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Zedruu Commander Deck (EDH / Commander)

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Commander -

Zedruu the Greathearted is super unique as a commander, taking what may seem like something that puts you at a disadvantaged state, into something that is an advantage. Her unique ability has lots of uses and decks can vary greatly with her in it. This is my first Commander deck so I decided to make more of a political deck.

Win Conditions -

Felidar Sovereign and Test of Endurance focus on gaining large amounts of life and then dropping them to just win via their abilities

Chasm Skulker, Niv-Mizzet, the Firemind and Psychosis Crawler are all creatures that focus on winning via large amounts of card draws

Phyrexian Rebirth is a board wipe that might drop a large enough creature to turn the tide of the game, especially later on

Things that give stuff away/make things -

Bazaar Trader is an amazing card, especially if you start with him or you can tutor him later on when Zedruu might be too expensive to cast

Trading Post does a lot for one card. It can give you rather useless tokens to give, more life, your artifacts back or more cards

Conjured Currency is more of a fun thing than something serious. It can seriously disorient players and ruin plans that they may have

Things you can give away -

Detention Sphere, Ghostly Prison, Journey to Nowhere and Oblivion Ring are all control enchantments that you can donate after using them with no drawback

Bubble Matrix, Lightmine Field and Meishin, the Mind Cage all stop attackers and/or enhance your blockers by making them take no damage. They can all be donated with no drawback

Cursed Rack can be used to help shut down a control player then donated

Font of Mythos and Howling Mine offer everyone more card draw and can be donated

Volrath's Curse can be donated then returned at any point if you need to.

Ruhan of the Formori can be donated though its usually not the greatest idea. However, paired with the following cards, it could be a way to keep focus off of you.

Vow of Duty, Vow of Flight, and Vow of Lightning have two major uses. They can be used to buff your own creatures, which isnt that efficient, or given to your opponents creatures to prevent them from attacking you. You can also donate them for more cards

Things you should give away -

Steel Golem is a dead giveaway of a card you don't want under your control. It can be used to halt decks for a short period of time, especially if they are heavily focused on creatures.

Delusions of Mediocrity and Illusions of Grandeur both have the same use. The former is definitely worse than the latter, but both should be dropped then immediately transferred over

Statecraft, Embargo and Pyromancer's Swath can all ruin players plans and prevent them from doing anything notable

Tutor -

Ring of Three Wishes is easily your best tutor card as it can search for anything

Citanul Flute isn't as good as the Ring is but its still viable. It can fetch most of your win conditions and Bazaar Trader

Archmage Ascension - It might take awhile to get going, but once it does, every card draw becomes a tutor for any card in your deck

Survivability -

Elixir of Immortality gives you a bit of life, but most importantly it shuffles your graveyard back into your library, something that you will possibly need if you are forced to keep discarding cards

Norn's Annex and Propaganda both keep enemies at bay by forcing them to pay mana and possibly life to actually swing at you

Rhox Faithmender is simple. It doubles the life you get from anything. Combine this with Zedruu and you'll be gaining insane amounts of life easily. Its also a solid blocker

Wall of Denial is mainly to block any pesky flying creatures that can get through but is also amazing at blocking any other creature

Utility -

Spellbook and Venser's Journal are for making sure you have enough hand size of the massive amount of cards you will be drawing

Otherworld Atlas and Rhystic Study is for more card draw

That Which Was Taken can keep other important cards alive

Auramancer and Open the Vaults is for getting all your important Enchantments and Artifacts back from the graveyard

Paradox Haze is for getting more from Zedruu the Greathearted

Curse of Bloodletting and Curse of Exhaustion is for messing with players and preventing them from doing what they want

Darksteel Mutation can be a nice control spell that you can donate

Copy Enchantment and Clever Impersonator are both for copying important cards that you might want more than 1 of

Lightning Greaves can help protect any of your creatures but is mostly going to be on Zedruu the Greathearted

Nevinyrral's Disk is a bomb that you can set off anytime if players don't take care of it

Mana Ramp -

Self explanatory

Important Lands -

Buried Ruin can help get destroyed artifacts back

Ghost Quarter for getting rid of other peoples special land that they may have

Homeward Path lets you recall control of any creatures you may have donated or lost control of

Rainbow Vale is usually just an extra card from Zedruu the Greathearted

Reliquary Tower fixes your hand size problem

Tags

Sideboard

This deck does not appear to be legal in EDH / Commander.

Problems: A commander deck should contain exactly 100 cards, including the commander.

Turn: Your life: Opponent's life: Poison counters:
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