EDH : Zedruu

by AzyxA on 25 August 2014

Main Deck (100 cards)

Sideboard (37 cards)

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Deck Description

Zedruu is generous. He gives you all of the stuffs.

How to Play

So, I'm going to break down many of the ways to go about playing this deck.

ZEDRUU'S GEAR:
1. Sunforger:
Zedruu's main gun. With this equipped, you'll have access to a variety of responses such as countering, silencing, exiling, & spell copying. You'll even be able to fetch some utility spells such as Tithe. Be careful playing the Sunforger too early. This equipment can change the table's perception of you from the unthreatening group hug player to the player with a giant red X on your forehead. Just because you can throw it down on turn 2 or 3 because it was in your opening hand. Don't. Make sure you are prepared for any sort of backlash and more importantly, make sure you can at least attempt to protect it. The last thing you want is someone casting Revoke Existence or Dust to Dust on it.

2. Neurok Stealthsuit:
Keep Zedruu safe. Most decks would run Lightning Greaves. It's cheap, it gives Haste, and it's equip cost is 0. The problem with most any equipment though is that it can only be equipped at sorcery speed. Also, Zedruu doesn't need haste. The Neurok Stealthsuit bypasses this limitation, allowing you to equip it at instant speed to protect Zedruu against instant-speed removal. The limitation of the Neurok Stealthsuit though is that it grants Shroud and not Hexproof, so while it's equipped, you can't equip the Sunforger.

ZEDRUU'S REAL ESTATE:
1. Sorrow's Path:
Zedruu owns this totally sweet piece of real estate where all sorts of crazy shit goes down near this death trap of a rope bridge and he wants you to move there! Soooo, I have actually seen this land pop up on more than one MtG's worst cards ever lists...
That being said, this card can really shine in this deck. Ok, well, not shine but maybe glimmer a bit. Twinkle? Glow? Anyways, back to it. This can be a very political land. The lands main ability allows you to switch how two of your opponents creatures block. Seeing as how most of your creatures will not be attacking much and mainly used for utility, this ability is great for making and breaking alliances when your opponents start swinging at each other. The land does have what appears to be a really annoying drawback, that when it becomes tapped, regardless of whether its ability is even used or not, it deals 2 damage to it's controller and 2 damage to all its controller's creatures. Mostly only your utility creatures will die to Sorrow's Path. Hopefully you'll be donating your goats and kobolds for Zedruu ramp. Most of your creatures can be recurred with Reveillark & Karmic. A dead Solemn will draw you a card. Played again it will fetch you yet another land. A Trinket Mage can fetch you another instant. A Kor Cartographer can fetch you another plains. Stoneforge Mystic, assuming she is out, has already performed her primary Sunforger function. Playing her again will allow you to get any other equipment that you may want or need. The only 2 toughness creature that you want to avoid hitting is Hanna.
Once you donate Sorrow's Path, that's when the real fun begins. 2 damage per tap isn't going to take someone out, that's for damn sure but Sorrow's Path can really mess with creature decks, especially token based strategies (I'm looking at you goblin decks). Being able to hit all of an opponents creatures for 2, 4, or even 6 colorless non-targeted damage per turn is great.
Ways to tap Sorrow's Path remotely: Rishadan Port, Icy Manipulator, Mind over Matter, & Ral Zarek. With either the Port or Icy you can get one tap in per turn. With either of those and Ral Zarek out you'll be able to easily do 4 damage to your opponents board. The land can also be untapped with Deserted Temple & Candelabra to let you tap it again. With Mind over Matter out, the sky's the limit.

ZEDRUU'S GIFTS!
1. Illusions of Grandeur: Pretty self explanatory. Cast, gain 20 life, donate, watch someone curse and eventually lose 20 life. Once it goes to your graveyard you can fetch it with Hanna or tuck it with Mistveil Plains so that you can tutor for it with Academy Rector or Enlightened Tutor

INFINITE COMBOS:
So, not everyone enjoys infinite combos in their play group. A lot of these cards that make up these combos can easily be replaced with other more fun and more fair cards.

1. Grim Monolith / Basalt Monolith + Power Artifact = Infinite Colorless Mana
A classic infinite mana combo. By itself, this combo doesn't do anything too crazy besides cover any and all of the colorless mana costs in our spells.

2. Temple Bell + Mind Over Matter = Infinite Milling
Another classic infinite combo. Yes, if you are in a bad spot, this can be used to mill out everyone at the table with Elixir of Immortality to make sure that you don't mil yourself in the process. that is definitely a possibility. Also, if you have Niv-Mizzet out, you'll be able to ping the shit out of everything on the board and even kill some people outright before even milling them.
If you want to play more group-hug though, you can instead just cycle through your cards until you gather up some fun stuff that you want to play while discarding the others that you don't want. Once you hit Time Spiral, cast it with Boseiju to ensure that it doesn't get countered, and everyone gets to shuffle their graveyard into their libraries, draws to 7 cards, and you get to untap 6 lands for good measure. With all of the card drawing the deck has, just having Mind Over Matter by itself is a great tool for manipulating the board as necessary.

3. Phyrexian Altar + Reveillark + Karmic Guide = Infinite Mana + Infinite Recursion
By themselves, these 3 cards are all about utility. Phyrexian Altar can be used to sac kobolds, goats, & stolen creatures for extra mana. Reveillark can be used to retrieve more than half of your utility creatures and Karmic Guide being able to retrive the rest. When combined though, they create an engine that spells doom for your opponents. The Phyrexian Altar will be able to generate infinite 'colored' mana. This is far more useful than the Monolith + Power Artifact combo as well as Omniscience since on top of being able to play anything in your hand, you'll be able to pay for any of your activation costs including Xedruu's ability and the ability to repeatedly use the Sunforger over and over again.


Deck Tags

  • Zedruu
  • Group Hug
  • EDH
  • Commander

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

34350100

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for EDH : Zedruu

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