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Zedruu the Chaotic Third Wheel (EDH / Commander)

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So I’ve been playing for a little more than 2 years and just started to get into commander about 7 months ago. I am in love with this format and don't see myself playing anything else anytime soon.

That being said I have been getting my ass handed to me by more experienced players and their decks that they built over years and years over. The Ur-Dragon, Zacama, Primal Calamity,
Riku of Two Reflections, Oloro, Ageless Ascetic, Prossh, Skyraider of Kher these decks were just toying with me half the time they didn't even acknowledge my existence because my threat level was minumum at best. How was I to compete with this level of meticulous optimization?

…..something was missing.

Then I came across Hoppeltrottel’s Zedruu deck... and I started to get ideas...

So without further adieu I give you Zedruu the Chaotic Third Wheel!

I broke Zedruu down into 6 different categories. Removal, Protection, Ramp, Utility, Wheel and Chaos.

The basic strategy is to break the game as much as possible and make as much chaos as you can until you can get your wincons on the board. The win cons are as follows: The Locust God, Niv-Mizzet, Parun, Niv-Mizzet, the Firemind and Psychosis Crawler. When your win cons are on the board your goal is to draw as many cards as you can to beat out your opponents by chip damage. Sure Zedruu has some great and spicy wincons such as Illusions of Grandeur but I found that by removing them that it would give me more time to win by harrassment.

There’s not that much too it for this deck. Zedruu doesn't even necessarily need to be on the board to have fun while playing this deck. She is mostly utility for extra card draw. I did keep one enchantment from the old brew.Embargo I absolutely love this card and it shuts down games and commanders alike which brings me to my favorite combo of the deck.

Embargo + Fractured Identity

You play Embargo on yourself to obviously get ready to gift. Then you remove it with Fractured Identity and ALL of your opponents now have it and take 2 damage per turn. So unless they have a nonland permanent removal they are stuck with it which saves your chaotic enchantments.

Speaking of chaos let's bring out the stars of the show!

Possibility Storm is without a doubt the most fun chaotic card of the deck it basically renders opponents' hands useless and can work for you as well as against you. Confusion in the Ranks is absolutely bonkers especially when interacting with commanders that have not yet been played on the field.This card can get really out of hand. I've haven't had anyone scoop yet but I figure if anything this is the card that they will concede too. Grip of Chaos is fun and tends to keep the stack small if anything it can almost be considered protection because of how painstaking it is to randomize everything on the board. Planar Chaos is potentially a free counter depending on the coin flip for you and your opponents. Which is also why Krark's Thumb is in here. Boompile is here to basically cut your nose off to spite your face it's also fun to give to your opponents and let them decide when they have had enough.
Zur's Weirding wraps up the chaos theme because friends DON'T KEEP SECRETS….also denying someone's Eldrazi top end feels pretty good.

And that's basically it, everything in this deck can and WILL work for and against you and it may not be the most competitive deck but it's fun and that's what it's all about :)

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This deck appears to be legal in EDH / Commander.

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