you storm from your storm so you can storm while you storm.
    -Venser, Shaper Savant: Venser bouncing Mind's Desire doesn't bounce the storm copies, so you can cast and storm twice.

    Time Spiral: everyone draws a fresh hand, and you untap 6 lands. This is a gross card, and everyone knows it.
    -bouncelands: make more mana then you spent on Time Spiral
    -draw doubler: draw 14 instead of 7
    -Eye of the Storm: every spell eaten by Eye gets you more mana and more draw to find more instants and sorceries
    -Thousand-Year Storm: untap 6*X lands for the new hand to use.
    -Mirror of Fate: Time Spiral shuffles in the graveyard and exiles itself, Mirror of Fate sacrifices itself and returns things from exile. It's difficult to do perfectly by balancing total cards in hand/library/graveyard, but you can just go off this way.

    Temporal Cascade: everyone draws 7, or everyone shuffles hands and graveyards in, or its a 9 mana Timetwister. The one situation I can think of where the entwined spell is actually worth less mana to me than the individual halves. "Draw 7" lets you keep your big hand, "shuffle in" is actually incredibly oppressive, axing people's hands and destroying graveyard strategies.
    -draw doublers: break the symmetry, draw 14.
    -flash enablers: eliminate people's hands at instant speed.

    Temporal Mastery: takes an extra turn. The miracle cost is fun when it happens (not too often when you draw 1000 cards a turn).
    -everything: extra turn = play more magic.
    -Eye of the Storm: dodge the exile limitation and take many turns.
    -Mirror of Fate: negate the exile limitation and remiracle the spell.
    -planeswalkers: extra turn can let you sneak through an ultimate.

    Aminatou's Augury: for all intents and purposes, it's basically a second Mind's Desire.

    Planeswalkers

    The last card type represented here, these 2 planeswalkers round out the deck. There are exactly 2 planeswalkers in this deck because of Possibility Storm. If I play Possibility Storm, I have a card type where I know exactly what I'll flip into, and whichever one it is, they both can remove a Possibility Storm if I need to resolve something in my hand. This deck is not built to be able to protect planewalkers for very long, so they're mostly included for their immediate impact, but the ultimates are cool too.


    Saheeli, Sublime Artificer: army in a can, plus cloning artifacts and creatures.
    -Mana rocks: the activated ability becomes a mana source.
    -Howling Mine: turning Howling Mine into a creature lets it attack, or mana rock lets it tap, either way it turns of the symmetry of the card drawing.
    -Knowledge Pool: makes an empty Knowledge Pool for your turn, sort like a build your own Decree of Silence.
    -Mirror of Fate: Saheeli can get you Mirrors number 2 and 3.
    -Knowledge Pool/Possibility Storm/Eye of the Storm: multiply those cast triggers.

    Nahiri, the Harbinger: +2 rummage, -2 removal, -8 sneak attack a Knowledge Pool.
    -Alhammarret's Archive: discard 1, draw 2.
    -Possibility Storm: exile your own Possibility Storm to cast things straight from hand.
    -Knowledge Pool: get the pool into play for free on your turn, and then take it away before anyone else gets access.

    Venser, the Sojourner: +2 flicker, -1 unblockable creatures, -8 machine gun the board.
    -Vedalken Plotter, etc: "If you exchange lands, you can +2 to exile the land since it's a permanent you own and then it comes back under its owner's control, and that's just actually Annex. Even more, if you +2 again targetting the plotter, you can get the etb again to exchange lands and then +2 again to steal yours back. Chances are, nobody will let you do this for long, but while they answer Venser they're ignoring everything else you do."
    -Inferno Titan/Wartorm Surge: etb damage goes well with flickering.
    -Precursor Golem: make more golem tokens.
    -clones: reset clones
    -permanents that backfire: exile something giving you trouble til end of turn.
    -Knowledge Pool: people take your permanants, Venser bounces them back to you.
    -Knowledge Pool/Possibility Storm/Eye of the Storm: +2 can reset these things. -8 can make multiple cast triggers a deadly tool.




    Big Splashy Synergies

    "This deck is not only able to go crazy - it also needs to do so."

    Zedruu has won many games of edh in many remarkable ways, but casting individual spells and letting them act as a win condition alone is an incredibly rare outcome. In order to reach the point of victory, this deck almost requires that select pieces be strung together that grant the pilot an unfathomable board state or direct access to most or all of the deck. While I pride myself on winning in comically unique ways, the truth is that the win conditions are often purely academic exercises once one of the major engines gets up and running. Any one of these strategies could be picked out and made into a more focused, more consistent deck. Having done so with more than one of them, I've found it's my preference to weave them all into one deck and let chance decide what strategy to pursue in any given game.

    Draw Doubling and Hand Cycling

    This deck is full of cards dig: Howling Mine, Temporal Cascade, Time Spiral, Leave // Chance, Mindmoil, Jeskai Ascendancy. These cards are mostly designed to freshen your options rather than actively increase the number of cards in your hand, but once Alhammarret's Archive gets involved, you very swiftly draw through the entire deck, and then everything tends to just fall into place from there. The most extreme possibility here is Mindmoil, where every spell you cast doubles your cards in hand. If you were so inclined to focus a deck on just this aspect, Arjun, the Shifting Flame is Mindmoil in the command zone.

    Also of note is the interaction between "draw on cast" effects like Mindmoil and Jeskai Ascendancy and what I will right now refer to as "cast on cast" effects: Mind's Desire, Knowledge Pool, Possibility Storm, and Eye of the Storm. Multiplying cast triggers like this leads to outrageously accelerated digging. If you exile 5 spells with a Mind's Desire, that can be 5 refreshed hands with Mindmoil (which is probably half the library) from which to find a way to win. And looting with Jeskai Ascendancy from all the spells in Eye of the Storm is likely to find you another to cast.

    You have to be careful with draw doublers out, as you can quickly find yourself in the scenario where you have 1 turn or 1 spell cast before effectively you mill yourself to death. Because of this, there are ways in the deck to wiggle out of such a lock, the first of which is Zedruu. If draw doubling has you locked down, just donate the draw doubler with Zedruu and the problem is solved! Sometimes Zedruu isn't around and you don't have mana for that, but within the deck are Leave // Chance, Chaos Warp, and Detention Sphere to wipe things off the face of the earth. But what if you have Possibility Storm out and can't get those through? A planeswalker in hand can do it; there are only 2 in the deck, so casting one with the other in the library guarantees you the one from the library, and both can clear away a Possibility Storm. This may sound way too specific to build this purposely and keep bringing up, but Possibility Storm can be really oppressive if things go south, so this has been relevant on multiple occassions.

    Making Mana to Make More Mana to Make More Mana...

    This deck doesn't use too much mana until it's gotten that big ol' fist of cards, and then it uses a lot of mana that it makes in a hurry. How do we make lots of mana in a hurry? First up is mana rocks. Once you're far enough in, the moxen add a mana, the signets effectively cost 1, Gilded Lotus costs 2, Pentad Prism and Crystalline Crawler (and Phyrexian Metamorph on either of those or Gilded Lotus) are effectively free, and all these things at the right time can jump you from a few mana on your turn to double that the next turn. Having flash on your mana rocks means you can do this on your opponent's end step and then take a huge turn out of nowhere.

    Another way to make a ton of mana is to untap lands repeatedly. Turnabout and Time Spiral are the cards that do this, Turnabout is generally a mega-ritual, and Time Spiral even nets positive mana with a bounceland in play. Put either of these into Eye of the Storm and instants and sorceries become free. This is a dangerous play if any of your opponent's can respond, but do it anyway cause it's super fun. Additionally, these cards and Unbender Tine can untap Nykthos, Unbender Tine being the most interesting because it (and copies of it) add to the devotion for Nykthos.

    A third way to turn your mana into more mana is Jeskai Ascendancy with creatures that make mana. It could be Crystalline Crawler and clones of it, it could active man-lands, it could be mana rocks animated by March of the Machines. Whatever the combination of things is, you can start untapping mana with every non-creature spell, and suddenly you realize that a third of the deck is non-creature spells that cost 4 or less and by the end of the turn you've spent 20 or 30 mana.

    And then there's Azor's Gateway, a card that can tap for 40 of any color. This deck has 4 ways to untap the gateway to turbo flip, and 5 to untap it as a land after flipping. Typically, a flipped Gateway takes 3 turns to end the game. There is an extra secret way to flip it in this deck as well. Saheeli, Sublime Artificer can turn Azor's Gateway into a clone of Golden Guardian, and then they can fight to flip Azor's Gateway into its printed backside, Sanctum of the Sun. I promise it works that way, and probably nobody will believe you when you try to do this.

    Knowledge Pool, Possibility Storm, Eye of the Storm

    These three cards have a lot in common. "Whenever a player casts a spell, exile that spell, then they play another spell." The trick is what happens when you control more than one at the same time and they all want to exile the same spell. Knowledge Pool is the simple one because it uses the word "if." If they exile the spell, they get one out of Knowledge Pool, but if they don't exile the spell to Knowledge Pool, they get nothing out. There could be 1000 Knowledge Pools, there would still only be one that gets the card and gives one back. Possibility Storm is similarly simple, but in the opposite way; there is no if, so the ability resolves to the end whether or not the spell is actually removed by Possibility Storm. If the spell gets countered or exiled by something else, you still get a spell from your library from Possibility Storm. This means, if there were 1000 Possibility Storms and you cast an artifact, you'd end up flipping through looking for 1000 artifacts (and the first trigger puts the triggering spell on the bottom, so you'd end up getting that one back as well.) Eye of the Storm lies somewhere between the two. There is no if in Eye of the Storm, so you get to cast the spells exiled by Eye of the Storm whether or not the original spell is exiled by it, but you only get to copy that spell if Eye of the Storm does eat it, so letting another permanent exile the spell means you only get to copy the cards otherwise exiled by Eye of the Storm. Another distinction of Eye of the Storm that differentiates it from the other two is that it triggers from spells cast from zones other than the hand. Possibility Storm and Knowledge Pool only trigger off cards cast from the hand, where Eye of the Storm triggers off of any instant or sorcery card played. (The "card" distinction is what keeps it from triggering itself). But this means that Eye of the Storm accepts spells cast off Knowledge Pool, Possibility Storm, and Mind's Desire.

    If multiples of these are on the field and controlled by different players, what happens becomes dictated by whose turn it is and you better hope you've got instant speed everything, but there's not a strategy you can plan ahead for that situation, so go find a judge if you get bogged down or confused. But in the much more likely scenario that you're in charge of everything, you can stack the triggers in the order that benefits you. If you want a spell in Eye of the Storm, you have that resolve first and you've gotten what you want, you can still Possibility Storm if that's out, and you get nothing out of Knowledge Pool. If you have Knowledge Pool and Eye of the Storm, you can have Knowledge Pool resolve first, get a spell out of that, and still cast everything in Eye of the Storm. If the spell cast out of Knowledge Pool is an instant or sorcery, that will trigger Eye as well, and then you copy every spell exiled by Eye (including the one out of Knowledge Pool) twice. If you have Possibility Storm and Knowledge Pool, you can let Knowledge Pool resolve first, get a spell out, then Possibility Storm anyways, getting two spell from eat cast from hand. Letting Possibility Storm resolve first on spells your opponents cast can keep them from accessing Knowledge Pool or filling Eye of the Storm (though you can't prevent them from casting spells already in Eye of the Storm). And if you have all 3 permanents out and you cast an instant or sorcery, you can get something out of Knowledge Pool, cast an instant or sorcery from your deck, and cast all the instants and sorceries in the Eye (atleast twice).

    As an illustration of how rediculous this can be, I will use an extreme example: you control all 3, you have 7 mana available, Knowledge Pool has an inconsequential instant or sorcery in it, and your hand contains Mind's Desire and Firestorm. Cast Mind's Desire, all 3 trigger, storm count 1. Knowledge Pool trigger on top eats Mind's Desire and casts an instant or sorcery out (from here referred to as "spell"), triggering Eye of the storm. Storm count is 2, stack is Eye/spell/PS on sorcery/Eye. With those on the stack, cast Firestorm from hand and let Knowledge Pool eat that as well, casting out Mind's Desire and triggering Eye again as well as the storm trigger. Storm count is 4, and the stack is Eye/storm trigger/Mind's Desire/PS on instant/Eye/Eye/spell/PS on sorcery/Eye. Eye exiles Mind's Desire, then copies it and triggers storm for 4 more copies, then the first storm trigger makes 3 more copies for a grand total of 8. 8 Mind's Desire, storm count 5, stack is PS on instant/Eye/Eye/spell/PS on sorcery/Eye. Possibility Storm finds an instant, triggering Eye of the Storm, recasting the instant and Mind's Desire for 7 more copies. Then eye trigger from casting Firestorm resolves casting the two spells for 9 more Mind's Desires up to 24. That's 24 Mind's Desires, storm count 10, and the stack is Eye/spell/PS on sorcery/Eye. Eye eats the spell first cast out of Knowledge Pool, then cast it and the two other spells in the Eye making 11 more Mind's Desires for 35 Mind's Desires, 13 storm, and just the original 2 triggers left. Possibility Storm resolves finding a sorcery to cast, triggering Eye of the Storm and casting all 4 things in the Eye, making 15 more Mind's Desire copies and getting up to 18 storm, and then the first Eye trigger that been waiting since we cast Mind's Desire resolves, casting all 4 things in the Eye again for 19 more copies of Mind's Desire, making a grand total of 72 copies of Mind's Desire. And by the time you could do this, that's probably the entire library.

    And one more addition on top of these things is Thousand-Year Storm, which copies the instant and sorceries you cast regardless of whether something tries to eat them or not. With Thousand-Year Storm and 2 instants/sorceries cast, for example, Turnabout would copy twice before going into Eye of the Storm, and then copy 3 again on the way out for 6 copies of Turnabout in total.

    Mirrorweave and Infinite Reflection Shenanigans

    Mirrorweave is shenanigans. You can make all your stuff really good for a turn, or you can make your opponent's stuff really bad for a turn. A Memnite turns into an Inferno Titan, or your opponent's Lord of Extinction turns into a Vedalken Plotter. While Mirrorweave can certainly be used aggressively, the instant speed and effecting opponents creatures makes Mirrorweave a great defensive card. I've said enough about shrinking threats into 1/1s, but even more than that, you can give things defender and make them not attack, which is a big deal when it's something like a 40/40 protection from creatures Uril, the Miststalker. This format is plagued with evasion and protection abilities, and Mirrorweave is great at blanking them. Ground flyers, make hexproof targettable, remove trample, destroy through indestructible. This gets even more significant with the additions of March of the Machines and Opalescence. Mirrorweave can (and has) dug through some of the most elaborate pillowforts I've ever seen. When someone has enchantments to make them and their permanents hexproof and limit me to one spell a turn and make me pay 16 mana per attacker or some such nonsense and they think they're safe, I can turn all their creature and enchantments into simple Inferno Titans and then wipe them out with my own Inferno Titan attack triggers.

    But then there's the aggressive use of Mirrorweave with noncreatures turned into creatures. Wanna play Doomsday? Mirrorweave Mirror of Fate and go to town (more on this shortly). Need to do some damage fast? Mirrorweave Warstorm Surge. Wanna cast a rediculous amount of spells? Mirrorweave Possibility Storm and get replacement spells from every creature in play. Wanna steal an opponent's creatures? Mirrorweave a manland, and then Political trickery the creature away. Bonus there, your opponent's creatures turned lands aren't creatures so they can't block. Just need a lot of mana? Mirrorweave a Gilded Lotus. The options are plentiful.

    Infinite Reflection is a similar effect (that I've since cut, but I'll leave this section here for those interested), but so very very different that the usage of the two cards barely overlaps at all. The differences are a)Infinite Reflection only effects you, so you can't use it defensively against things in play, b)Infinite Reflection is sorcery speed (usually), and c) Infinite Reflection lasts forever. And I mean forever. It doesn't just change the creatures while it's in play, it changes them so good they stay changed after it leaves the battlefield. So what does one use Infinite Reflection for then? One thing you can do is be a nuisance with Zedruu, by enchanting Zedruu and donating the aura, all their creatures will enter the battlefield as Zedruu. Another thing it does that Mirrorweave doesn't is act really really aggressive. Only your creatures are all Inferno Titans now... whoops. And also, effecting creatures as they enter the battlefield, you get etb things as well. Inferno Titan is neat for that too, but the zaniest interaction is with Crystalline Crawler (or an animated Pentad Prism), as every creature you pay colors of mana 4 (which you have access to all 5 colors) enters with counters that make mana to play more things. It can actually become difficult to win when all your creatures are locked as mana dorks forever, but only because it locks away zedruu. This deck can win with only mana dorks as creatures. And as an added fringe interaction, Infinite Reflection does not effect tokens, so if you want to keep a creature through Infinite Reflection, you can make a token clone with Stolen Identity before firing off Infinite Reflection.

    One last shenanigan with Infinite Reflection specifically is when March of the Machines and Knowledge Pool are out. If you turn all your creatures in play into Knowledge Pools, they have no imprinted cards and can just eat spells without giving anything back until they've all been satisified. That's like having a field full of Decree of Silence except they're all 6/6 creatures. Just some food for thought.

    Strionic Resonator Spam

    Strionic Resonator can target a lot of things (though the 2 mana can be pretty steep in this deck), but there are a handful that make the mana investment quite lucrative. First is Zedruu, as doubling the draw trigger is pretty darn nice. Second is the Storm Trio, Mind's Desire, Possibility Storm, and Eye of the Storm, as you can copy the triggers and double your spells. Then with Thousand-Year Storm going, you can effectively copy you instants and sorceries on the stack, and if that includes Turnabout you're in the money. You can do a similar trick with Jeskai Ascendancy, but that's a subject for the combos section.

    Build Your Own Doomsday

    By this point, I have to have mentioned building a Doomsday like 48,000 times, so now it's time to talk about what that actually means. Well, if my card tags worked right, you can just read Doomsday yourself and then I don't have to explain anything. Frankly, if you're reading this on a magic forum, you're probably familiar enough with Doomsday that I don't have to go on a long rant about what it is, certainly not all this trash I'm typing instead of "it picks a few cards from your library and replaces your library with those cards in the order of your choice," so let's move on to the "how" and "why" parts of playing jeskai doomsday. To turn Mirror of Fate into Doomsday, you need to exile your library first, and the easy way to do that is activate Mirror of Fate twice. The first activation exiles your library so that the second activation has a lot more options to choose from. There are a few ways to get two activations in the deck right now. To list them: Saheeli, Sublime Artificer, Echo Storm, Time Spiral, Temporal Cascade, Mirrorweave with March of the Machines, and Rest In Peace. Time Spiral and Temporal Cascade are a bit more tricky to pull off: you don't have much of a library because you activated Mirror of Fate already, so with enough care, you can manage the number of cards being shuffled in with the sorceries so that you redraw Mirror of Fate immediately or in short order. Rest In Peace is the best one, as exiling Mirror of Fate before it's ability resolves allows you to choose Mirror of Fate to put back into the library to redraw later. If you've done it right, the second time you activate, you're choosing up to 7 cards from essentially the entire deck to become your library.

    In a Doomsday deck, you generally set your 5 card library to draw into the win. Well, it's a good thing we get those 2 extra cards to work with, because if you're trying to stack a win condition in this deck, you're likely looking to the next section...



    4-Card Combos!

    4 cards minimum, that's a hard rule. 2 or 3 card combos are efficient, and efficiency is lame-o. Feel free to ask any opponent ever, and they'll gladly tell you how lame your combo win was. But when it takes 4 or more pieces to create the infinite loop, at least you know you had to work for it! It's like assembling Blasting Station/Summoning Station/Salvaging Station/Grinding Station except my combos are better because they weren't designed by Wizards of the Coast they're extra double plus convoluted, and that's just the essence of style. I hope people reading understand the nonsense tone I'm going for, but in all seriousness, the greatest joy I've gotten out of making this thread is that more than just appreciating the deck style, people have immitated these win conditions, and that's just such lunacy that I can only smile.

    Memnite/Zedruu, the Greathearted/Warstorm Surge/Dissipation Field = Infinite Damage

    Control Warstorm Surge, then use Zedruu to donate someone else Dissipation Field. Finally, play Memnite. Warstorm Surge triggers having Memnite deal 1 damage to that player, triggering Dissipation Field to return Memnite to your hand, and then Memnite costs zero so you can repeat this process for free until they die. If more than one opponent needs to die, the Dissipation Field will return to you when an opponent with it dies, just make sure not to kill with Memnite itself as the Dissipation Field trigger won't resolve to bounce it if the controler of that trigger dies.

    But what if you don't have Memnite and you want to do the same trick? Luckily for you, there's a backup free creature. [c]Crystalline Crawler]/c] makes as much mana as it costs if you happen to make 4 colors of mana to cast it. Which you can do once you cast it because it makes any color of mana. Sweet!

    But what if you have the Memnite, but not the Warstorm Surge? In that case, you can strap Infinite Reflection onto an Inferno Titan, and your free Memnite is now an Inferno Titan that does 3 damage on etb! you can even do this without Zedruu involved if you're willing to ping yourself a bunch of times.

    Opalescence/Detention Sphere/Sakashima the Impostor/Warstorm Surge = Infinite damage

    Another infinite etb combo, and the one that forced me to acquire a Detention Sphere as I was already playing the other 3 cards. Opalescence makes Detention Sphere a creature, then Sakashima can clone Detention Sphere. Then it enters the battlefield and exiles a permanent not named Detention Sphere. And its name isn't Detention Sphere, it's name is Sakashima the Impostor, so it can exile itself. Then the leave the battlefield trigger returns itself to play. Throw in a Warstorm Surge and suddenly all your opponents die.

    Rest In Peace, Mirror of Fate, Temporal Mastery, Font of Mythos = Infinite turns

    Play those 4 in no particular order. Now activate Mirror of Fate, which gets exiled by Rest In Peace, then pick Mirror of Fate and Temporal Mastery as 2 of the 3 cards you want to draw on your extra turn. Draw them, then repeat the process. Each cycle you get another turn and another card of your choice. This combo can be done with any extra draw effect, but Font of Mythos is just the simplest to explain. Howling Mine seems simpler, but since you only go in an exact circle, it only wins if your board can kill people already.

    Jeskai Ascendancy/Strionic Resonator/March of the Machines/Mana Creatures = Infinitely large creatures and maybe infinite mana

    March of the Machines makes Strionic Resonator and your mana rocks into creatures. Jeskai Ascendancy triggers to untap your creatures. Strionic Resonator copies the Jeskai Ascendany trigger to untap all creatures, and that includes Strionic Resonator and mana rocks to pay for another activation. Lather, rinse, repeat. At the very least, those creatures will get pumped to infinity, but if you make an extra mana, you can have infinite mana as well. There are ways without multiple mana rocks in play: Crystalline Crawler is a mana dork and so are activated man lands.

    Similarly enough that I'm just listing it in this combo, Strionic Resonator/mana rocks/Eye of the Storm/Turnabout. Strionic Resonator copies the Eye of the Storm trigger, copying turnabout to untap all your artifacts to let you copy the Eye of the Storm trigger again. If the mana rocks make 3 mana, it's infinite mana. If there's another spell in the Eye, that's infinite copies of that spell. Plenty of ways to end the game with infinite strionic resonator activations. And if you have both Turnabout and Catch // Release in Eye of the Storm, you can untap lands with Turnabout and Resonator with Catch to go infinite (and eventually cast infinite copies or Release, obviously)

    Since this is the first combo listed with infinite mana, I'll mention the ways to win with infinite mana. Infinite mana with Nin, the Pain Artist draws your library, or mills someone to death, or kills everyone with Arcbond. Infinite mana with zedruu donates all permanents except for Barren Glory. Infinite mana with Walking Archive makes everyone draw infinite cards on their upkeep, so you can just pass the turn and win. Inferno Titan can be made arbitrarily large, especially with Warstorm Surge for the immediate kill.

    Eye of the Storm, Mind's Desire, Rest in Peace, Mirror of Fate

    (This one is a doozy. 4 cards put together in so convoluted a way that I was playing all the pieces for years before I noticed the full infinite. At this point, I think this combo is my greatest pride as a magic player.)

    Have Eye of the Storm, Rest In Peace, and Mirror of Fate in play. Cast Mind's Desire, no prior storm necessary. Eye of the Storm triggers, then resolves, exiling Mind's Desire, then casting a copy. The original casting of Mind's Desire counts toward storm, so when the copy is cast, it makes a storm copy. With those two copies on the stack, respond by activating Mirror of Fate. It's exiled by Rest In Peace when it is sacrificed. When the ability resolves, you choose up to 7 face up exiled cards you own, which in this case is 2 cards: Mind's Desire and Mirror of Fate. Those 2 cards become your library and everything else is exiled. Then the copies of Mind's Desire resolve, exiling 2 random cards from your library, which are the only 2 cards in your library. Cast Mirror of Fate for free, then cast Mind's Desire for free, except this time the storm count is higher, so you can begin casting every spell in the deck for free as many times as you want. Infinite turns with Temporal Mastery, infinite mana with Turnabout, infinite damage with Warstorm Surge. My preferred win condition if I get this assembled is get flash and then make a big stack where everyone sacrifices all permanents with infinite Releases, shuffle hands and graveyards back in with Temporal Cascade, exile all libraries with infinite Knowledge Pool triggers, set up infinite turns, then resolve Barren Glory, and then pass the turn to myself.

    Note: March of the Machines gives Mirror of Fate summoning sickness.

    Precursor Golem/Ephemeral Shields/Jeskai Charm/Arcbond

    Ephemeral Shields radiating makes all your golems indestructible. Jeskai Charm gives them lifelink. Arcbond makes it so when one is damaged, it deals that much damage to everything, but since it targetted one golem, they'll trigger damage back and forth at each other. This would go on until they died, but they're indestructible so they can't die. And because they have lifelink, you gain life faster than you die while everyone else suffers. Just make sure that none of your opponents are immune to damage or have a lifelink golem or this line of play can cause a draw. And also make sure you can damage a creature. The combo is instant speed, so attacking with golems probably gets the job done, but the combo doesn't work without initial damage.

    Additionally, this can be done without Jeskai Charm if you've somehow kept the highest life total at the table, and it can be done with Bonus Round instead of Precursor Golem so long as you have two creatures to apply the copies of the spells to. That version comes with the added bonus of theoretically having Zedruu deals the lethal damage.

    Barren Glory

    I guess winning with Barren Glory isn't really a 4-card infinite combo, but it definitely feels like a combo win, and there are a few ways to do it. The most rediculous method, and consequently the easiest to pull off is the infinite Mind's Desire combo above. Otherwise, it's not easy to win with Barren Glory. It may not look like it, but there are 4 distinct requirements to triggering it and they're all difficult.

    1) Control Barren Glory: seems easy enough, just play the card... but if someone can destroy it after you're out of cards and permanents, you're out of luck.
    2) Control no other permanents: seems harder. The deck has 3 ways to get rid of all other permanents. First, you can make enough mana to donate everything with zedruu. Second, you can cast Leave // Chance to just pick them all up. Third, you can sacrifice everything to enough copies of Release, either by rediating across a ton of golems or copying a lot with Eye of the Storm and Bonus Round. (If you do that last part, you'll need to float mana to cast Barren Glory after the field is clear.)
    3) Have no cards in hand: the hardest part. This deck spends all day drawing cards, and now they need to be gone. If you have infinite mana, you might be able to play everything and get rid of it, but lands get in the way. Otherwise, the 2 cards of note are Firestorm and Temporal Cascade. Both can clear out a hand, but Temporal Cascade is the best option, as it makes sure your opponent's can't surprise you after it resolves.
    4) Reach your upkeep: going for the Barren Glory win and passing the turn naturally means not just Barren Glory needs to survive, you do too. And that means surviving the combined power of every creature in play. To avoid this scenario, we have Vedalken Orrery, Leyline of Anticipation, and Temporal Mastery to keep our opponents from taking any pesky turns between setting up Barren Glory and winning with it.



    Changelog


    4/18/2015

    - Enduring Ideal
    - Quest for Ancient Secrets
    - Temple Bell
    - 1 of each basic

    + Mind Over Matter
    + Horn of Greed
    + Chrome Mox
    + Mox Diamond
    + Mikokoro, Center of the Sea
    + Forbidden Orchard


    6/18/2015

    -Pandemonium
    -Wild Evocation
    -Psychosis Crawler
    -Warp World

    +Gilded Lotus
    +Sacred Ground
    +Price of Glory
    +Barren Glory


    8/30/2015

    -Fog Bank
    -Wall of Denial
    -Spellbook
    -Elixir of Immortality
    -Sol Ring
    -Horn of Greed
    -Venser's Journal
    -Sacred Ground
    -Mana Flare
    -Price of Glory

    +Oath of Lieges
    +Pentad Prism
    +Firestorm
    +Temporal Cascade
    +Anvil of Bogardan
    +Expedition Map
    +Alhammarret's Archive
    +Starfield of Nyx
    +Tidespout Tyrant
    +Phyrexian Metamorph

    11/5/2015

    -Wall of Omens
    -Mogg Infestation
    -Starfield of Nyx

    +Vanish Into Memory
    +Blasphemous Act
    +Noyan Dar, Roil Shaper

    1/26/2016

    -Infinite Reflection
    -Temporal Trespass
    -life gain lands

    +Sakashima, the Impostor
    +Shared Fate
    +filter lands

    3/6/2016

    - Rite of Replication
    - one of each basic

    + Myojin of Seeing Winds
    + scry temples

    9/24/2016

    - Jace Beleren
    - Tidespout Tyrant
    - Shared Fate

    + Nahiri, the Harbinger
    + Aetheflux Reservoir
    + Drogskol Reaver

    10/3/2017

    - Evolving Wilds
    - Terramorphic Expanse
    - Academy Rector
    - Clever Impersonator
    - Swans of Bryn Argoll
    - Drogskol Reaver
    - Myojin of Seeing Winds
    - Expedition Map
    - Aetherflux Reservoir
    - Blasphemous Act
    - Land Tax
    - Oath of Lieges
    - Copy Enchantment
    - Paradox Haze
    - Seismic Assault
    - Dream Halls
    - Forced Fruition
    - Mind Over Matter

    + Gemstone Caverns
    + Nykthos, Shrine to Nyx
    + Exotic Orchard
    + Goblin Welder
    + Crystalline Crawler
    + Precursor Golem
    + Sky Hussar
    + Inferno Titan
    + The Locust God
    + Strionic Resonator
    + Temple Bell
    + Leave // Chance
    + Chaos Warp
    + Catch // Release
    + Nahiri's Wrath
    + Stolen Identity
    + Detention Sphere
    + Infinite Reflection


    7/2/2018

    - 3x Island
    - 2x Mountain
    - 2x Plains
    - Goblin Welder
    - Shimmer Myr
    - Noyan Dar
    - Sky Hussar
    - The Locust God
    - Mox Diamond
    - Anvil of Bogardan
    - Teferi's Puzzle Box
    - Thought Reflection
    - Chaos Warp
    - Nahiri's Wrath
    - Stolen Identity
    - Nahiri, the Harbinger

    + Clifftop Retreat
    + Glacial Fortress
    + Silfer Falls
    + Celestial Colonnade
    + Needle Spires
    + Wandering Fumerole
    + Nin, the Pain Artist
    + Dack's Duplicate
    + Raff Capashen
    + Swans of Bryn Argoll
    + Venser, Shaper Savant
    + Razia, Boros Archangel
    + Unbender Tine
    + Cathars' Crusade
    + Cowardice
    + Ephemeral Shields
    + Arcbond
    + Jeskai Charm
    + Bonus Round
    + Teferi, Hero of Dominaria

    6/22/2019
    - Dack's Duplicate
    - Phyrexian Metamorph
    - Cowardice
    - Cathars' Crusade
    - Infinite Reflection
    - Shifting Borders
    - Bonus Round
    - Mountain
    - Island

    + Minamo, School at Water's Edge
    + Forsaken City
    + Thousand-Year Storm
    + Role Reversal
    + Golden Guardian
    + Azor's Gateway
    + Saheeli, Sublime Artificer
    + Echo Storm
    + Aminatou's Augury
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Random Deck Discussion: Closed for Business
    19th Deck:

    3drinks: Edgar Markov Swarmpires Contamination

    It's swarmpires. It swarms you, but with vampires. And then contaminates you, with contamination. Swarmpires contamination. I don't know how many points I give this title, but I don't think it matters. The goal here is quite explicitly to lock your opponents out of non-black mana with Contamination and never have to sacrifice the enchantment because Edgar gives you an unstoppable river of 1/1 sac fodder. It's an aggressive vampire tribal shell that by virtue of its design gets to pretty freely play a card that's like 4 copies of Iona, Shield of Emeria for 3 mana.
    Posted in: Commander (EDH)
  • 1

    posted a message on End of an Era
    Oh wow, I just realized that a new website means I probably won't have to click subscribe exactly 3 times to find out when people comment in a thread. Sweet!
    Posted in: Commander (EDH)
  • 1

    posted a message on Random Card of the Final Day: Maelstrom Nexus
    Victimize


    Yesterday's graveyard recursion was slow accumulated value. Today's is obscenity all at once. Yes, I would like to sacrifice my Bloodghast for Spirit of the Night and Sheoldred, Whispering One
    Posted in: Commander (EDH)
  • 1

    posted a message on Random Card of the Final Day: Maelstrom Nexus
    Oversold Cemetery


    Used to see this card all the time, not so much lately. I'd say it was amazing back when the format was almost all fatties and boardwipes, but I don't want to oversell it.
    Posted in: Commander (EDH)
  • 1

    posted a message on Random Card of the Final Day: Maelstrom Nexus
    Quote from plushpenguin »
    Sounds like if you want a guarantee instead of a liability you would just run Fanatic of Mogis instead.


    If I was using this, I would probably care more about power for power's sake than just the quick damage. Feed it to something like Momentous Fall.
    Posted in: Commander (EDH)
  • 1

    posted a message on Random Card of the Final Day: Maelstrom Nexus
    Quote from MRdown2urth »
    Anyone play Tiagam? The plus side is this guy costs no mana to use.


    Someday soon I will, I've got most of the deck set aside. That being said, that's more so as the ultimate excuse to play both Paradox Haze and Null Profusion side by side.
    Posted in: Commander (EDH)
  • 3

    posted a message on Where to go, after MtGSalvation?
    Quote from Legend »
    Quote from cryogen »

    To use an example from recent events, a white supremacist spewing hate and a dude throwing a milkshake are not equally at fault.

    Rolleyes Will we be allowed to debunk this sort of slander on the new site without being unpersoned?


    Magic players have difficulty understandings multiplayer magic politics half the time. The debunking you dream of would likely be a waste of keystrokes, and I generally prefer the current politics avoidance here.
    Posted in: Commander (EDH)
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