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 [card]Prime Speaker Zegana[/card] 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.

[draft]Boundless Realms
Explosive Vegetation
Kodama’s Reach
Nissa’s Pilgrimage
Rampant Growth
Skyshroud Claim
Unexpected Results
Urban Evolution
Khalni Heart Expedition
Coiling Oracle
Gyre Sage
Ondu Giant
Oracle of Mul Daya
Sakura-Tribe Elder
Solemn Simulacrum
Garruk Wildspeaker[/draft]

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 [card]Maro[/card]’s, even if actual Maro didn’t make it.

[draft]Aeon Chronicler
Overbeing of Myth
Psychosis Crawler’
Sage of Ancient Lore
Soramaro, First to Dream

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.

[draft]Rishkar’s Expertise
Garruk, Primal Hunter
Nissa’s Revelation
Soul’s Majesty[/draft]

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

[draft]Blossoming Defense
Heroic Intervention
Sheltering Word
Simic Charm
Withstand Death
Wrap in Vigor[/draft]

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

Plasm Capture

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 [card]Wheel of Fortune[/card] 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.

[draft]Cyclonic Rift
Devastation Tide
Displacement Wave

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 [card]Wrath of God[/card]. At least most of the time.

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

[draft]Reliquary Tower
Thought Vessel
Venser’s Journal[/draft]

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

[draft]Acidic Slime
Woodfall Primus
Bane of Progress
Trygon Predator
Ulvenwald Tracker[/draft]

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

Diluvian Primordial
Lorescale Coatl
Dakra Mystic
Noetic Scales
Lifeblood Hydra
Time Warp[/draft]

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

Finally, pretty much the same landbase as yesterday.

[draft]Alchemist’s Refuge
Blighted Woodland
Botanical Sanctum
Breeding Pool
Command Tower
Evolving Wilds
Flooded Grove
Hinterland Harbor
Lumbering Falls
Minamo, School at Water’s Edge
Myriad Landscape
Oran-Rief, the Vastwood
Reliquary Tower
Simic Growth Chamber
Temple of Mystery
Terramorphic Expanse
Thawing Glaciers[/draft]

With 13 Forests and 10 Islands.

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