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I own this deck's existence to Grant (@ Grantgravity mtgvault) who built most of it. Zedruu is a really interesting card and really does best in enchantment control. But control is not usually an archetype I play so for me this was really stepping outside the box.Unlike most Zedruu EDH's out there this one doesn't contain just 6-10 cards to give away. This Zedruu has got a whopping 21! targets to give to your opponents. If your going Zedruu, you might as well use him!
While there are a few win conditions that can operate without Zedruu, most of the deck depends upon him. As such, the real goal is to get him out and protect him with somekind of enchantment or artifact equipment.Typically turns 1-5 you're playing defensive cards (fog bank, wall of denial, ghostly prison), whatever accel. you might get (dark steel ingot), using any point removal to take out early permanents going after you.turns 6-8 should be focused on your general, getting him out... making him hexproof, and handing over the first of many permanents to your opponents control.turns 7- onwards is really all about drawing a win condition, and controlling your opponents. Since the deck is based around permanents you own but don't control the deck can be weak to board wipes... so if you have more than one win condition, just play them one at a time.
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