EDH Deck Time: Zegana v. 2

This was one of my earliest decks, and hasn’t really been updated in a couple of years, so I guess its about time (especially as the earlier version included two cards that are currently banned). This is a continuation of yesterday’s article, where I took a look at Zegana as a commander in a blue-green deck with an ETB-theme. This time we are going to be more controlling, with one goal: making huge creatures and then protecting them.

So, again, we are talking Prime Speaker Zegana as the Commander.

Following yesterday’s order, I’m starting with ramp again. This time I’m not going to stick to creatures, however, since sorceries are much more efficient, if you don’t need the bodies. We could definitely use the bodies, but we can do without as well. We will have some, because early blockers can be very good.

Boundless RealmsCultivateExplosive VegetationKodama’s ReachNissa’s Pilgrimage
Rampant GrowthSkyshroud ClaimUnexpected ResultsUrban EvolutionKhalni Heart Expedition
Coiling OracleGyre SageOndu GiantOracle of Mul DayaSakura-Tribe Elder
Solemn SimulacrumGarruk Wildspeaker

That’s quite a bit, but on the other hand, if things go as planned, you will never have a lack of stuff to play.

After that’s over, we need creatures that like you having cards in your hand. One might call them Maro’s, even if actual Maro didn’t make it.

Aeon ChroniclerOverbeing of MythPsychosis Crawler&#8217Sage of Ancient LoreSoramaro, First to Dream
Sturmgeist

Although these creatures are sort of the central theme of the deck, I’m not going overboard with them, because, well, they aren’t that good. Sure, their big, but that’s not that good in EDH. Still, they are fun. You can double the number of cards in your hand with them and Zegana. That’s the point of the deck, no matter how ridiculous it is. By being able to play Zegana a few times, you’ll easily reach ridiculous amounts of cards in hand without going infinite, which is sort of my approach to EDH. I don’t want to go infinite (although I’ve discovered that my decks can do it without me planning to do so), but figuring out the next best thing is a fun problem to solve.

To compound this, we want to be able to draw even more cards. Of course. What’s better than making your friends wait while you shuffle through your 57 card hand to find out what you want to do? Probably actually playing, but you still want to have that huge stack in your hand every once in a while.

Rishkar’s ExpertiseGarruk, Primal HunterNissa’s RevelationSoul’s Majesty

But we also need to keep our big hitters safe. Gladly, both green and blue are great at this.

Blossoming DefenseHeroic InterventionSheltering WordSimic CharmWithstand Death
Wrap in Vigor

Based on that, green seems to be better, but of course, blue has its own tools.

CounterspellPlasm CaptureNegateDispel

Maybe you could play more, but that should be enough, largely depending on your meta. For example, if there’s a lot of effects like Wheel of Fortune played, you should definitely stock up on counterspells, although in that case this really isn’t the deck for you.

After that? Some more defense in the form of mass bounce.

Cyclonic RiftAetherizeAetherspoutsDevastation TideDisplacement Wave
Evacuation

I know many people consider these feel-bad, but I don’t really know why, because they are a lot less devastating than something like Wrath of God. At least most of the time.

We also need a few cards to see that we can hold as many cards we want.

Reliquary TowerThought VesselVenser’s Journal

After that, some answer, keeping in mind the restrictions of the color combination.

Acidic SlimeWoodfall PrimusBane of ProgressTerastodonTrygon Predator
Ulvenwald Tracker

Supposing we want 40 lands, this leaves us with seven more slots to put whatever we want into.

QuickenDiluvian PrimordialLorescale CoatlDakra MysticNoetic Scales
Lifeblood HydraTime Warp

Admittedly, I didn’t come up with as weird stuff here as I usually would, but hey, Noetic Scales. You don’t see that very often, do you?

Finally, pretty much the same landbase as yesterday.

Alchemist’s RefugeBlighted WoodlandBotanical SanctumBreeding PoolCommand Tower
Evolving WildsFlooded GroveHinterland HarborLumbering FallsMinamo, School at Water’s Edge
Myriad LandscapeOran-Rief, the VastwoodReliquary TowerSimic Growth ChamberTemple of Mystery
Terramorphic ExpanseThawing Glaciers

With 13 Forests and 10 Islands.

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