Zedruu the Greathearted — Commander art

Political Puppets

Zedruu the Greathearted Commander Precon

Commander 2011100 cards

Zedruu plays a group-hug-and-politics game. It hands opponents permanents it owns, whether harmful ones, ones with drawbacks, or pacifying auras, then draws cards and gains life every upkeep for each one they control. Around that engine sits a heavy pillow-fort and defensive shell: tax effects, flying walls and fog effects keep attackers away, while symmetrical draw and gifted creatures keep the table busy and friendly. Late-game control-swapping and mass control effects let it steal back value and turn opponents' boards against them. How it wins: It outlasts the table behind its defenses and an overwhelming card advantage, then closes with big fliers and attackers, fling damage, or mass temporary theft of opposing boards for a lethal swing. Key roles: - Gift engine: Permanents that are harmless or harmful in an opponent's hands get donated through Zedruu or exchange effects, raising Zedruu's upkeep draw and lifegain while saddling opponents with upkeep costs, defenders, random forced attacks, or a creature that can never attack its owner. (Jötun Grunt, Vow of Duty, Ruhan of the Fomori) - Swaps and theft: Effects that exchange lands or creatures, or take whole boards until end of turn, convert donations into tempo and let the deck use opposing creatures for a lethal attack or as sacrifice fodder. (Reins of Power, Insurrection, Chromeshell Crab) - Pillow fort: Attack taxes and high-toughness flying walls make attacking Zedruu costly or pointless, so opponents turn on each other. (Ghostly Prison, Propaganda, Wall of Denial) - Symmetrical hug draw: Effects that give every player cards keep the table friendly and fuel Zedruu's own hand, while giving opponents resources that turn the life-punishing and recursion pieces into value. (Howling Mine, Vision Skeins, Trade Secrets) - Life and punishment: Life-total resets and shared damage exploit Zedruu's lifegain lead. Opponents gaining life returns burn, and losing donated or sacrificed permanents forces opponents to sacrifice matching permanents. (Arbiter of Knollridge, Punishing Fire, Martyr's Bond) - Closers: Large evasive or fling threats end the game once the fort has held and the hand is full. (Numot, the Devastator, Brion Stoutarm, Dominus of Fealty)

Political Puppets decklist

  • Goblin Cadets
  • Spurnmage Advocate
  • Jötun Grunt
  • Wall of Omens
  • Fog Bank
  • Nin, the Pain Artist
  • Azorius Guildmage
  • Court Hussar
  • Gomazoa
  • Guard Gomazoa
  • Vedalken Plotter
  • Wall of Denial
  • Plumeveil
  • Flametongue Kavu
  • Windborn Muse
  • False Prophet
  • Brion Stoutarm
  • Ruhan of the Fomori
  • Chromeshell Crab
  • Izzet Chronarch
  • Dominus of Fealty
  • Rapacious One
  • Numot, the Devastator
  • Arbiter of Knollridge
  • Breath of Darigaaz
  • Trade Secrets
  • Death by Dragons
  • Austere Command
  • Insurrection
  • Skyscribing
  • Brainstorm
  • Flusterstorm
  • Lash Out
  • Punishing Fire
  • Pollen Lullaby
  • Perilous Research
  • Vision Skeins
  • Whirlpool Whelm
  • Chaos Warp
  • Oblation
  • Murmurs from Beyond
  • Repulse
  • Spell Crumple
  • Wild Ricochet
  • Reins of Power
  • Scattering Stroke
  • Sol Ring
  • Armillary Sphere
  • Fellwar Stone
  • Howling Mine
  • Lightning Greaves
  • Prophetic Prism
  • Champion's Helm
  • Darksteel Ingot
  • Dreamstone Hedron
  • Soul Snare
  • Journey to Nowhere
  • Vow of Lightning
  • Ghostly Prison
  • Vow of Duty
  • Propaganda
  • Vow of Flight
  • Prison Term
  • Crescendo of War
  • Martyr's Bond
  • Azorius Chancery
  • Boros Garrison
  • Command Tower
  • Evolving Wilds
  • Izzet Boilerworks
  • Terramorphic Expanse
  • 2× Mountain
  • 2× Mountain
  • 2× Mountain
  • 2× Mountain
  • 2× Plains
  • 2× Plains
  • 2× Plains
  • 2× Plains
  • 3× Island
  • 3× Island
  • 3× Island
  • 3× Island
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