A New Shape
Greetings fellow EDHREC addicts. Welcome to a new series of articles: Shape Anew. I am Willem-Jan Rensink, and as you might have guessed from that name, I’m from Europe (the Netherlands, in fact). I started playing Magic around Rise of Eldrazi and was immediately hooked. I love all the crazy possible interactions, mostly playing casually with my friends. I dipped my toes in EDH with a [card]Uril the Miststalker[/card] deck (and lost some friends), but only really started playing Commander when Wizards embraced it with their first product in 2011.
I played for years with different groups, but slowly found myself playing against a lot of similar decks. Optimization became most important, causing decklists to grow more and more similar, even though everybody just wants to have a good time. This series will show that, even with popular commanders, decklists do not have to be set in stone. I'll be explore common commanders with uncommon decklists to further diversify the format. Here's how it works:
We'll create a decklist around a commander with 500+ decks on EDHREC. We’re not allowed to use more than 15 nonland cards used in the commander’s average EDHREC decklist. On top of this, we will use 15 nonland cards that are not featured on the main EDHREC page of that commander as well. This forces the use of unknown or underplayed cards and strategies to let them Shape Anew.
Zedruu & You
Auras are the black sheep of Commander. They represent inherent card disadvantage because of their reliance on the enchanted creature. I once made a deck around one of my favorite cards, [card]Fractured Loyalty[/card]. I found out that an Aura’s disadvantage is greatly diminished when it's a “control Aura.” These trade a card for a card. I was so fond of that [card]Fractured Loyalty[/card] deck that I wanted to turn it into a commander.
Although [card]Narset, Enlightened Master[/card] and [card]Shu Yun, the Silent Tempest[/card] seem like good Aura commanders with their noncreature spell interactions, a friend pointed out that the owner of the Aura rarely matters for its effect. This means [card]Zedruu the Greathearted[/card] can turn them into card draw engines. Another benefit of Zedruu is that she draws a lot less hate than the other two Jeskai commanders (and that you can drown anyone who thinks otherwise in gifts). The deck functions as a seemingly controversial archetype: the beloved control player. In this deck, 'control' will have two meanings.
Control Auras
These will be the meat of the deck. As stated before, the focus will be on Auras that act like removal. However, the larger part of these will just focus on the (in)ability to attack and block, while most creatures we’ll face will threaten us with their activated, triggered, and static abilities. Therefore [card]Darksteel Mutation[/card], [card]Chain to the Rocks[/card], and [card]Imprisoned in the Moon[/card] are powerful; they tackle the creatures’ abilities by altering their appearance completely! M19’s [card]Metamorphic Alteration[/card] fits this criterion even better. It can turn the best creature on the battlefield into the worst, can kill a creature outright if it’s controller has another legendary creature, or can just turn your worst creature into an opponent’s best!
Alas, for now these effects are sparse in Magic. If only there was a way to [card]Copy Enchantment[/card]… Indeed, we can expand our effective Auras with cards like [card]Clever Impersonator[/card] and the brand new [card]Estrid's Invocation[/card].
Further soft removal was chosen for this deck simply for being cheap. Zedruu’s ability can easily give us a full hand of cards every turn. Cheap removal will help answer the ever-threatening board state of our opponents. Low Aura cost also helps with the Aura support we run.
The last Aura category is that of protecting our own creatures. [card]Alexi's Cloak[/card] does this, as well as being a pseudo counterspell. With this in our hand, it is easier to leave mana open for an end-of-turn donation when no one tries to get rid of our beloved Zedruu. [card]Flickering Ward[/card] is added for its excellent interaction with several of the Aura support cards (but should never be donated to others).
Aura Support
With so much of the focus on Auras, it’s only fair to support them a little further. [card]Sram, Senior Edificer[/card], [card]Kor Spiritdancer[/card] and [card]Mesa Enchantress[/card] turn all Auras into cantrips, providing essential card advantage when Zedruu is knocked out. Other card manipulate Auras or let Auras manipulate others, like [card]Willbreaker[/card]
[card]Sigil of the Empty Throne[/card], [card]Monastery Mentor[/card] and [card]The Locust God[/card] turn (gifted) Auras into a win condition by flooding the board with creatures when left unchecked. [card]Jeskai Ascendancy[/card] can pump the team for a sudden smack of damage to any opponent and even filter through your deck. Be warned: this behavior will quickly make you the archenemy.
Ramp
A good rule for mana ramp is that it should cost 2 mana less than the commander; that is the way to cast your commander a turn earlier. This is very important for us, as we want our card advantage to get started as soon as possible. Another benefit this gives us will be the upkeep of the fourth turn: in response to Zedruu’s card draw trigger, we can donate the mana rock for immediate benefit. Give that gift to someone to make them your best friend - until you decimate them!
[card]Pentad Prism[/card] and [card]Sphere of the Suns[/card] are perfect for this. Their charge counters will make them obsolete quickly and turn them into a card draw engine for you, while leaving its controller to stare sadly to the useless lump of metal.
Symmetric Effects
Sometimes, controlling individual creatures just isn’t enough. An opponent’s/best friend’s army of tokens is hard to combat with Auras. Although those tokens won’t normally attack us first (“I’m not a threat… no, really”), they eventually will sooner or later. This is where the bigger control effects come in. These can come in the form of artifacts and enchantments like [card]Embargo[/card], [card]Statecraft[/card] or [card]Torpor Orb[/card]. The universal effects these cards provide can be gifted away while retaining their effect (“Why do you control a [card]Lightmine Field[/card] if you want to attack?”).
On top of this, we play boardwipes... but not those we see so often. [card]Tragic Arrogance[/card] is a grossly underrated card in my opinion, and perfect for our strategy. Just choose the artifacts and enchantments you donated to them. (“And that [card]Desert's Hold[/card]ed creature can stay as well.”) On top of this we run [card]Winds of Rath[/card] to protect our card drawing Auras, and [card]Fortunate Few[/card] to protect whatever other gift we bestowed upon our opponents.
Gifts
Some effects are just too perfect for a [card]Zedruu the Greathearted[/card] deck. They provide advantage while also leaving a present for any opponent. [card]Humble Defector[/card] for card draw, [card]Act of Authority[/card] for artifact or enchantment exile, [card]Vedalken Plotter[/card] for pseudo land destruction. Targeted removal specifying the owner also works wonders; cards like [card]Chaos Warp[/card] and [card]Oblation[/card] cannot be ignored. These cards fill out the final holes in the deck, while also helping it not to rely completely on Aura-based removal. Other ways to give gifts benefit the strategy as well. [card]Puca's Mischief[/card] and [card]Shared Fate[/card] result in players controlling your permanents and vice versa (“Why are you hitting yourself?”).
Lands
Cycling deserts are awesome. They improve [card]Desert Hold[/card] and [card]Unquenchable Thirst[/card], can be discarded when not necessary, and can act as graveyard hate when combined with [card]Scavenger Grounds[/card]. [card]Rainbow Vale[/card] gives us some (much needed) fixing, but also becomes a card draw engine with Zedruu, and a great political tool (“Things are so stale, I’ll give you a Vale”).
The List
Zedruu’s Auras
View on ArchidektCommander (1)
- 1 Zedruu the GreatheartedZedruu the Greathearted
Control Auras (23)
- 1 Chained to the RocksChained to the Rocks
- 1 Flickering WardFlickering Ward
- 1 ImmolationImmolation
- 1 Mark of EvictionMark of Eviction
- 1 Alexi's CloakAlexi's Cloak
- 1 Curse of ChainsCurse of Chains
- 1 Darksteel MutationDarksteel Mutation
- 1 Fractured LoyaltyFractured Loyalty
- 1 Ice OverIce Over
- 1 Metamorphic AlterationMetamorphic Alteration
- 1 Spreading SeasSpreading Seas
- 1 Temporal IsolationTemporal Isolation
- 1 Unquenchable ThirstUnquenchable Thirst
- 1 Weight of ConscienceWeight of Conscience
- 1 Copy EnchantmentCopy Enchantment
- 1 Deep FreezeDeep Freeze
- 1 Desert's HoldDesert's Hold
- 1 Estrids InvocationEstrids Invocation
- 1 Imprisoned in the MoonImprisoned in the Moon
- 1 Shifting ShadowShifting Shadow
- 1 Clever ImpersonatorClever Impersonator
- 1 Frenzied FugueFrenzied Fugue
- 1 In Bolas's ClutchesIn Bolas's Clutches
Aura Support (12)
- 1 Kor SpiritdancerKor Spiritdancer
- 1 Sram, Senior EdificerSram, Senior Edificer
- 1 Restoration SpecialistRestoration Specialist
- 1 Jeskai AscendancyJeskai Ascendancy
- 1 Mesa EnchantressMesa Enchantress
- 1 Monastery MentorMonastery Mentor
- 1 Kitsune MysticKitsune Mystic
- 1 RetetherRetether
- 1 Sigil of the Empty ThroneSigil of the Empty Throne
- 1 WillbreakerWillbreaker
- 1 Sun TitanSun Titan
- 1 The Locust GodThe Locust God
Ramp (9)
- 1 Curse of OpulenceCurse of Opulence
- 1 Azorius SignetAzorius Signet
- 1 Boros SignetBoros Signet
- 1 Coldsteel HeartColdsteel Heart
- 1 Fire DiamondFire Diamond
- 1 Izzet SignetIzzet Signet
- 1 Pentad PrismPentad Prism
- 1 Sphere of the SunsSphere of the Suns
- 1 Talisman of ProgressTalisman of Progress
Symmetric Effects (10)
- 1 Pithing NeedlePithing Needle
- 1 Rest in PeaceRest in Peace
- 1 Torpor OrbTorpor Orb
- 1 EmbargoEmbargo
- 1 Lightmine FieldLightmine Field
- 1 StatecraftStatecraft
- 1 StrangleholdStranglehold
- 1 Fortunate FewFortunate Few
- 1 Tragic ArroganceTragic Arrogance
- 1 Winds of RathWinds of Rath
Gifts (7)
- 1 Humble DefectorHumble Defector
- 1 Act of AuthorityAct of Authority
- 1 Chaos WarpChaos Warp
- 1 OblationOblation
- 1 Vedalken PlotterVedalken Plotter
- 1 Puca's MischiefPuca's Mischief
- 1 Shared FateShared Fate
Land (38)
- 1 Desert of the FerventDesert of the Fervent
- 1 Desert of the MindfulDesert of the Mindful
- 1 Desert of the TrueDesert of the True
- 1 Rainbow ValeRainbow Vale
- 1 Reliquary TowerReliquary Tower
- 1 Scavenger GroundsScavenger Grounds
- 10 IslandIsland
- 10 MountainMountain
- 12 PlainsPlains
Playing this version of [card]Zedruu the Greathearted[/card] is no less political, but it does cause opponents to scratch their head. Even a [card]Kor Spiritdancer[/card] would signal a Voltron build to most. If your playstyle does not involve a lot of convincing, this might not be a deck for you, but anyone who enjoys some political banter can certainly discover some fun in this list. The deck will provide you with enough gas to combat most strategies, but is weakest to bounce and blink decks. Auras just aren’t made for those kinds of shenanigans (although this deck has bested a [card]Brago, King Eternal[/card] before).
The list reuses 13 nonland cards from and average [card]Zedruu the Greathearted[/card] list:
Reused Cards
View on ArchidektControl Auras (3)
- 1 Darksteel MutationDarksteel Mutation
- 1 Copy EnchantmentCopy Enchantment
- 1 Imprisoned in the MoonImprisoned in the Moon
Aura Support (2)
- 1 Sun TitanSun Titan
- 1 The Locust GodThe Locust God
Ramp (3)
- 1 Azorius SignetAzorius Signet
- 1 Boros SignetBoros Signet
- 1 Izzet SignetIzzet Signet
Symmetric Effects (1)
- 1 StatecraftStatecraft
Gifts (4)
- 1 Humble DefectorHumble Defector
- 1 Chaos WarpChaos Warp
- 1 Vedalken PlotterVedalken Plotter
- 1 Puca's MischiefPuca's Mischief
The deck also adds 41 nonland cards that are not found on Zedruu's main page:
Novel Cards
View on ArchidektControl Auras (18)
- 1 Chained to the RocksChained to the Rocks
- 1 Flickering WardFlickering Ward
- 1 ImmolationImmolation
- 1 Mark of EvictionMark of Eviction
- 1 Alexi's CloakAlexi's Cloak
- 1 Curse of ChainsCurse of Chains
- 1 Fractured LoyaltyFractured Loyalty
- 1 Ice OverIce Over
- 1 Metamorphic AlterationMetamorphic Alteration
- 1 Spreading SeasSpreading Seas
- 1 Temporal IsolationTemporal Isolation
- 1 Unquenchable ThirstUnquenchable Thirst
- 1 Weight of ConscienceWeight of Conscience
- 1 Deep FreezeDeep Freeze
- 1 Desert's HoldDesert's Hold
- 1 Shifting ShadowShifting Shadow
- 1 Frenzied FugueFrenzied Fugue
- 1 In Bolas's ClutchesIn Bolas's Clutches
Aura Support (10)
- 1 Kor SpiritdancerKor Spiritdancer
- 1 Sram, Senior EdificerSram, Senior Edificer
- 1 Restoration SpecialistRestoration Specialist
- 1 Jeskai AscendancyJeskai Ascendancy
- 1 Mesa EnchantressMesa Enchantress
- 1 Monastery MentorMonastery Mentor
- 1 Kitsune MysticKitsune Mystic
- 1 RetetherRetether
- 1 Sigil of the Empty ThroneSigil of the Empty Throne
- 1 WillbreakerWillbreaker
Ramp (4)
- 1 Coldsteel HeartColdsteel Heart
- 1 Fire DiamondFire Diamond
- 1 Pentad PrismPentad Prism
- 1 Talisman of ProgressTalisman of Progress
Symmetric Effects (6)
- 1 Pithing NeedlePithing Needle
- 1 EmbargoEmbargo
- 1 StrangleholdStranglehold
- 1 Fortunate FewFortunate Few
- 1 Tragic ArroganceTragic Arrogance
- 1 Winds of RathWinds of Rath
Gifts (2)
- 1 Act of AuthorityAct of Authority
- 1 Shared FateShared Fate
Your Verdict
How do you like the new take on Zedruu? Does this forever lift the glass ceiling of Auras, or is this attempt prove that they are just for the casual plebs like me? Which must-have card did I forget? Post a comment to let me know, and I'll be sure to get back to you!
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