When Zurgo Helmsmasher was spoiled as one of the Khans of Tarkir mythics in the Speed vs Cunning Duel Deck, I immediately wanted to try him out. When the decks were released I got one and threw Zurgo into a cobbled together Voltron RWB deck and proceeded to have a blast for a few games before I threw the deck aside in pursuit of other commanders.
Recently I began to wonder why, if I had so much fun, did I toss him aside? At the time he didn't win me any games, but I never was the first player out either. The more I looked back on the deck the more I realized that what I loved about Zurgo was simply having a huge threat in the command zone that I could cast with haste and wreck my opponent's boards and game-plans before someone found an answer for Zurgo.
After dusting off my year-old deck I kind of wondered what I was thinking, half the stuff in the deck amounted to a mardu goodstuff deck and there really wasn't any cohesion to my general's game-plan at all. After that I realized that the reason why I survived so long in my previous matches was mainly because he was such a huge threat. So I resolved to see what he could do if I built a deck that did support him.
Current Wish list: (+ short explanation) Mana Crypt - Ramp Gemstone Caverns - The faster I get out Zurgo, the better. Tithe - Fixing Leonin Shikari - Instant speed equipping to protect Zurgo from exile/bounce effects Mox Diamond - Ramp Puresteel Paladin - Equip cost reduction Stoneforge Mystic - Tutor and a way of sneaking equipment in past counters. Champion's Helm - Cheaper mana investment than the Mask of Avacyn and a bigger power boost. Batterskull - Versatility Umezawa's Jitte - Versatility Lapse of Certainty - A counterspell seems like the one thing missing from my Sunforger toolbox. Austere Command - Versatility Damnation - To complete my set of 4 cmc wraths. Academy Rector - It is used in so many combo decks that it serves as a good rattlesnake, preventing my opponents from attacking me. No Mercy - Discourages attackers and other voltron generals.
& The Original Dual lands
Maybeboard: Chrome Mox - Ramp Mox Opal - Ramp, but reaching Metalcraft might be iffy... Blasphemous Act - Possible 1 mana board wipe. Cavern of Souls - To get Zurgo past counterspells. Sculpting Steel - Versatility Fury Charm - Two of its three modes seem like they'd be always relavant. Dawn Charm - I've been eyeing fog effects and this is leading the pack because of the options it gives me. Torpor Orb - Shuts down a lot of decks. Sensei's Divining Top - It is rarely ever a bad idea to run this card. Hushwing Gryff - Doubling up on the torpor orb effects. Gilded Light - Could be very useful in certain circumstances and can be cycled away if I top deck it and don't need it. Silence - Seems like a good answer to combo decks that can't combo out at instant speed, can stop the blue player at the table from countering my spells (or at least forces them to waste a counter on it). Alhammarret's Archive - My drawing power is pretty limited, but this will turn any extra draws I get into huge card advantage, will need testing. Aurelia, the Warleader - Extra attack steps are always nice and she fits right into the top of my curve, and will probably be cast the turn after Zurgo. My biggest issue here is that is the same turn I'm usually using all of my mana to cast a wrath or equip Zurgo. Aggravated Assault - Similar to Aurelia, but survies most of my wraths and can go semi-infinite if I have Sword of Feast and Famine out. Eidolon of Rhetoric - I need more combo player hate and this also shuts down Maelstrom Wanderer and Narset, Enlightened Master decks to some extent. Duplicant - A removal spell that gets around protection and indestructible effects, I just don't like it that it could be Briberyed and used against Zurgo. Deathbringer Regent - I'm beginning to think that having more board wipes attached to creatures are a good thing. Great Furnace, Ancient Den & Vault of Whispers - Will go in to increase my artifact count if I begin using cards that care about metalcraft.
Cards in consideration, but it's doubtful they will find a place. Gilded Lotus - I'm a bit on the fence about this one, I don't really want my ramp to cost the same as my General. Dark Ritual - It can bring Zurgo out the 3rd turn if I have a way to produce RWB, but I have a feeling it will be a dead draw if I am in top deck mode. Leonin Abunas - Questionable, it depends how much artifact hate I encounter. Darksteel Forge - Questionable as well, I feel that if I can produce 9 and no other players are dead the deck is doing something wrong. Avacyn, Angel of Hope - It's tempting to wrath proof my own board against my own wraths, but feels like a win-more card. Vulshok Battlemaster - Just for the hell of it, I'd like to play this against other Voltron decks, but I'm pretty sure I will have better uses for 4R most of the time. Recoup - Being able to play my wrath effects from the graveyard would be great, but I don't know if I'm running enough Sorceries for it to not be a dead card. Past In Flames - Even better than Recoup since it will almost always give me spells to cast, but the added cost pushes it to a point where I don't know if I'll ever play it. Temur Battle Rage - This has moved in and out of my list more than anything else. I love the effect, but feel like I would never want to see it in my hand if Zurgo isn't on the field. Gisela, Blade of Goldnight - All around excellent card and does things that back up my overall strategy, my biggest issue here is her cost. I feel like I'm already going to be trying to close out a game by the time I can pay 4RWW and by then she'll feel very win-more, but still could be worth testing. Toxic Deluge - I normally frown on -x/-x wrath effects because they will kill Zurgo as well, but there is something to be said for one that can be cast the third turn and flies under the radar of generals like Gaddock Teeg. Mana Vault - The more and more I play this deck the more I feel like I can never have enough mana. Basalt Monolith - Same as above, my main hesitations about using them is the untapping cost. Votaic Key - It can essentially copy any mana rock's ability for t. if I run the above two then I will most likely throw this in as well.
The idea of this deck is pretty simple and straightforward. Cast Zurgo as soon as possible, suit him up and then smash heads (err.. helms) while keeping the board free with wrath effects so he can connect as often as possible. The damage builds up really fast. If I can equip him with a sword that gives him protection from most popular colors my opponents are playing, there is very little they can do before they're out of the game because not only do they have to deal with my indestructible general, but they have to first remove the sword before they can target him.
Just about every equipment in the deck pumps him so usually that means if I equip him with only two things, then he can two-shot each opponent. The only equipment that won't pump him is Mask of Memory and that is in here for draw.
I fully admit that half the reason why I returned to playing this deck is because I wanted a deck in which I could play with the full set of "sword of ~ and ~". Outside of those five cards I'm looking for a balance of evasion/trample and utility and feel like I need one or two more cards to fill it out. The most obvious omission here is the absence of cards that grant double strike. This is a conscious choice on my part because I feel cards like Fireshrieker do little to get Zurgo past chump blockers and also make me more of a target than I already am. I do have other ways of giving him double strike with Boros Charm and Ajani, Caller of the Pride, but I could be swayed on putting something with double strike in here as well. Inquisitor's Flail made the list because most players are unfamiliar with it and it stacks beautifully with double strike should I ever need it.
My favorite equipment interactions with Zurgo are Assault Suit and Worldslayer. With the Assault suit equipped I can hand my general off to my opponents and make them use him to build up commander damage on each other, they have no choice in the matter unless they can fog him, since it is printed on the card that he must attack. Worldslayer is a whole new layer of mean and I only use it if I'm certain I can cast it and equip it the same turn, because if I don't I will become enemy #1 at the table. If I can get it onto Zurgo it will lock out the table, unless someone top decks a land with a 1 cmc answer in their hand. Worldslayer is so mean that I'm considering removing it just to keep my friends.
I've made a conscious decision to not include most of the conventional black tutors, I feel like with the right mix of cards in this deck I should always have a wrath, a spot removal spell and an equipment card in my hand. That is really all that I need most of the time. I'm not saying that something as powerful as Demonic Tutor won't find its way into my list, but I'm leaving it out for now so I can include more cards to test.
I also decided to not include any spot removal that can't be cast with Sunforger. The only exception to this rule is Vandalblast because that will fall more on the wrath effect side of things most of the time. However I feel like my list of sunforger targets is missing something and would welcome suggestions. I especially think that I need more 2 CMC or less instants to imprint on Isochron Scepter to justify the scepter's place in my deck.
As for the wrath effects I've picked, I chose them mostly for their mana costs, but also I didn't want to include any wraths that would destroy all of my equipment which is why I'm not running Oblivion stone and the disk I can never spell the name of... Merciless Eviction is the one exception to leaving my own artifacts alone because I felt like I needed as least one answer in the deck that can get around a player with an indestructible board. Both Chandra's Ignition and Arcbond are worth noting since both can make Zurgo do the damage and have the potential to trigger his +1/+1 counter ability multiple times in a single turn.
The creatures are a mix or utility, tutors, and bombs. Sun Titan is in a flex spot for recursion since it can return most of my Equipment to the field as well as a number of my creatures. Elesh Norn, Grand Cenobite is too good to leave out since it is a semi permanent wrath that is an answer to Zurgo's biggest weakness, the chump blocker. Elesh can also help prevent an opposing Elesh from making my general unplayable because of his 2 toughness. I feel like I could pad out this section more so I don't always leave myself open to attack between turns. Living weapon equipment might be a big help in that area, but apart from Batterskull I don't really know of anything else worth playing. Is there a living weapon that grants trample?
The Planeswalkers I feel are my biggest flex spot. The only ones I feel strong about leaving in are Elspeth, Sun's Champion and Nahiri, the Lithomancer as all of their abilities are ones I see myself using. Ajani, Caller of the Pride is pretty good as well, mainly because of his mana cost and his -3 ability that can sometimes let Zurgo one-shot an opponent.
Change Log:
9/19/2015
- Vandalblast Because I have enough targeted artifact removal and the sorcery speed makes this the weakest of them all.
- Liliana of the Dark Realms She was a placeholder for mana fixing and got replaced by a better card, weathered wayfarer
- Mountain to make room for Sunhome
- Masterwork of Ingenuity I feel it is redundant, would rather have ramp in its place.
- Pilgrim's Eye Replaced with faster ramp.
- Smoke In theory my wraths should protect me enough.
- Return to Dust As much as I hate to cut it, I realized that I didn't have my Chaos Warp in this deck for sunforger and warp hits everything dust hits and more, I think I can live without the occational 2 for 1 dust gives.
- Kusari-Gama Because I never search for it or feel the nedd to play it.
- Sun Titan It was my biggest bribery target and rarely brought back anything I needed from my graveyard.
- Steelshaper's Gift The fact this wasn't instant speed matter more than I thought it would
- Gift of Estates I have so many cards that look for plains, that I've begun to run out of plains to search for. I need to find a less conditional ramping spell.
- Chain Reaction It rarely was the sweeper I wanted when it was in my hand.
- Arcbond Because it is too narrow a wrath effect to work well.
- Temple of Malice Trying to phase out unnessisary taplands.
+ Ring of Xathrid Mainly for the regeneration.
+ Magebane Armor To make Zurgo harder to kill.
+ Stranglehold Because my meta has a lot of blue combo.
+ Void A wrath effect that allows me to "spot remove" whatever a blue player tries to protect by bouncing to their hand.
+ Dark Petition My demonic tutors are in another deck and this is the next best thing since it will allow me to search for a sword and cast it the same turn most fo the time.
+ Reverse the Sands Because it seems fun, my lifetotal tends to get low since my deck has the side effect of not leaving me with any blockers.
+ Smoldering Marsh A fetchable dual land that won't shock me in the late game if I need to use it the same turn.
10/10/2015
-Reverse the Sands I needed room and this was the card that stuck out the most, I think this takes the record for the shortest amount of time a card has been in my deck.
-Polluted Delta, Windswept Heath, Wooded Foothills, & Flooded Strand They're only out for a short time, I needed them so I can experiment with deck builds for BFZ gameday at my LGS.
+Land Tax I can finally check it off my need-to-add list.
+2 Plains, a Swamp & a Mountain acting as temporary space holders for my fetchlands.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Thanks for the suggestions, while I do like unblockability in all of its forms, I find that trample is in many ways the best of them all for Zurgo. With the newly coined keyword, Menace, acting as a close second. The reason why trample is so good is because it gives my opponents the illusion that they can actually block my general, but must do so with several creatures to make it worth while. That means they'll either add a good 3 or more +1/+1 counters to him or not bother to block him at all. This is good for me either way and giving my opponents this choice keeps them from thinking of me as their biggest threat. If I equip Zurgo with something that says "can't be blocked" all my opponents immediatly set their sights on getting rid of him rather than focusing on another player at the table.
Both Vampires you mentioned are good cards in other builds, but here I'd rather have something else a little cheaper since I am running three colors and I often have one or more dead cards in my hand simply because I have to choose between recasting Zurgo for the third time or playing a mana hungry board wipe to keep my opponent's board states in check. Sun Titan and Elesh Norn are both in here at the top of the curve since they both bring huge values to my battlefield that don't need damage triggers to pay off.
Spells like Seismic Stomp share the same problem that Temur Battle Rage has. In that if I don't have Zurgo on the field, the spell will be a dead draw. This is why every instant speed spell I put in for Sunforger must have more than one use, except for the ones that only remove creatures, since I can't ever imagine myself playing a game when I'm not pleasently surprised top decking a Path to Exile. This is why I run Rakdos Charm and Boros Charm as well as the others choices. Even Delerium has more than one use. I put it in because it is a favorite card of mine to play against players that like to play the infect game and even it at its worst can be used to fog a creature to buy me a round.
I also gave the Gods a fare look. With a starting life total of 40, Mogis is somewhat useless in commander and while universal menace is nice, Iroas's second ability is kind of useless since Zurgo comes with it essentially built in. All of the mardu gods seemed a bit lackluster in my built except Erebos, God of the Dead. Even Erebos and his indestructible card draw didn't make the final cut. I gave his slot to the Archangel of Tithes for her much needed air support, token control and the mindgames that she makes my opponents play by forcing them not to go all in and tap out if they want to block Zurgo.
I am beginning to wonder if I should throw in some cards that grant extra attack steps.
No Mercy would be pretty nice in here, just for some added protection. Sorin Markov would be nice too for the second ability. Looks good though!
I was so wrapped up in responding to Manite's post that your's slipped by me.
Yes No Mercy would be awesome, it will go onto my wish list as I don't have it at the moment. I also just aquired Sorin, but for a different deck I'm working on, but I see what you mean here. His -3 can be backbreaking.
Just last weekend I lost to a similar effect when a player aimed his Magister Sphinx at me because I had a huge opening hand, but was unable to seal the deal before my opponents found an answer to Zurgo. After that I knew I'd be the first out of the game becuase I was playing against a bunch of blue players scared *****less by my two swords on the field (Sword of body and mind & Sword of fire and ice. They teamed up, two of them playing a bounce spell for each sword and then the third Reality shifted Zurgo. The very next turn one of the players that bounced a sword played the sphinx targeting me and I knew I wouldn't get another chance to bring out Zurgo before I was dead.
I've been wondering if I should main deck something as an answer to such effects. Gilded Light is tempting to play as an answer that Sunforger can find, then there is Leyline of Sanctity, but I'm not sure how useful that one will be most of the time. I could always just replace Desolation Giant with something else and then run ETB hate.
Another nifty card I really liked was Lethal Vapors, but I feel it almost requires me to play Pithing Needle to get the soft lock. Otherwise someone just skips their turn and the whole table aims their hate my way. That is why I took out vapors in the first place. No Mercy is an excellent replacement for its spot in my decklist.
As douchy as it sounds, I also made a very heinous deck when I bought the Duel Deck. The deck was basically indestructible creatures, pillowfort, and boardwipe after boardwipe after boardwipe. Lots of Jokulhaups, Worldslayer, Armageddon, Wrath of God, Damnation, etc. People hated it so I wanted to try and tone it down. But come on, Zurgo is indestructible in your turn. He's basically telling you to blow everything up during your turn. Him equipped with Worldslayer and then casting a wrath means that everything goes but Zurgo. It's usually a scoop after that. So it's really all up to what your meta is gonna put up with, lol.
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I prefer to stay away from Mass Land Destruction, mainly because I don't like playing against decks that use it. The reason why I have two MLD cards in my deck (Catastrophe & Worldslayer) is that it can sometimes be the only way to close out the game when the grind gets really bad.
I'm not sure if you played against players that seem to take 10 minutes to complete their turn, but it can be hellish. By and large, blowing up the whole board can be an effective way of making them take shorter turns, but I'm trying to be nice about it and chose to play Rule of Law rather than Obliterate to make the turns shorter so players that like playing solitaire can't force everyone else to watch them while they do it.
I have given serious consideration to proposing something like a speed Magic variant to commander at my LGS. It would be similar to speed chess. Players would have a set amount of total time in which to play their turn. I think speed chess imposes a 5 minute clock on each player, so I think a 10 minute clock per player would work well for magic. Basically each player has a clock by their side set to 10 minutes, they hit its start button at the beginning of their turn and it starts counting down. At the end of their turn that player hits the pause button on their clock. If they are still in the game by the time their clock's countdown reaches zero, they lose (they don't get to finish their turn, they lose the moment their clock runs out).
If anything else I think it would encourage a new style of deckbuilding that forgoes most tutors since the time it takes to find a single card in a stack of 99 would be prohibitive to that style of play.
I think that each player having 10 mins in commander is unfair in the sense that a lot of players respond during other player's turns (especially at the end of a turn). I suggest that a player has anywhere between 30 seconds and 1 minute to make decisions; that's where the real stalling occurs. To me, it's more annoying having a player look at his cards, then the field, then his hand, then the field, then his hand, then the field, and then make some random, halfassed move or simply pass the turn altogether. I feel that unilateral interaction at a slow pace is what's irksome. Oh, and don't even get me started on the players that use a tutor each turn and take forever to find what they're tutoring for. They're like the people in line at the fast food restaurant where they wait until they're at the cashier to decide on what to order when they had the entire time on the line to do so; ridiculous... So maybe instead of 10mins per player or they die should get replaced between 1 minute to make a play or your turn is over. Sort of like the shot clock in basketball. I think that's best. An MtG Shot-Clock.
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The turn shot clock isn't a bad idea, I'd just hate to see players try to run the clock down and then make a play right when their turn ends so they can essentially use the clock like Sundial of the Infinite.
I updated my above post to reflect the deck changes I've made today after playing some games at my LGS. I don't have a game by game breakdown to add because it would be the length of a novel for a few of them. I lost to Maelstrom Wanderer again, but there's really nothing I can do other than wish I was running Stranglehold when he Cascades into Deadeye Navigator and Time Warp and uses it to flicker Eternal Witness bringing back Time Warp from his graveyard for infinite turns. The most frustrating thing about this is that I could have won this game 20 turns earlier if another player playing a strange beast tribal deck hadn't kept on killing Zurgo with Contested Cliffs. I had Worldslayer in hand the whole time and waiting for Zurgo to live through the other player's turns so I could untap, then cast and equip it to him...
Maybe I just need more combo hate in general. I'm debating about running Torpor Orb, but that would mean shutting down my own Desolation Giant. I also feel that I need some kind of land destruction package like Strip Mine, Ghost Quarter and friends, but any more colorless lands and I feel like I run the risk of getting to 5 mana and not having all of the colors to cast Zurgo.
I have to say I'm getting closer and closer to putting my black tutors back in here just so I can find non-equipment answers when I need them.
Now for the dissapointing BFZ spoiler preview. Since the last Zendikar block had a small equipment theme I'm a bit saddened to see that they didn't continue it in BFZ as it is there are really only two cards I'd consider putting in here:
- Shambling Vent - I might give the man lands a shot since they dodge wraths and can carry equipment, even if its only for a turn.
- Gideon, Ally of Zendikar - He survives my wrath effects as well and gives me chump blockers. I've in the past considered playing the planeswalkers that turn into creatures in this deck, like Sarkhan, the Dragonspeaker. I just wish most of their other abilities did more.
I run activated card draws to great success in my build. I usually have all my lands open because I just attack mercilessly (and I have very few creatures so I run a lot of wraths). If you want some ideas, here's my real life build of Zurgo (I wanted to try and build this guy with investing $0 in it - so all the cards in the deck were in binders, shoe boxes, trades, etc.):
The deck may seem Voltron for the lack of creatures but it just has tons of acceleration to get Zurgo out as quickly as possible and continue to get him out as many times as possible. I also have so many cards to blow so many things up to not really give opponents any chance to block. All the while, the Voltron aspect is to just give Zurgo protection from creatures, double strike, shroud, hexproof, and/or unblockable. That's all he really needs. Most of the times I'm one-shotting players left and right. I also protect myself from massive wraths if need be (Avacyn and Faith's Reward) and I have some recovery (Profound Journey and Obzedat's Aid). But the deck's not fancy at all. It's literally face smashing. The tutors are there to get key cards out and I try to have a lot of damage doublers and cards that generate draw advantage - even if they are on the fatter end of the mana curve. Then again, that's what all the rocks are for.
As for annoying decks, I would rather play against annoying decks than against people who don't follow multiplayer politics. For example, that game where you all lost to Maelstrom Wanderer. Had the beast tribal guy not been blindly destroying your commander, Maesltrom wouldn't have won. Maybe the beast guy could've won. But he took away his own chance to win by not gunning down the biggest threat. If he could've handled you so easily, he should've taken care of Wanderer first and then you. That simple; it's common sense. I always try to let opponents handle their own business and then vulture out a victory. Unless it becomes archenemy and then you have to take out your current, situational ally.
Many a time have I been victim to faulty logic commander politics. I've been in 3DH games using Atalya, Samite Master or Baron Sengir and be targeted since turn 0 where the other two opponents have literally been guys like Derevi, Empyrial Tactician, Brago, King Eternal, etc. And I'm just sitting there confused AF. Who knew that I would be more menacing than a Brago by using Baron Sengir? But, I digress...
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Thanks for posting your list, you run some interesting choices like All is Dust which kills Zurgo as well. Also Obliterate, Planar Cleansing and Jokulhaups seem to be counter productive without having Faith's Reward in your hand, since they would take out all of your mana rocks and equipment. How have they served you in your games?
Also I highly recommend Spinerock Knoll. Every game I drew it I was able to cast whatever Hideaway grabbed the next turn. The best thing about it that many people don't realize is that its "triggered" ability only checks to see if 7 damage was dealt to an opponent and doesn't care if it was you who dealt that damage.
All Is Dust is something I have when Zurgo's not out and I need to desperately clear the field. Obliterate and Jokulhaups always win me the game. Everything but Zurgo is destroyed. So I just attack until everyone else dies. People usually don't recover after any of those two board wipes so I don't really worry if my things explode or not so long as Zurgo's in play. Planar Cleansing is used if the field is too full of enchantments that hinder me too much. That's why I run so many tutors. Most board wipes are strictly situational. Either way, landing a hit when Zurgo's equipped with Worldslayer destroys all your other equipment, enchantments, mana rocks, lands, etc. But it's really all you need to secure the win anyways. Zurgo basically wants the board to be wiped clean as often as possible, lol.
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I updated my list with a few additions, most noteably Stranglehold and Void to see how both work in my controlish meta.
I've been considering Possibilty Storm. If anything it stops counterspells. I don't think it will hurt my gameplan much since most of my sorceries are wrath effects, most of my instants are spot removal, and most of my artifacts are equipment, that means I have a good chance of getting an effect similar to the one I cast if possibility storm is on the field.
Another little update, I finally got a copy of Land Tax and removed Reverse the Sands to make room. I also took out a few fetchlands because I wanted them for a standard deck I'm building and replaced them with some basic lands, which gives my new Land Tax something to search for.
Recently I began to wonder why, if I had so much fun, did I toss him aside? At the time he didn't win me any games, but I never was the first player out either. The more I looked back on the deck the more I realized that what I loved about Zurgo was simply having a huge threat in the command zone that I could cast with haste and wreck my opponent's boards and game-plans before someone found an answer for Zurgo.
After dusting off my year-old deck I kind of wondered what I was thinking, half the stuff in the deck amounted to a mardu goodstuff deck and there really wasn't any cohesion to my general's game-plan at all. After that I realized that the reason why I survived so long in my previous matches was mainly because he was such a huge threat. So I resolved to see what he could do if I built a deck that did support him.
1 Expedition Map
1 Sol Ring
2 Boros Signet
2 Isochron Scepter
2 Orzhov Signet
2 Rakdos Signet
2 Talisman of Indulgence
3 Commander's Sphere
3 Darksteel Ingot
5 Ugin's Nexus
Equipment (14)
2 Inquisitor's Flail
2 Mask of Avacyn
2 Mask of Memory
2 Ring of Xathrid
3 Loxodon Warhammer
3 Magebane Armor
3 Sunforger
3 Sword of Body and Mind
3 Sword of Feast and Famine
3 Sword of Fire and Ice
3 Sword of Light and Shadow
3 Sword of War and Peace
4 Assault Suit
5 Worldslayer
Creatures (10)
1 Weathered Wayfarer
2 Knight of the White Orchid
2 Grand Abolisher
2 Relic Seeker
4 Archangel of Tithes
4 Desolation Giant
4 Solemn Simulacrum
4 Taj-Nar Swordsmith
5 Stonehewer Giant
7 Elesh Norn, Grand Cenobite
1 Land Tax
3 Rule of Law
4 Leyline of the Void
4 Stranglehold
Instants for Sunforger (12)
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
2 Boros Charm
2 Rakdos Charm
2 Reverberate
2 Terminate
3 Chaos Warp
3 Crackling Doom
3 Delirium
3 Mortify
3 Wear // Tear
Sorceries (9)
4 Day of Judgment
4 Wrath of God
5 Chandra's Ignition
5 Dark Petition
5 Rout
5 Tragic Arrogance
5 Void
6 Catastrophe
6 Merciless Eviction
Planeswalkers (5)
3 Ajani, Caller of the Pride
5 Liliana Vess
5 Nahiri, the Lithomancer
6 Elspeth, Sun's Champion
6 Sorin Markov
Land (35)
1 Arcane Lighthouse
1 Battlefield Forge
1 Blood Crypt
1 Bloodstained Mire
1 Boros Garrison
1 Boseiju, Who Shelters All
1 Buried Ruin
1 Caves of Koilos
1 Clifftop Retreat
1 Command Tower
1 Dragonskull Summit
1 Evolving Wilds
1 Godless Shrine
1 Homeward Path
3 Mountain
1 Nomad Outpost
1 Orzhov Basilica
4 Plains
1 Rakdos Carnarium
1 Rogue's Passage
1 Sacred Foundry
1 Smoldering Marsh
1 Spinerock Knoll
1 Sunhome, Fortress of the Legion
3 Swamp
1 Tainted Field
1 Terramorphic Expanse
1 Urborg, Tomb of Yawgmoth
1 Wooded Foothills
Current Wish list: (+ short explanation)
Mana Crypt - Ramp
Gemstone Caverns - The faster I get out Zurgo, the better.
Tithe - Fixing
Leonin Shikari - Instant speed equipping to protect Zurgo from exile/bounce effects
Mox Diamond - Ramp
Puresteel Paladin - Equip cost reduction
Stoneforge Mystic - Tutor and a way of sneaking equipment in past counters.
Champion's Helm - Cheaper mana investment than the Mask of Avacyn and a bigger power boost.
Batterskull - Versatility
Umezawa's Jitte - Versatility
Lapse of Certainty - A counterspell seems like the one thing missing from my Sunforger toolbox.
Austere Command - Versatility
Damnation - To complete my set of 4 cmc wraths.
Academy Rector - It is used in so many combo decks that it serves as a good rattlesnake, preventing my opponents from attacking me.
No Mercy - Discourages attackers and other voltron generals.
& The Original Dual lands
Maybeboard:
Chrome Mox - Ramp
Mox Opal - Ramp, but reaching Metalcraft might be iffy...
Blasphemous Act - Possible 1 mana board wipe.
Cavern of Souls - To get Zurgo past counterspells.
Sculpting Steel - Versatility
Fury Charm - Two of its three modes seem like they'd be always relavant.
Dawn Charm - I've been eyeing fog effects and this is leading the pack because of the options it gives me.
Torpor Orb - Shuts down a lot of decks.
Sensei's Divining Top - It is rarely ever a bad idea to run this card.
Hushwing Gryff - Doubling up on the torpor orb effects.
Gilded Light - Could be very useful in certain circumstances and can be cycled away if I top deck it and don't need it.
Silence - Seems like a good answer to combo decks that can't combo out at instant speed, can stop the blue player at the table from countering my spells (or at least forces them to waste a counter on it).
Alhammarret's Archive - My drawing power is pretty limited, but this will turn any extra draws I get into huge card advantage, will need testing.
Aurelia, the Warleader - Extra attack steps are always nice and she fits right into the top of my curve, and will probably be cast the turn after Zurgo. My biggest issue here is that is the same turn I'm usually using all of my mana to cast a wrath or equip Zurgo.
Aggravated Assault - Similar to Aurelia, but survies most of my wraths and can go semi-infinite if I have Sword of Feast and Famine out.
Eidolon of Rhetoric - I need more combo player hate and this also shuts down Maelstrom Wanderer and Narset, Enlightened Master decks to some extent.
Duplicant - A removal spell that gets around protection and indestructible effects, I just don't like it that it could be Briberyed and used against Zurgo.
Deathbringer Regent - I'm beginning to think that having more board wipes attached to creatures are a good thing.
Great Furnace, Ancient Den & Vault of Whispers - Will go in to increase my artifact count if I begin using cards that care about metalcraft.
Cards in consideration, but it's doubtful they will find a place.
Gilded Lotus - I'm a bit on the fence about this one, I don't really want my ramp to cost the same as my General.
Dark Ritual - It can bring Zurgo out the 3rd turn if I have a way to produce RWB, but I have a feeling it will be a dead draw if I am in top deck mode.
Leonin Abunas - Questionable, it depends how much artifact hate I encounter.
Darksteel Forge - Questionable as well, I feel that if I can produce 9 and no other players are dead the deck is doing something wrong.
Avacyn, Angel of Hope - It's tempting to wrath proof my own board against my own wraths, but feels like a win-more card.
Vulshok Battlemaster - Just for the hell of it, I'd like to play this against other Voltron decks, but I'm pretty sure I will have better uses for 4R most of the time.
Recoup - Being able to play my wrath effects from the graveyard would be great, but I don't know if I'm running enough Sorceries for it to not be a dead card.
Past In Flames - Even better than Recoup since it will almost always give me spells to cast, but the added cost pushes it to a point where I don't know if I'll ever play it.
Temur Battle Rage - This has moved in and out of my list more than anything else. I love the effect, but feel like I would never want to see it in my hand if Zurgo isn't on the field.
Gisela, Blade of Goldnight - All around excellent card and does things that back up my overall strategy, my biggest issue here is her cost. I feel like I'm already going to be trying to close out a game by the time I can pay 4RWW and by then she'll feel very win-more, but still could be worth testing.
Toxic Deluge - I normally frown on -x/-x wrath effects because they will kill Zurgo as well, but there is something to be said for one that can be cast the third turn and flies under the radar of generals like Gaddock Teeg.
Mana Vault - The more and more I play this deck the more I feel like I can never have enough mana.
Basalt Monolith - Same as above, my main hesitations about using them is the untapping cost.
Votaic Key - It can essentially copy any mana rock's ability for t. if I run the above two then I will most likely throw this in as well.
The idea of this deck is pretty simple and straightforward. Cast Zurgo as soon as possible, suit him up and then smash heads (err.. helms) while keeping the board free with wrath effects so he can connect as often as possible. The damage builds up really fast. If I can equip him with a sword that gives him protection from most popular colors my opponents are playing, there is very little they can do before they're out of the game because not only do they have to deal with my indestructible general, but they have to first remove the sword before they can target him.
Just about every equipment in the deck pumps him so usually that means if I equip him with only two things, then he can two-shot each opponent. The only equipment that won't pump him is Mask of Memory and that is in here for draw.
I fully admit that half the reason why I returned to playing this deck is because I wanted a deck in which I could play with the full set of "sword of ~ and ~". Outside of those five cards I'm looking for a balance of evasion/trample and utility and feel like I need one or two more cards to fill it out. The most obvious omission here is the absence of cards that grant double strike. This is a conscious choice on my part because I feel cards like Fireshrieker do little to get Zurgo past chump blockers and also make me more of a target than I already am. I do have other ways of giving him double strike with Boros Charm and Ajani, Caller of the Pride, but I could be swayed on putting something with double strike in here as well. Inquisitor's Flail made the list because most players are unfamiliar with it and it stacks beautifully with double strike should I ever need it.
My favorite equipment interactions with Zurgo are Assault Suit and Worldslayer. With the Assault suit equipped I can hand my general off to my opponents and make them use him to build up commander damage on each other, they have no choice in the matter unless they can fog him, since it is printed on the card that he must attack. Worldslayer is a whole new layer of mean and I only use it if I'm certain I can cast it and equip it the same turn, because if I don't I will become enemy #1 at the table. If I can get it onto Zurgo it will lock out the table, unless someone top decks a land with a 1 cmc answer in their hand. Worldslayer is so mean that I'm considering removing it just to keep my friends.
I've made a conscious decision to not include most of the conventional black tutors, I feel like with the right mix of cards in this deck I should always have a wrath, a spot removal spell and an equipment card in my hand. That is really all that I need most of the time. I'm not saying that something as powerful as Demonic Tutor won't find its way into my list, but I'm leaving it out for now so I can include more cards to test.
I also decided to not include any spot removal that can't be cast with Sunforger. The only exception to this rule is Vandalblast because that will fall more on the wrath effect side of things most of the time. However I feel like my list of sunforger targets is missing something and would welcome suggestions. I especially think that I need more 2 CMC or less instants to imprint on Isochron Scepter to justify the scepter's place in my deck.
As for the wrath effects I've picked, I chose them mostly for their mana costs, but also I didn't want to include any wraths that would destroy all of my equipment which is why I'm not running Oblivion stone and the disk I can never spell the name of... Merciless Eviction is the one exception to leaving my own artifacts alone because I felt like I needed as least one answer in the deck that can get around a player with an indestructible board. Both Chandra's Ignition and Arcbond are worth noting since both can make Zurgo do the damage and have the potential to trigger his +1/+1 counter ability multiple times in a single turn.
The creatures are a mix or utility, tutors, and bombs. Sun Titan is in a flex spot for recursion since it can return most of my Equipment to the field as well as a number of my creatures. Elesh Norn, Grand Cenobite is too good to leave out since it is a semi permanent wrath that is an answer to Zurgo's biggest weakness, the chump blocker. Elesh can also help prevent an opposing Elesh from making my general unplayable because of his 2 toughness. I feel like I could pad out this section more so I don't always leave myself open to attack between turns. Living weapon equipment might be a big help in that area, but apart from Batterskull I don't really know of anything else worth playing. Is there a living weapon that grants trample?
The Planeswalkers I feel are my biggest flex spot. The only ones I feel strong about leaving in are Elspeth, Sun's Champion and Nahiri, the Lithomancer as all of their abilities are ones I see myself using. Ajani, Caller of the Pride is pretty good as well, mainly because of his mana cost and his -3 ability that can sometimes let Zurgo one-shot an opponent.
Change Log:
9/19/2015
- Vandalblast Because I have enough targeted artifact removal and the sorcery speed makes this the weakest of them all.
- Liliana of the Dark Realms She was a placeholder for mana fixing and got replaced by a better card, weathered wayfarer
- Mountain to make room for Sunhome
- Masterwork of Ingenuity I feel it is redundant, would rather have ramp in its place.
- Pilgrim's Eye Replaced with faster ramp.
- Smoke In theory my wraths should protect me enough.
- Return to Dust As much as I hate to cut it, I realized that I didn't have my Chaos Warp in this deck for sunforger and warp hits everything dust hits and more, I think I can live without the occational 2 for 1 dust gives.
+ Chaos Warp Because it can be the answer to every problem.
+ Sorin Markov Because his -3 is incredible with Zurgo
+ Orzhov Signet To help fix and ramp.
+ Boros Signet Same as above.
+ Rakdos Signet Same as above.
+ Weathered Wayfarer A better and cheaper fixer than M14's Liliana
+ Sunhome, Fortess of the Legion To test to see how good it plays.
10/9/2015
- Kusari-Gama Because I never search for it or feel the nedd to play it.
- Sun Titan It was my biggest bribery target and rarely brought back anything I needed from my graveyard.
- Steelshaper's Gift The fact this wasn't instant speed matter more than I thought it would
- Gift of Estates I have so many cards that look for plains, that I've begun to run out of plains to search for. I need to find a less conditional ramping spell.
- Chain Reaction It rarely was the sweeper I wanted when it was in my hand.
- Arcbond Because it is too narrow a wrath effect to work well.
- Temple of Malice Trying to phase out unnessisary taplands.
+ Ring of Xathrid Mainly for the regeneration.
+ Magebane Armor To make Zurgo harder to kill.
+ Stranglehold Because my meta has a lot of blue combo.
+ Void A wrath effect that allows me to "spot remove" whatever a blue player tries to protect by bouncing to their hand.
+ Dark Petition My demonic tutors are in another deck and this is the next best thing since it will allow me to search for a sword and cast it the same turn most fo the time.
+ Reverse the Sands Because it seems fun, my lifetotal tends to get low since my deck has the side effect of not leaving me with any blockers.
+ Smoldering Marsh A fetchable dual land that won't shock me in the late game if I need to use it the same turn.
10/10/2015
-Reverse the Sands I needed room and this was the card that stuck out the most, I think this takes the record for the shortest amount of time a card has been in my deck.
-Polluted Delta, Windswept Heath, Wooded Foothills, & Flooded Strand They're only out for a short time, I needed them so I can experiment with deck builds for BFZ gameday at my LGS.
+Land Tax I can finally check it off my need-to-add list.
+2 Plains, a Swamp & a Mountain acting as temporary space holders for my fetchlands.
For dealing with chump blockers, you can use Equipment like Kitesail, Prowler's Helm, and Skyblinder Staff, spells like Seismic Stomp and Magmatic Chasm, and creatures like Iroas, God of Victory, Mogis, God of Slaughter, and Seismic Elemental.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Both Vampires you mentioned are good cards in other builds, but here I'd rather have something else a little cheaper since I am running three colors and I often have one or more dead cards in my hand simply because I have to choose between recasting Zurgo for the third time or playing a mana hungry board wipe to keep my opponent's board states in check. Sun Titan and Elesh Norn are both in here at the top of the curve since they both bring huge values to my battlefield that don't need damage triggers to pay off.
Spells like Seismic Stomp share the same problem that Temur Battle Rage has. In that if I don't have Zurgo on the field, the spell will be a dead draw. This is why every instant speed spell I put in for Sunforger must have more than one use, except for the ones that only remove creatures, since I can't ever imagine myself playing a game when I'm not pleasently surprised top decking a Path to Exile. This is why I run Rakdos Charm and Boros Charm as well as the others choices. Even Delerium has more than one use. I put it in because it is a favorite card of mine to play against players that like to play the infect game and even it at its worst can be used to fog a creature to buy me a round.
I also gave the Gods a fare look. With a starting life total of 40, Mogis is somewhat useless in commander and while universal menace is nice, Iroas's second ability is kind of useless since Zurgo comes with it essentially built in. All of the mardu gods seemed a bit lackluster in my built except Erebos, God of the Dead. Even Erebos and his indestructible card draw didn't make the final cut. I gave his slot to the Archangel of Tithes for her much needed air support, token control and the mindgames that she makes my opponents play by forcing them not to go all in and tap out if they want to block Zurgo.
I am beginning to wonder if I should throw in some cards that grant extra attack steps.
I was so wrapped up in responding to Manite's post that your's slipped by me.
Yes No Mercy would be awesome, it will go onto my wish list as I don't have it at the moment. I also just aquired Sorin, but for a different deck I'm working on, but I see what you mean here. His -3 can be backbreaking.
Just last weekend I lost to a similar effect when a player aimed his Magister Sphinx at me because I had a huge opening hand, but was unable to seal the deal before my opponents found an answer to Zurgo. After that I knew I'd be the first out of the game becuase I was playing against a bunch of blue players scared *****less by my two swords on the field (Sword of body and mind & Sword of fire and ice. They teamed up, two of them playing a bounce spell for each sword and then the third Reality shifted Zurgo. The very next turn one of the players that bounced a sword played the sphinx targeting me and I knew I wouldn't get another chance to bring out Zurgo before I was dead.
I've been wondering if I should main deck something as an answer to such effects. Gilded Light is tempting to play as an answer that Sunforger can find, then there is Leyline of Sanctity, but I'm not sure how useful that one will be most of the time. I could always just replace Desolation Giant with something else and then run ETB hate.
Another nifty card I really liked was Lethal Vapors, but I feel it almost requires me to play Pithing Needle to get the soft lock. Otherwise someone just skips their turn and the whole table aims their hate my way. That is why I took out vapors in the first place. No Mercy is an excellent replacement for its spot in my decklist.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I'm not sure if you played against players that seem to take 10 minutes to complete their turn, but it can be hellish. By and large, blowing up the whole board can be an effective way of making them take shorter turns, but I'm trying to be nice about it and chose to play Rule of Law rather than Obliterate to make the turns shorter so players that like playing solitaire can't force everyone else to watch them while they do it.
I have given serious consideration to proposing something like a speed Magic variant to commander at my LGS. It would be similar to speed chess. Players would have a set amount of total time in which to play their turn. I think speed chess imposes a 5 minute clock on each player, so I think a 10 minute clock per player would work well for magic. Basically each player has a clock by their side set to 10 minutes, they hit its start button at the beginning of their turn and it starts counting down. At the end of their turn that player hits the pause button on their clock. If they are still in the game by the time their clock's countdown reaches zero, they lose (they don't get to finish their turn, they lose the moment their clock runs out).
If anything else I think it would encourage a new style of deckbuilding that forgoes most tutors since the time it takes to find a single card in a stack of 99 would be prohibitive to that style of play.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I updated my above post to reflect the deck changes I've made today after playing some games at my LGS. I don't have a game by game breakdown to add because it would be the length of a novel for a few of them. I lost to Maelstrom Wanderer again, but there's really nothing I can do other than wish I was running Stranglehold when he Cascades into Deadeye Navigator and Time Warp and uses it to flicker Eternal Witness bringing back Time Warp from his graveyard for infinite turns. The most frustrating thing about this is that I could have won this game 20 turns earlier if another player playing a strange beast tribal deck hadn't kept on killing Zurgo with Contested Cliffs. I had Worldslayer in hand the whole time and waiting for Zurgo to live through the other player's turns so I could untap, then cast and equip it to him...
In one of the other games I lost to a Karador, Ghost Chieftain combo player who shut down my wraths with Gaddock Teeg.
Maybe I just need more combo hate in general. I'm debating about running Torpor Orb, but that would mean shutting down my own Desolation Giant. I also feel that I need some kind of land destruction package like Strip Mine, Ghost Quarter and friends, but any more colorless lands and I feel like I run the risk of getting to 5 mana and not having all of the colors to cast Zurgo.
The other option is to run Swiftfoot boots and Lightning Greaves despite the redundancy of granting haste and Darksteel Plate despite Zurgo having partial indestructibility.
I also need more card draw, though RWB gives me so many options that I wonder which is the best one to choose. Phyrexian Arena and Dark Confidant? Or should I go with activated card draw such as Erebos, God of the Dead and Necropotence and Greed or are spells like Damnable Pact and Decree of Pain better?
I have to say I'm getting closer and closer to putting my black tutors back in here just so I can find non-equipment answers when I need them.
Now for the dissapointing BFZ spoiler preview. Since the last Zendikar block had a small equipment theme I'm a bit saddened to see that they didn't continue it in BFZ as it is there are really only two cards I'd consider putting in here:
- Ob Nixilis Reignighted - Because he gives me draw and can kill a creature in a pinch.
- Smoldering Marsh - It will probably replace Temple of Malice
Then there are two other cards I'd maybe try:
- Shambling Vent - I might give the man lands a shot since they dodge wraths and can carry equipment, even if its only for a turn.
- Gideon, Ally of Zendikar - He survives my wrath effects as well and gives me chump blockers. I've in the past considered playing the planeswalkers that turn into creatures in this deck, like Sarkhan, the Dragonspeaker. I just wish most of their other abilities did more.
5 Zurgo Helmsmasher
Artifacts: 26
3 Boros Cluestone
3 Boros Keyrune
2 Boros Signet
3 Chromatic Lantern
3 Commander's Sphere
1 Elixir of Immortality
3 Fireshrieker
2 Fractured Powerstone
2 Lightning Greaves
3 Loxodon Warhammer
3 Manalith
2 Mind Stone
3 Orzhov Cluestone
3 Orzhov Keyrune
2 Orzhov Signet
3 Rakdos Cluestone
3 Rakdos Keyrune
2 Rakdos Signet
1 Sol Ring
3 Spear of Heliod
3 Spectral Searchlight
2 Swiftfoot Boots
2 Sword of the Animist
2 Talisman of Indulgence
3 Whispersilk Cloak
5 Worldslayer
Creatures: 6
7 Angel of Serenity
8 Avacyn, Angel of Hope
8 Baleful Force
5 Bloodgift Demon
4 Erebos, God of the Dead
7 Gisela, Blade of Goldnight
3 Dauthi Embrace
4 Greed
4 Holy Mantle
2 Madcap Skills
3 Phyrexian Arena
2 Spirit Mantle
6 True Conviction
3 Unquestioned Authority
6 Wound Reflection
Planeswalkers: 2
5 Liliana Vess
4 Sorin, Solemn Visitor
Spells: 19
4 Faith's Reward
7 All Is Dust
4 Damnation
4 Day of Judgement
8 Decree of Pain
2 Demonic Tutor
7 Devastation
5 Diabolic Revelation
4 Diabolic Tutor
5 Increasing Ambition
6 Jokulhaups
6 Life's Finale
8 Obliterate
5 Obzedat's Aid
6 Phyrexian Rebirth
6 Planar Cleansing
7 Profound Journey
5 Rout
4 Wrath of God
0 Ancient Tomb
0 Badlands
0 Boros Garrison
0 Cathedral of War
0 City of Brass
0 Clifftop Retreat
0 Command Tower
0 Dragonskull Summit
0 Godless Shrine
0 Isolated Chapel
0 Mana Confluence
0 Mountain (x5)
0 Nomad Outpost
0 Opal Palace
0 Orzhov Basilica
0 Plains (x5)
0 Plateau
0 Rakdos Carnarium
0 Reflecting Pool
0 Reliquary Tower
0 Rogue's Passage
0 Sacred Foundry
0 Scrubland
0 Swamp (x5)
0 Temple of the False God
The deck may seem Voltron for the lack of creatures but it just has tons of acceleration to get Zurgo out as quickly as possible and continue to get him out as many times as possible. I also have so many cards to blow so many things up to not really give opponents any chance to block. All the while, the Voltron aspect is to just give Zurgo protection from creatures, double strike, shroud, hexproof, and/or unblockable. That's all he really needs. Most of the times I'm one-shotting players left and right. I also protect myself from massive wraths if need be (Avacyn and Faith's Reward) and I have some recovery (Profound Journey and Obzedat's Aid). But the deck's not fancy at all. It's literally face smashing. The tutors are there to get key cards out and I try to have a lot of damage doublers and cards that generate draw advantage - even if they are on the fatter end of the mana curve. Then again, that's what all the rocks are for.
As for annoying decks, I would rather play against annoying decks than against people who don't follow multiplayer politics. For example, that game where you all lost to Maelstrom Wanderer. Had the beast tribal guy not been blindly destroying your commander, Maesltrom wouldn't have won. Maybe the beast guy could've won. But he took away his own chance to win by not gunning down the biggest threat. If he could've handled you so easily, he should've taken care of Wanderer first and then you. That simple; it's common sense. I always try to let opponents handle their own business and then vulture out a victory. Unless it becomes archenemy and then you have to take out your current, situational ally.
Many a time have I been victim to faulty logic commander politics. I've been in 3DH games using Atalya, Samite Master or Baron Sengir and be targeted since turn 0 where the other two opponents have literally been guys like Derevi, Empyrial Tactician, Brago, King Eternal, etc. And I'm just sitting there confused AF. Who knew that I would be more menacing than a Brago by using Baron Sengir? But, I digress...
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Also I highly recommend Spinerock Knoll. Every game I drew it I was able to cast whatever Hideaway grabbed the next turn. The best thing about it that many people don't realize is that its "triggered" ability only checks to see if 7 damage was dealt to an opponent and doesn't care if it was you who dealt that damage.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I've been considering Possibilty Storm. If anything it stops counterspells. I don't think it will hurt my gameplan much since most of my sorceries are wrath effects, most of my instants are spot removal, and most of my artifacts are equipment, that means I have a good chance of getting an effect similar to the one I cast if possibility storm is on the field.
Utter end and Anguished unmaking for your Sunforger target list.