Hi guys! My name is Jonathan and I live in Canada. I started playing mtg in 2011 and the only format I've ever played is Commander. This amazing format is the reason I got into magic and I don't think I'll move on to anything else in the foreseeable future. I play in several different playgroups, some more competitive than others. I consider myself to be half spike and half everything else. I like combos, I like hardcasting fatties, I also pay lots of attention to card arts and flavours. However as much as I like to win, I don't play very well because I haven't been playing for as long as others. I love deckbuilding, in fact I think I enjoy building decks more than playing them. This leads us the next section.
The Tri-colour Madness Deck Series:
As I've mentioned above, I really enjoy building decks and I see it as one of my creative outlets. I take pride in the decks I build and I enjoy seeing them being successful when played by me or others. So far I've built 10 decks, each of them features a unique tri-colour combo (yup, that's all of them!). On top of the the passion for deckbuilding, another reason for me to build so many decks is that I am relatively new to the game of mtg, and I want to try out all kinds of different decks.
You'll see a large variety of deck archetypes from this series including: timmy, theft/control, aikido(passive reactive control), ramp, rock/recursion, artifacts, mill/reanimation, tokens and voltron/aggro. For some decks, I decide on the archetype and general, then I search up all kinds of decklists online and from those I create my ideal list for that strategy(my spike side). For other decks, I just come up with an idea and dive into it blindly which results in decks that are 100% my own through extensive testing and modifying. All of my decks are built to be multiplayer oriented.
One problem that I came across when building these decks is that there are many card overlaps even though all of the decks utilize different strategies. I was unable to avoid including cards like primeval titan and consecrated sphinx in every deck of the appropriate colours. I've been trying my best to avoid this and limit the number of staples that go in all my decks. In the near future I will spend some time to focus specifically on cutting those staples from my decks.
The reason for me to post this series is that I want to share my passion with all of you, and at the same time receive some feedbacks and suggestions in order to help me further improve my decks. I'm sure this will be a great experience and help me and others in many different ways. Thanks in advance!
Zedruu is possibly the most "balanced" out of the main generals from commander decks. It doesn't scream "broken" like The Mimeoplasm. And unlike Kaalia of the Vast, it's not so obvious how to build a deck around her. Like the deck name suggests, Zedruu is a general made for political play, whether you're a fan of the politics aspect of the game or not. Normally opponents don't see Zedruu as a large threat, and that's often a great asset for this minotour monk.
Basic Land Art
I've been a huge fan of the basic land arts on magic cards ever since I started playing the game. In the beginning I loved the zendikar ones and filled my decks with them. Then they became a bit repetitive and boring. As a result my inner Vorthos pushed me to move on and search for some other land arts that fit well in my decks. I follow a few basic guidelines when searching for my lands. Obviously they must look good. They should also be on theme with the deck, and as a result of that, the lands in a deck are mostly from the same sets/blocks. Lastly, i try to keep my lands new-boardered, just because I like them better.
For Zedruu, we have:
I choose Lorwyn Lands for Zedruu. I really like Lorwyn as a set, however a lot of their land arts are only okay in my opinion. The set of lands above did stand out to me though, when I was searching for lands for Zedruu. Those lands don't look too special but I felt this simple, lighthearted and playful mood when I first saw them. I feel that is exactly what my Zedruu deck's theme should be! I would really love to hear which lands you think are the best for this deck!
Strategies:
This is a defense deck, so one of the main strategies is to avoid attention while minimizing the incentives for my opponents to attack me. On top of effects like propaganda and ghostly prison, I found that the most effective attack deterrents come in the form of lands. Kor Haven, Glacial Chasm, and Maze of Ith (which I have yet to acquire).
Other than the obvious donation combos like Illusions of Grandeur and Transcendence, the deck has a ton of other donation shenanigans. One of the key cards here is Puca's Mischief , trading creatures for non creature, then tap homeward path. Or even worse, trading away a ton of stuff then cast brand. Lots of fun interactions like that.
Another key component of the deck is Sunforger and I have a package dedicated to this overpowered equipment. With blue in the deck, I can use sunforger to fetch counterspells like absorb and suffocating blast, and this takes its to another level. The sunforger package includes a large variety of spells that can answer a lot of stuff. With mistveil plains, I can recycle my instants over and over. Along with cards like Vedalken Orrery and Leyline of Anticipation, I can play reactively and answer every threat pointed at me.
Overall, the deck's strategy aims to always be one of the two decks left in the end, then I either slowly grind down the last opponent with all my control effects, or try to pull out one of my sketchy win cons and finish him/her off.
Cards that I will include with little persuasion. Please share your opinions on those!
Paradox Haze: This card has some nice synergy with Zedruu and some other cards in the deck, however I still don't think there are enough cards in the deck that work with the haze. In fact there are a few cards in this list that work really well with Haze, so I might consider jamming the entire package in. There is also some negative snyergy with some cards though.
Replenish: The deck doesn't run enough enchantments as of now, however I am very tempted to tune the deck to be much more enchantment heavy.
Celestial Dawn, Pyromancer's Swath: Powerful indeed, but they seem a little unfun for me since they lock opponents out of the game. I'd much rather kill opponents off with Transcendence. Plus I'd hate to cast Pyromancer's Swath and have Zedruu removed in response.
Oblivion Ring and all kinds of enchantment based removals: Very very tempted to try them. However if I put them in the deck would rely even more on the general than it already does. Without Zedruu donating those enchantments are pretty subpar removals on their own.
I like the idea of the sunforger package. I've been looking to build Zedruu (as of... like 5 days ago) and this might be an interesting route. It's a little less chaotic than what I had in mind.
Icarus599: I have tested some pretty chaotic cards in Zedruu like Thieves' Auction. That card sounds amazing in theory for a zedruu deck, especially when comboed with brand and homeward path. However, the one and only time I casted that card, it took around 20 minutes to resolve, and I took it out of the deck after that. I am tempted to try cards like Confusion in the Ranks though.
Quick tip for Zedruu players. Use weird coloured sleeves (like pink or something). Otherwise you might accidentally lose some cards through donating/chaos.
I wasn't planning on chaos quite that bad, but the general idea would have been to screw up the ownership of creatures as much as possible. For instance, effects that say "gain control of target creature until end of turn" don't matter when you donate the creature immediately after. It doesn't net you cards or life, but it can screw with the board nicely. (And of course, stuff like Cultural Exchange is just hilarious. Or Scrambleverse right after a Sudden Disappearance).
Icaru: YA those are definitely fun to try. I really want to use Cultural Exchange in my deck. But in order to make it effective I gotta jam in more etb utility creatures. Working on it!
I didn't think of including a sunforger package with in my zedruu deck! I love the idea! I usually would think of using it more in an offensive deck, not as a tool for finding answers! I'm going to see if i can figure out how to make room for it in my deck.
I am currently working on a zedruu deck myself and I really like your.list. the only thing that I don't understand is why stoneforge mystic with only 1 equipment in the deck?
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Delirium: Thanks! The Sunforger is indeed a really powerful answer to any threat. However it is not a card that can win you games. And yet it probably draws more hate than a lot of the win-cons out there. People really dislike the fact that you can whip out a counterspell whenever you need to. As a result I think you need to be more political when playing this card and keep it as a rattlesnake instead of randomly using it to disrupt your opponents (unless they're going for the win, of course).
Provoked: Very valid observation. It is mostly in there to fetch for my Sunforger and she can also use the equipment herself. When Sunforger is not in the deck, she just fetches for lightning greaves to protect my general. However that might be a sub-par use. I will test and see how often she is a dead card (when sunforger and greaves are both out of the deck), so far it hasn't happened.
Delirium: Thanks! The Sunforger is indeed a really powerful answer to any threat. However it is not a card that can win you games. And yet it probably draws more hate than a lot of the win-cons out there. People really dislike the fact that you can whip out a counterspell whenever you need to. As a result I think you need to be more political when playing this card and keep it as a rattlesnake instead of randomly using it to disrupt your opponents (unless they're going for the win, of course).
Provoked: Very valid observation. It is mostly in there to fetch for my Sunforger and she can also use the equipment herself. When Sunforger is not in the deck, she just fetches for lightning greaves to protect my general. However that might be a sub-par use. I will test and see how often she is a dead card (when sunforger and greaves are both out of the deck), so far it hasn't happened.
Ahh I forgot about sunforger being an equipment. So 2 targets are.pretty good. I was just thinking if you.happen to draw one or.both then it turns into a dead draw. Could even use fabricate. But replacing a creature could be risky in a creature light deck. I think it.makes more sense now that I see the 2 targets. Could even throw in a 3rd like a sword. Hmm. Now you got me thinking lol.
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Ya I'm definitely considering adding more equipments in the deck. I think I need more protection for Zedruu, because Zedruu is the only card in the deck that does what she does. I'm probably gonna put in a darksteel plate or something when i find one.
Yupp, right now I'm trying to modify zedruu into a more enchantment-heavy build. However I find that it conflicts quick a lot with my sunforger package. For example, Temporal Isolation is probably gonna replace something like swords to plowshares. If I do end up deciding on the enchantment approach, most of the cards you suggested will be in.
I want to try steel golem, however it seems like its controller can just swing it into another opponent and ask for him/her to block and destroy it. I'm not sure about other play groups but in mine most players are willing to help someone out and gain political favour by doing nothing at all.
Returning Anger: Ya I think thats a bit better. However I'm kind of worried that if someone removes my zedruu in response to me casting grid monitor. I cant even cast zedruu again to donate it.
Coona: ya the mass card draw + psychosis crawler and niv-mizzet, the firemind is definitely an effective strategy with zedruu. I definitely want to add in venser's journal too, but I feel like with that and zedruu my life is gonna get too high and become the archenemy.
hm yeah, I used to have relic in as part of the toolbox of the deck. But it was eventually cut because I cantrip it way too often due to the lack of graveyard-focused decks in my group. Spellbook is cool, but a card I think might be better is Library of Leng. What I like about it is that it's a spellbook but also somewhat offsets the drawbacks from brand and wild research.
hah yeah. thats interesting. See the problem is, the deck doesn't have many ways to finish the game up, even if your opponents aren't able to do anything. However thats the deck's problem, not obliterate's. I gotta fix this.
Anyone know some synergistic win-cons for zedruu decks? I really need more in here.
Ya if I can I would totally use bribery in every blue deck. However it is pretty expensive and I am purposely trying to limit the number of "staples" that i run in every deck.
Stranglehold is a interesting card. It is so amazing but I don't play it in any of my decks for some reason. And it is so effective against me that whenever someone plays it nearly half of the cards I have in hand are rendered useless. However I'm not sure if Zedruu is the deck for this card. It seems to me that the purpose of the card is to slow your opponents down while somewhat building your deck around it so that you can get ahead. The funny thing with zedruu though, is that the deck doesn't really do anything, so stranglehold mostly just makes the games longer and and even more grindier. Thats just my theory though. However I should definitely find a home for this card in one of my decks.
White sun's Zenith I am currently testing, its doing pretty well. Storm herd seems a little bit inconsistent, however with the slight lifegain that Zedruu has it might help the problem a little. Decree of Justice seems a little expensive to me, Entreat the angels , however, looks great with cards like Mystical Tutor, and Sensei's Divining Top to help trigger miracle and cast it at instant speed.
Thanks Chaos!
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Introduction:
The Tri-colour Madness Deck Series:
You'll see a large variety of deck archetypes from this series including: timmy, theft/control, aikido(passive reactive control), ramp, rock/recursion, artifacts, mill/reanimation, tokens and voltron/aggro. For some decks, I decide on the archetype and general, then I search up all kinds of decklists online and from those I create my ideal list for that strategy(my spike side). For other decks, I just come up with an idea and dive into it blindly which results in decks that are 100% my own through extensive testing and modifying. All of my decks are built to be multiplayer oriented.
One problem that I came across when building these decks is that there are many card overlaps even though all of the decks utilize different strategies. I was unable to avoid including cards like primeval titan and consecrated sphinx in every deck of the appropriate colours. I've been trying my best to avoid this and limit the number of staples that go in all my decks. In the near future I will spend some time to focus specifically on cutting those staples from my decks.
The reason for me to post this series is that I want to share my passion with all of you, and at the same time receive some feedbacks and suggestions in order to help me further improve my decks. I'm sure this will be a great experience and help me and others in many different ways. Thanks in advance!
Here are deck lists that I've posted so far:
:symr::symu::symg: Riku's RUG Goodstuff Deck
:symb::symr::symg: Kresh's Ultimate Timmy Deck
:symw::symu::symb: Sharuum's Etherium Empire
:symu::symb::symr: Thraximundar!!! Theft Deck
:symg::symb::symu: The Mimeoplasm Mill/Reanimator
:symr::symw::symu: Zedruu's Defense/Sunforger Deck
:symb::symg::symw: Karador Rock/Recursion Deck
:symg::symw::symu: Rafiq of the 1HKO
:symr::symg::symw: Rith and Her Token Army
The Politician:
Zedruu is possibly the most "balanced" out of the main generals from commander decks. It doesn't scream "broken" like The Mimeoplasm. And unlike Kaalia of the Vast, it's not so obvious how to build a deck around her. Like the deck name suggests, Zedruu is a general made for political play, whether you're a fan of the politics aspect of the game or not. Normally opponents don't see Zedruu as a large threat, and that's often a great asset for this minotour monk.
Basic Land Art
I've been a huge fan of the basic land arts on magic cards ever since I started playing the game. In the beginning I loved the zendikar ones and filled my decks with them. Then they became a bit repetitive and boring. As a result my inner Vorthos pushed me to move on and search for some other land arts that fit well in my decks. I follow a few basic guidelines when searching for my lands. Obviously they must look good. They should also be on theme with the deck, and as a result of that, the lands in a deck are mostly from the same sets/blocks. Lastly, i try to keep my lands new-boardered, just because I like them better.
For Zedruu, we have:
I choose Lorwyn Lands for Zedruu. I really like Lorwyn as a set, however a lot of their land arts are only okay in my opinion. The set of lands above did stand out to me though, when I was searching for lands for Zedruu. Those lands don't look too special but I felt this simple, lighthearted and playful mood when I first saw them. I feel that is exactly what my Zedruu deck's theme should be! I would really love to hear which lands you think are the best for this deck!
Strategies:
Other than the obvious donation combos like Illusions of Grandeur and Transcendence, the deck has a ton of other donation shenanigans. One of the key cards here is Puca's Mischief , trading creatures for non creature, then tap homeward path. Or even worse, trading away a ton of stuff then cast brand. Lots of fun interactions like that.
Another key component of the deck is Sunforger and I have a package dedicated to this overpowered equipment. With blue in the deck, I can use sunforger to fetch counterspells like absorb and suffocating blast, and this takes its to another level. The sunforger package includes a large variety of spells that can answer a lot of stuff. With mistveil plains, I can recycle my instants over and over. Along with cards like Vedalken Orrery and Leyline of Anticipation, I can play reactively and answer every threat pointed at me.
Overall, the deck's strategy aims to always be one of the two decks left in the end, then I either slowly grind down the last opponent with all my control effects, or try to pull out one of my sketchy win cons and finish him/her off.
Decklist:
1x Zedruu the Greathearted
Don't Touch Me
1x Collective Restraint
1x Ghostly Prison
1x Karmic Justice
1x Propaganda
1x Solitary Confinement
1x Sphere of Safety
Donate/Trade Shenanigans
1x Illusions of Grandeur (Win-Con)
1x Statecraft
1x Vedalken Plotter
Sunforger Package
1x Orim's Chant
1x Sunforger
1x Absorb
1x Chaos Warp
1x Counterflux
1x Double Negative
1x Oblation
1x Path to Exile
1x Return to Dust
1x Render Silent
1x Swords to Plowshares
1x Wild Ricochet
Card Draw/Filter
1x Consecrated Sphinx
1x Recurring Insight
1x Rhystic Study
1x Scroll Rack
1x Sensei's Divining Top
Ramp/Mana Fixing
1x Land Tax
1x Solemn Simulacrum
1x Weathered Wayfarer
1x Gilded Lotus
1x Enlightened Tutor
1x Fabricate
1x Idyllic Tutor
1x Trinket Mage
1x Wild Research
1x Mystical Tutor
Board Wipes
1x Austere Command
1x Cyclonic Rift
1x Hallowed Burial
1x Rout
1x Supreme Verdict
1x Terminus
Win-Cons
1x Entreat the Angels
1x White Sun's Zenith
Other Utility
1x Copy Enchantment
1x Detention Sphere
1x Elixir of Immorality
1x Reito Lantern
1x Leyline of Anticipation
1x Lightning Greaves
1x Oblivion Ring
1x Phyrexian Metamorph
1x Rest in Peace
1x Sun Titan
1x Telepathy
1x Temporal Mastery
1x Vedalken Orrery
1x Mystic Retrieval
Lands
1x Sacred Foundry
1x Hallowed Fountain
1x Steam Vents
1x Glacial Fortress
1x Sulfur Falls
1x Arid Mesa
1x Scalding Tarn
1x Flooded Strand
1x Cascade Bluffs
1x Mystic Gate
1x Rugged Prairie
5x Island
4x Mountain
5x Plains
1x Command Tower
1x Forbidden Orchard
1x Glacial Chasm (don't touch me)
1x Maze of Ith (don't touch me)
1x Boseiju, Who Shelters All (trade/donate shenanigan)
1x Celestial Colonnade
1x Kher Keep
1x Kor Haven (don't touch me)
1x Mistveil Plains
1x Reflecting Pool
1x Prahv, Spires of Order (don't touch me)
1x Rainbow Vale (trade/donate shenanigan)
1x Reliquary Tower
1x Thespian Stage
1x Desolate Lighthouse
Deckstat:
Creatures: 11
Sorceries: 10
Instants: 15
Enchantments: 16
Artifacts: 5
Planeswalkers: 1
Watchlist:
Paradox Haze: This card has some nice synergy with Zedruu and some other cards in the deck, however I still don't think there are enough cards in the deck that work with the haze. In fact there are a few cards in this list that work really well with Haze, so I might consider jamming the entire package in. There is also some negative snyergy with some cards though.
Honden of seeing winds: A decent card on its own. Works great with Parador Haze and Copy Enchantment.
Chronomantic Escape: Sounds pretty decent on paper, never tested this. Also works really well with Paradox Haze.
Replenish: The deck doesn't run enough enchantments as of now, however I am very tempted to tune the deck to be much more enchantment heavy.
Celestial Dawn, Pyromancer's Swath: Powerful indeed, but they seem a little unfun for me since they lock opponents out of the game. I'd much rather kill opponents off with Transcendence. Plus I'd hate to cast Pyromancer's Swath and have Zedruu removed in response.
Oblivion Ring and all kinds of enchantment based removals: Very very tempted to try them. However if I put them in the deck would rely even more on the general than it already does. Without Zedruu donating those enchantments are pretty subpar removals on their own.
Changelog:
-Solitary Confinement +Copy Enchantment (ChaosWarp)
Thanks for reading my deck tech, please also check my other lists in the series if you're interested!
Icarus599: I have tested some pretty chaotic cards in Zedruu like Thieves' Auction. That card sounds amazing in theory for a zedruu deck, especially when comboed with brand and homeward path. However, the one and only time I casted that card, it took around 20 minutes to resolve, and I took it out of the deck after that. I am tempted to try cards like Confusion in the Ranks though.
Quick tip for Zedruu players. Use weird coloured sleeves (like pink or something). Otherwise you might accidentally lose some cards through donating/chaos.
But my playgroup wouldn't appreciate that.
Edit: Ok switched!!
Legacy:
WUBRG Manaless Dredge GRBUW
Modern:
BRG Jund GRB
EDH/Commander:
WUG Rafiq of the Many GUW
Provoked: Very valid observation. It is mostly in there to fetch for my Sunforger and she can also use the equipment herself. When Sunforger is not in the deck, she just fetches for lightning greaves to protect my general. However that might be a sub-par use. I will test and see how often she is a dead card (when sunforger and greaves are both out of the deck), so far it hasn't happened.
Ahh I forgot about sunforger being an equipment. So 2 targets are.pretty good. I was just thinking if you.happen to draw one or.both then it turns into a dead draw. Could even use fabricate. But replacing a creature could be risky in a creature light deck. I think it.makes more sense now that I see the 2 targets. Could even throw in a 3rd like a sword. Hmm. Now you got me thinking lol.
Legacy:
WUBRG Manaless Dredge GRBUW
Modern:
BRG Jund GRB
EDH/Commander:
WUG Rafiq of the Many GUW
I want to try steel golem, however it seems like its controller can just swing it into another opponent and ask for him/her to block and destroy it. I'm not sure about other play groups but in mine most players are willing to help someone out and gain political favour by doing nothing at all.
And I like the Sunforger tool box idea.
Coona: ya the mass card draw + psychosis crawler and niv-mizzet, the firemind is definitely an effective strategy with zedruu. I definitely want to add in venser's journal too, but I feel like with that and zedruu my life is gonna get too high and become the archenemy.
Anyone know some synergistic win-cons for zedruu decks? I really need more in here.
Stranglehold is a interesting card. It is so amazing but I don't play it in any of my decks for some reason. And it is so effective against me that whenever someone plays it nearly half of the cards I have in hand are rendered useless. However I'm not sure if Zedruu is the deck for this card. It seems to me that the purpose of the card is to slow your opponents down while somewhat building your deck around it so that you can get ahead. The funny thing with zedruu though, is that the deck doesn't really do anything, so stranglehold mostly just makes the games longer and and even more grindier. Thats just my theory though. However I should definitely find a home for this card in one of my decks.
Thanks again for all the suggestions!
Thanks Chaos!