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COMMANDER(S)
Zurgo Helmsmasher
QR Code
B R W
- Mardu
Created by  takamoto71
Bracket
6.0 - 6.5
Bracket 3
Average CMC Average CMC
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ANALYSIS

Overview:

This Mardu (R/W/B) deck is a Voltron strategy centered around Zurgo Helmsmasher, leveraging his indestructibility during your turn to build him into a lethal commander damage threat. The deck utilizes Equipment tutors, cost-reduction effects (like Ardenn, Intrepid Archaeologist and Puresteel Paladin), and damage multipliers (Fiery Emancipation, Gratuitous Violence) to quickly turn Zurgo into a one-hit kill. Secondary commanders Ardenn and Kediss, Emberclaw Familiar are crucial: Ardenn enables free equipping each turn, while Kediss spreads Zurgo's commander damage to all opponents simultaneously. The deck includes Samurai/Warrior synergies for value and extra combats, alongside robust board wipes to clear the path.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-3): Prioritize ramp (Sol Ring, Signets, Talismans) and Equipment tutors (Open the Armory, Fighter Class). Cast Ardenn, Intrepid Archaeologist ASAP to enable free equipping. Deploy card draw engines like Sram, Senior Edificer or Puresteel Paladin. Protect key pieces with Swiftfoot Boots or Lightning Greaves.
  2. Deploy Zurgo & Equip (Turns 3-5): Cast Zurgo Helmsmasher (ideally protected by Greaves/Boots). Use Ardenn's ability each combat to attach key Equipment: Start with evasion/protection (Whispersilk Cloak, Darksteel Plate, Champion's Helm), then add damage (Inquisitor's Flail, Two-Handed Axe, Loxodon Warhammer). Cast Kediss, Emberclaw Familiar to threaten the entire table.
  3. Execute Win Condition (Turns 4-7):
    • Commander Damage Voltron: Attack with Zurgo. Equip damage doublers (Fiery Emancipation, Gratuitous Violence, Inquisitor's Flail) and evasion (Rogue's Passage, Whispersilk Cloak). With Kediss out, dealing 7+ damage to one opponent kills all others. Double strike (Rage Reflection, Sword of Vengeance, Sunhome, Fortress of the Legion) enables one-hit kills.
    • Extra Combats: Utilize Samurai like Raiyuu, Storm's Edge or spells like Relentless Assault for multiple attack phases to eliminate the table quickly.
    • Recursion & Value: Leverage Heiko Yamazaki, the General and Norika Yamazaki, the Poet to recur Equipment/Enchantments from the graveyard. Use Forge Anew and One Last Job for recursion and instant-speed equipping.

Mulligan Priorities:

  • Keep hands with 2-3 lands (including colored sources), at least one piece of ramp (Sol Ring, Signet, Talisman), and either an Equipment tutor, Ardenn, or a key Equipment (e.g., evasion/protection like Whispersilk Cloak/Darksteel Plate).
  • Prioritize hands containing Ardenn, Intrepid Archaeologist or a way to find him quickly.
  • Hands with protection (Swiftfoot Boots, Lightning Greaves) or card draw (Sram, Puresteel Paladin) are strong.
  • Avoid hands lacking ramp, colored sources, or a clear path to deploying/equipping Zurgo.

Key Tips:

  • Sequence Commanders: Cast Ardenn before Zurgo whenever possible. Kediss should follow once Zurgo is equipped and protected.
  • Protection is Paramount: Zurgo is only indestructible on your turn. Protect him from exile, bounce, sacrifice, and -X/-X effects with Swiftfoot Boots, Lightning Greaves, Champion's Helm, Valorous Stance, Supernatural Stamina, Undying Malice, and Kaya's Ghostform.
  • Leverage Ardenn: Use Ardenn's ability every combat step, even if just moving Greaves/Boots for protection. Sigarda's Aid enables flash equips for surprise blocks or protection.
  • Maximize Damage: Stack damage multipliers (Fiery Emancipation + Flail = 4x damage). Kediss turns Zurgo's damage into a table kill. Double strike is essential for one-hit kills (21+ commander damage).
  • Control the Board: Use symmetric board wipes (Wrath of God, Doomskar, Austere Command, Chain Reaction, Citywide Bust) strategically after Zurgo is protected (e.g., indestructible) or before deploying him. Blind Obedience slows opponents.
  • Recover Efficiently: Utilize graveyard recursion (Heiko, Norika, Forge Anew, One Last Job, Mask of Griselbrand) to rebuild after disruption. Caduceus, Staff of Hermes provides lifelink and late-game indestructible.

Weaknesses:

Critical

  • Commander-Centric: The strategy collapses if Zurgo is repeatedly removed (especially via exile, bounce, sacrifice, or -X/-X) before combat damage or if Ardenn/Kediss are neutralized. Recovery is slow without them.
  • Instant-Speed Interaction: Removal cast during an opponent's turn (when Zurgo lacks indestructible) is devastating. Exile effects (Utter End) bypass indestructible protection.
  • Board Wipe Vulnerability: While Zurgo survives indestructible wipes on your turn, wipes cast during opponents' turns destroy him. The deck relies heavily on its commander and supporting creatures (Ardenn, Kediss, Sram).

Moderate

  • Artifact/Enchantment Hate: Targeted removal for key Equipment (Fiery Emancipation, Whispersilk Cloak) or enablers (Sigarda's Aid, Puresteel Paladin) slows the deck significantly.
  • Evasion Counters: Flying blockers, Propaganda effects, or mass token generation can stall Voltron attacks if evasion (Whispersilk Cloak, Rogue's Passage) isn't online.
  • Stax Effects: Rule of Law/Deafening Silence limits multiple spells per turn. Drannith Magistrate prevents casting commanders.

Minor

  • Graveyard Hate: Disrupts recursion from Heiko, Norika, Forge Anew, and Mask of Griselbrand, but the primary wincon is less reliant on the graveyard.
  • Life Total Pressure: Aggressive decks can pressure life totals before Zurgo is fully online, though lifelink Equipment helps mitigate this.

Most Important Cards:

  • Ardenn, Intrepid Archaeologist (Enables free equipping each turn, core to speed)
  • Kediss, Emberclaw Familiar (Spreads Zurgo's damage to all opponents, enabling rapid table kills)
  • Fiery Emancipation (Triples damage, making Zurgo a one-hit kill with Kediss)
  • Whispersilk Cloak (Provides unblockable and shroud, essential evasion/protection)
  • Swiftfoot Boots / Lightning Greaves (Critical haste and protection for Zurgo/Ardenn)
  • Puresteel Paladin (Card draw and free equipping, massive value engine)
  • Sram, Senior Edificer (Primary card draw engine for casting Equipment)
  • Sigarda's Aid (Flash equipping enables surprise blocks and protection)
  • Open the Armory / Fighter Class (Key tutors for essential Equipment)
  • Rage Reflection / Sword of Vengeance (Provides double strike, enabling one-hit kills)

Attribute Ratings:

Speed: 7/10

  • With optimal ramp and Ardenn, Zurgo can become a lethal threat (often with Kediss) as early as turn 4-5, threatening a win via commander damage spread across the table. Damage multipliers drastically accelerate the clock.

Resilience: 5/10

  • Includes protection spells, recursion, and card draw, but the strategy is heavily commander-dependent. Recovery from repeated removal or board wipes cast off-turn is difficult. Protection is focused but not exhaustive.

Consistency: 7/10

  • High density of Equipment tutors (7+), ramp (12+ sources), and card draw engines tied to the core strategy (Sram, Puresteel, Mask of Memory) ensure reliable access to key pieces. Ardenn provides crucial consistency for equipping.

Interaction: 6/10

  • Features efficient targeted removal (Terminate, Utter End, Valorous Stance), multiple board wipes (5+), and some protection. Lacks stack interaction (counterspells) and has limited answers to non-creature permanents beyond Utter End/Austere Command.

Rating Justification:

This deck achieves high speed (T4-5 lethal threat potential) and consistency through efficient tutors, ramp, and Ardenn's cost reduction, placing it firmly in the Focused/Optimized range. However, its critical vulnerability to commander removal and instant-speed interaction limits resilience, preventing it from reaching higher competitive tiers despite its potent offensive capability.

Power level: 6.0 - 6.5

DECK LIST
Zurgo Helmsmasher
Creature: 12
($15.98)
1
Akiri, Fearless Voyager
1 R W
1
Ardenn, Intrepid Archaeologist
2 W
1
Codsworth, Handy Helper
2 W
1
Darkstar Augur
2 B
1
Heiko Yamazaki, the General
3 R
1
Kediss, Emberclaw Familiar
1 R
1
Mindblade Render
1 B
1
Norika Yamazaki, the Poet
2 W
1
Puresteel Paladin
W W
1
Raiyuu, Storm's Edge
2 R W
1
Selfless Samurai
1 W
1
Sram, Senior Edificer
1 W
Artifact: 25
($24.26)
1
Arcane Signet
2
1
Assault Suit
4
1
Boros Signet
2
1
Caduceus, Staff of Hermes
2 W
1
Champion's Helm
3
1
Chromatic Lantern
3
1
Commander's Sphere
3
1
Darksteel Plate
3
1
Fellwar Stone
2
1
Fiendlash
1 R
1
Inquisitor's Flail
2
1
Lightning Greaves
2
1
Loxodon Warhammer
3
1
Mask of Griselbrand
1 B B
1
Mask of Memory
2
1
O-Naginata
1
1
Orzhov Signet
2
1
Rakdos Signet
2
1
Sol Ring
1
1
Swiftfoot Boots
2
1
Sword of Vengeance
3
1
Talisman of Conviction
2
1
Talisman of Hierarchy
2
1
Talisman of Indulgence
2
1
Whispersilk Cloak
3
Enchantment: 10
($30.83)
1
Blind Obedience
1 W
1
Fiery Emancipation
3 R R R
1
Fighter Class
R W
1
Forge Anew
2 W
1
Gratuitous Violence
2 R R R
1
Guilty Conscience
W
1
Kaya's Ghostform
B
1
Rage Reflection
4 R R
1
Raiders' Spoils
3 B
1
Sigarda's Aid
W
Instant: 6
($1.93)
1
Dark Ritual
B
1
Supernatural Stamina
B
1
Terminate
B R
1
Undying Malice
B
1
Utter End
2 W B
1
Valorous Stance
1 W
Sorcery: 11
($10.22)
1
Austere Command
4 W W
1
Chain Reaction
2 R R
1
Citywide Bust
1 W W
1
Doomskar
3 W W
1
Killing Wave
X B
1
One Last Job
2 W
1
Open the Armory
1 W
1
Profane Tutor
1
Read the Bones
2 B
1
Relentless Assault
2 R R
1
Wrath of God
2 W W
Land: 34
($4.25)
1
Battlefield Forge
1
Caves of Koilos
1
Clifftop Retreat
1
Command Tower
1
Dragonskull Summit
1
Isolated Chapel
5
Mountain
1
Nomad Outpost
1
Opal Palace
1
Path of Ancestry
7
Plains
1
Promising Vein
1
Rogue's Passage
1
Shineshadow Snarl
1
Smoldering Marsh
1
Sunhome, Fortress of the Legion
4
Swamp
1
Terramorphic Expanse
1
Thriving Bluff
1
Thriving Heath
1
Thriving Moor
Other: 1
($)
1
Two-Handed Axe

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