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 Post subject: Zedruu: Predictability is Weakness
AgePosted: 2017-May-19 9:17 am 

Joined: 2016-Aug-15 1:21 pm
Age: Drake
My play group is extremely predictable in that they always go for the normal 'reduce every opponent's life to zero' plan. They love using big creatures, mass trample effects, and token generators. The back up plan is to use removal, Fog-type cards, and occasionally field wipes until their creatures can break through a deck's defenses. Creatures that deal damage outside of combat are usually an afterthought.

My Zedruu deck is designed to completely derail that type of plan, regardless of how many people are at the table. It's based around disrupting the normal build-up then attack plan my play group normally uses, blindly forcing cards to be played, and pillow-hugging. It doesn't really have a clear path to winning, because it's designed more to have a fun (if unpredictable) game instead of win. Half the games in my play group are usually a slow build up and then wait until someone draws a card that swing the game in their favor. Zedruu was the 'best' commander I could find to lead this kind of deck, because he already has an unusual ability that can make good use of the deck's generalized plan of denying any kind of reliability.

I don't organize the deck's list like others, because I didn't build it like my others. It has Hat Tricks (that make the game unpredictable and fun), Hugs (that either benefit everyone or 'help' someone), Chaotic cards (similar to Hat Tricks, but smaller), Friends (big splashy cards that are normally not supposed to jump around the table), and then 'Normal' cards. I'm looking to replace underperforming cards with ones that either fit the deck better or make it more unpredictable then it already is. I'm able to use things like Clone and Body Double, but things like Rite of Replication make the deck too hard for the rest of my play group to follow.

I'm looking for more things like the Hat Tricks I already have, and cards like Thieves' Auction and Scrambleverse would cause too much havoc for my play group to be able to follow. More hugs and 'friend' cards any kind of deck can use are also something I'm looking to add more of to the deck. Anything that blindly puts a card into play like Wild Evocation or Gate to the Aether are also things I'm looking to add.

Mostly, the deck is just designed to have fun, make impossible combos happen, and blindly put cards from every deck into play, but also not be unreasonably confusing. My play group is very mechanically unskilled at the game.

Commander: Zedruu the Greathearted

Hat Tricks:
-Hive Mind
-Confusion in the Ranks
-Eye of the Storm
-Wild Evocation
-Gate to the Aether
-Knowledge Pool
-Cultural Exchange
-Warp World
-Curse of Echoes

Hugs:
-Ghirapur Orrery
-Temple Bell
-Avarice Amulet
-Font of Mythos
-Otherworld Atlas
-Humble Defector
-Custody Battle
-Captivating Glance
-Akroan Horse
-Statecraft

Chaos:
-Perplexing Chimera
-Djinn of Infinite Deceits
-Blessed Reincarnation
-Chain of Silence
-Chain of Vapor
-Chain of Plasma
-Stolen Goods
-Illusory Gains

Friends:
-Lorthos, the Tidemaker
-Sun Titan
-Melek, Izzet Paragon
-Krenko, Mob Boss
-Jhoira of the Ghitu
-Daxos of Meletis
-Consecrated Sphinx
-Clone
-Eternity Vessel
-Aetherflux Reservoir

Normal Cards:
-Aligned Hedron Network
-Elixir of Immortality
-Amber Prison
-Wrath of God
-Blasphemous Act
-Brainstorm
-Pristine Angel
-Oblivion Ring
-Wall of Denial
-Filigree Familiar
-Lightning Greaves

Mana Ramp:
-Darksteel Ingot
-Manalith
-Journeyer's Kite
-Commander's Sphere
-Sol Ring

Underperforming Cards:
-Mogg Assassin
-Mercurial Chemister
-Jinxed Idol
-Rust Elemental
-Bronze Bombshell
-Wall of Swords
-Aether Membrane
-Grid Monitor

Lands:
-Rainbow Vale
-Rupture Spire
-Mystic Monastery
-Izzet Boilerworks
-Boros Garrison
-Azorius Chancery
-Izzet Guildgate
-Boros Guildgate
-Azorius Guildgate
-Wind-Scarred Crag
-Swiftwater Cliffs
-Tranquil Cove
-Terramorphic Expanse
-Evolving Wilds
-8 Plains
-8 Islands
-8 Mountains

_________________
Commanders:
-The Ur-Dragon-Five Color Dragon Tribal Deck
-Nekusar, the Mindrazer-Hardcore Mill Deck
-Nahiri, the Lithomancer-Monowhite Soldier/Equipment Deck
-Sharuum the Hegemon-Esper Artifact Themed Deck
-Karador, Ghost Chieftain-Kamigawa Spirit Reanimator Tribal Deck
-Zedruu the Greathearted-Predictability is Weakness Themed Deck
-Nissa, Vastwood Seer/Nissa, Sage Animist-Monogreen Land Based Deck


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 Post subject: Re: Zedruu: Predictability is Weakness
AgePosted: 2017-May-20 1:33 am 
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Joined: 2009-Jun-02 3:54 am
Age: Dragon
Location: Germany, near Berlin
Drrakus wrote:
... not be unreasonably confusing. My play group is very mechanically unskilled at the game.
...

-Eye of the Storm


I laughed, because VERY confusing things happen, whenever Eye of the Storm hits play and is not answered.

Anyway: I LOVE this style of deck. I have (had) one myself, only headed by Arjun, the Shifting Flame for added randomness. And with more brain ache type cards... Decklist if you care

More for your deck: Swans of Bryn Argoll - or how many cards can you draw with a Chain of Plasma?

_________________
If your only tool is a hammer, every problem looks like a nail.

Generals:
too many, and always changing... except:

Rakdos, Lord of Riots (Demon Tribal)
Melek, Izzet Paragon (Dragonstorm) -> these must stay because of a house rule


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