Giving "Gifts" With a Zuko, Conflicted Commander Deck

by
Nicholas Lucchesi
Nicholas Lucchesi
Giving "Gifts" With a Zuko, Conflicted Commander Deck

Zuko, ConflictedZuko, Conflicted | Art By Halil Ural

Deckbuilding can often lead to conflict. Conflict between you and your opponents at the table. Conflict between the cards in your deck. But today, even our commander is conflicted. Specifically, Zuko is conflicted.

Every month or so, I peruse cards looking for a way to make a deck built around DonateDonate effects. A strategy that has run the gamut from competitive powerhouse, thanks to cards such as Illusions of GrandeurIllusions of Grandeur, to preconstructed originator, thanks to Zedruu the GreatheartedZedruu the Greathearted.

Obviously, this isn't a strategy I'm trying to piece together from scraps; it's an archetype that exists in multiple colors, with many different commander choices. In fact, Avatar: The Last Airbender has given two new options for this strategy: Zuko, ConflictedZuko, Conflicted and his Uncle Iroh, Tea MasterIroh, Tea Master.

What does a deck look like built around Zuko's conflict? Will this be the "Evil Donate" deck that I've longed for? Or will it be just another conflict? Why don't we find out?

Zuko, Conflicted

Bad Cards

Unless you want to go full Group Hug, playing a deck like this forces you to play bad cards. Not bad cards in the idea of a card that's not the strongest option, but great in a corner case. I'm talking about actual bad cards. Cards that you usually would actively avoid in all other situations. But something about playing these cards feels different from playing any other deck.

Phyrexian Negator
Bazaar Trader
Abyssal Persecutor

Usually, a 5/5 with trample for only would be a perfectly serviceable card. Depending on the format, it might even be one of the strongest cards around. However, that isn't the case with Phyrexian NegatorPhyrexian Negator. The Negator comes with a massive drawback. Imagine getting hit with a Blasphemous ActBlasphemous Act while having this on your side of the board. You might as well pack up your deck and leave.

Luckily, we won't be the ones with this card; that's someone else's problem.

A great way to make sure of this is to see the Bazaar TraderBazaar Trader. The only trader you will ever talk to who will give you something for free, whether you want it or not. Small in stature but extremely important to our strategy of providing the worst gifts in and out of the holiday season.

Even large toughness creatures are killable when they don't have any protection. Thankfully, Abyssal PersecutorAbyssal Persecutor has no way to protect itself, other than players wanting it to stick around. Possibly stretching the bad card rating, the persecutor making you unable to win the game does go against the standard strategies of the format.

Still, this is one of the coolest cards to see someone play. It's never put onto a board without a plan in mind, though that plan might not always be a good one.

Bad for You

Some cards are only bad for you. Some cards are bad for you impersonally. Both Xantcha, Sleeper AgentXantcha, Sleeper Agent, and the original Sleeper AgentSleeper Agent enter under an opponent's control. No trader or anything else needed. They're a great way to deal damage to the table and force other players to fight not against the real threat, but against one another.

Vislor TurloughVislor Turlough and Life of the PartyLife of the Party both can help you, but hurt your opponents more. While Khârn the BetrayerKhârn the Betrayer and Archfiend of the DrossArchfiend of the Dross need some help to hurt others, they begin as cards you'd want on your side of the board to start with.

Badchantment

Demonic Pact
Captive Audience
Midnight Oil

The more awkward a strategy, the more convinced I've become that it will revolve around enchantments. Other colors in the Donate archetype often use enchantments that only hurt if they leave. Cards like Delusions of MediocrityDelusions of Mediocrity and Nine LivesNine Lives are some popular choices. When it comes to Rakdos (), it's all about when you give the card away.

Demonic PactDemonic Pact isn't only the most popular when it comes to the enchantments in this deck, but it's also one half of the Harmless Pact deck name made famous in Standard formats of the past. One of the cutest cards we have, Harmless OfferingHarmless Offering, offers a way to get rid of any card we don't want whenever we want to.

Thankfully, some of the later versions of these enchantments were given the Xantcha treatment, like Captive AudienceCaptive Audience. There's no good option on this card if you're unlucky enough to control it. Not every day would discarding your hand be the least mean thing that can happen to you at your upkeep.

Midnight OilMidnight Oil, however, might be a card that you don't want to give away immediately. Obviously, it's not a card that you'd like to keep around for a long time, unless you like to play with no cards in hand. But one turn to draw a few extra cards is just enough before sending it away.

Harmless Offerings

In the past, if you weren't playing or at a minimum in this strategy, your deck would suffer. Harmless OfferingHarmless Offering was, for a while, the only reliable way to give stuff away in Rakdos. Not to hate on Bazaar TraderBazaar Trader after previously talking them up, but a 1/1 that can't tap the turn it comes down isn't what I'd call reliable.

Lucky for us, times have changed, and we've gotten a few more options over the years and over the sets.

Blim, Comedic Genius
Fateful Handoff
Maddening Hex

If, for some reason, you don't like Prince Zuko (you would be wrong), Blim, Comedic GeniusBlim, Comedic Genius, is here for you. Built to facilitate this "Evil Donate" strategy as the antithesis to Zedruu. Flying allows Blim to hit, and giving away any permanent you so desire is a fantastic effect. With Zuko giving himself to an opponent for a turn or more, Blim can even use that to their advantage.

Fateful HandoffFateful Handoff is as much of a Group Hug card as an evil one. Not only does it let you get rid of a detrimental artifact or enchantment, say like a Greed's GambitGreed's Gambit, but it draws cards as well. I don't think many people could make a more perfect card if they knew exactly what strategy they were designing for.

High risk and high reward, Maddening HexMaddening Hex can sometimes find a way back around to you. Statistically, it's more likely that it will stick with your opponents, dealing them damage till there're fewer and fewer players to enchant. This desk is nothing if not a constant example of risk management strategies.

Deep Spice

For all the cards that have been made available to this strategy, there's still one that needs a second look before calling it a done deal. Some very unknown and spicy cards can fit into the 99 of a deck like this.

Telim'Tor's Edict
Skull of Orm
Illicit Auction

Everyone has been on the receiving end of regifting, and if you haven't, then you're the one doing the regifting. When that happens or in the wild world where you're playing against someone trying to give you "bad cards," Telim'Tor's EdictTelim'Tor's Edict can save the day. One of many cards in this deck that I didn't know about until putting a list together, and an instant-speed get-out-of-jail-free card courtesy of Mirage.

Skull of OrmSkull of Orm is an expensive effect, but people won't want to be part of the Captive AudienceCaptive Audience. If and when an enchantment we want ends up in the yard, the Skull will get it back. It might not be cheap or efficient compared to something like Hall of Heliod's GenerosityHall of Heliod's Generosity, but colors have to work with what they're given.

Illicit AuctionIllicit Auction does the opposite of giving. Leaning into the small sub-theme of this deck in theft, an auction like this might not be one you want to win, but one where you can drive up the price for your own benefit. Doing something crazy like auctioning off your own Platinum AngelPlatinum Angel, providing safety to an opponent only to take it away with a BrandBrand or Homeward PathHomeward Path might be worth the story alone.

Wrap Up

I love Zuko and the Donate archetype. While I've never been able to decide what color combination is the best for a strategy such as this, I'm leaning towards a deck needing or . Having blue allows for obvious things, such as counterspells and card draw. It also allows for some better enchantments to give away and bounce spells, allowing you to play them over and over.

White allows you to have the best ways not to die, thanks to prison effects like Ghostly PrisonGhostly Prison and wraths. Not to mention, when you combine these colors, you have access to combo kills thanks to Nine LivesNine Lives + Fractured IdentityFractured Identity. Not playing specific colors doesn't mean you can't play the Donate strategy; it might just come with a few extra steps.

The individuals who usually play decks like this are often the most committed to the bit. Zuko, ConflictedZuko, Conflicted has many roads to take when leading your deck, from donation to theft or even something a bit more chaotic. What could be better than deciding what path to travel when seeking redemption?

Will you use Zuko to hurt or help your table? Will you bring the Avatar to justice and reclaim your honor, or will you join the GAANG and stop the Fire Lord?

Zuko, Conflicted Commander Deck List


Tech The Deck - Zuko's Confliction

View on Archidekt

Commander (1)

Creatures (23)

Artifacts (8)

Instants (11)

Sorceries (15)

Enchantments (9)

Lands (33)

Zuko, Conflicted
Nicholas Lucchesi

Nicholas Lucchesi


Player and lover of all Magic the Gathering formats. Forged in the fires of Oath of the Gatewatch expeditions. Always down to jam games with anyone and everyone. When not playing Magic I am doing something else equally, if not more nerdy.

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