Zurgo, Thunder's Decree is a unique commander from 168澳洲幸运5开奖网:Magic: The Gathering's Tarkir: Dragonstorm set. Zurgo has had various cards throughout Magic's history, with this iteration having Zurgo as the leader of the Mardu (r𒁃ed/white/black) in the loreꦫ.

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Mechanically, Zurgo, Thunder's Decree is the perfect commander if you're looking to build♐ a commander deck built around the mobilize mechanic (also introduced in Tarkir: Dragonstorm). If you love mobilize and turning cards sideways to attack with, Zurgo has about everything you want out of a commander, with the ability to snowball very quickly if your opponents' decks are too slow to keep up.

Decklist

MTG Neriv, Heart of the Storm card with the art in the background.

Commander: Zurgo, Thunder's Decree

Agate Instigator

Avenger of the Fallen

Blood-Chin Rager

Bone-Cairn Butcher

Brutal Hordechief

Caesar, Legion's Emperor

Chief of the Edge

Combat Celebrant

Dalkovan Packbeasts

Devilish Valet

Gornog, the Red Reaper

Hardened Tactician

Herald of Dromoka

Iroas, God of Victory

Isshin, Two Heavens as One

Kargan Warleader

Kiki-Jiki, Mirror Breaker

Lovisa Coldeyes

Mindblade Render

Mirkwood Bats

Neriv, Heart of the Storm

Orthion, Hero of Lavabrink

Redoubled Stormsinger

Reigning Victor

Starry-Eyed Skyrider

The Master, Multiplied

Venerated Stormsinger

Voice of Victory

Zurgo Stormrender

Zurgo's Vanguard

Blasphemous Act

Gift of Estates

Ruinous Ultimatium

Toxic Deluge

Chaos Warp

Deadly Dispute

Generous Gift

Path to Exile

Swords to Plowshares

Will of the Mardu

Arcane Signet

Blade of Selves

Commander's Sphere

Dolmen Gate

Fellwar Stone

Helm of the Host

Idol of Oblivion

Infantry Shield

Skullclamp

Sol Ring

Talisman of Conviction

Talisman of Hierarchy

Talisman of Indulgence

All-Out Assault

Cathars' Crusade

Echoing Assault

Goblin Bombardment

Impact Tremors

Legion Loyalty

Renewed Solidarity

Shared Animosity

Warleader's Call

Windcrag Siege

Within Range

Battlefield Forge

Castle Embereth

Caves of Koilos

Clifftop Retreat

Command Tower

Dalkovan Encampment

Dragonskull Summit

Exotic Orchard

Fetid Heath

Haunted Ridge

Isolated Chapel

Minas Tirith

x4 Mountain

Nomad Outpost

x4 Plains

Rugged Prairie

Silent Clearing

Smoldering Marsh

Sulfurous Springs

Sunbaked Canyon

Sundown Pass

x4 Swamp

Tainted Field

Tainted Peak

Vault of the Archangel

Windbrisk Heights

The decklist contains 30 creatures, four sorceries, six instants, 13 artifacts, 11 enchantments, and 35 lands. Since th🦩e deck is so combat-heavy, creatures make up the majority of the deck, while the rest of the cards support them in combat.

Key Cards

Zurgo, Thunder's Decree

MTG Zurgo, Thunder's Decree card with the art in the background.

The commander, Zurgo, Thunder's Decree is the most important card in the deck. It prevents your Warrior tokens from being sacrificed, so the tokens you make from mobilize will stick around.

Zurgo only prevents your Warrior tokens from being sacrificed at the end step. Other cards may force the tokens to be sacrificed at the end of combat, so Zurgo will not prevent thos♔e sacrifices.

Since Zurgo only costs three mana, you can get Zurgo on the battlefield as early as turn two. You want to cast Zurgo as quickly as possible, as it allows you to quickly flood the battlefield with Warrior tokens to make it easier to go wide and overpower y꧅our o✃pponents.

Isshin, Two Heavens As One

MTG Isshin, Two Heavens as One card with the art in the background.

Isshin, Two Heavens as One essentially acts as your secondary commander. All of your mobilize effects are triggered abilities, so Isshin will cause them to trigger twice. This is especially strong with cards that create multiple tokens with 168澳洲幸运5开奖网:their mobilize effects.

Generally, you only want Isshin on the battlefield once you have mobilize creatures there. On its own, Isshin doesn't do anything since there are no combat triggers going off. It's hard to get Isshin back if it gets removed, so only cast Isshin if yoꦿu can tak🌃e advantage of its effect.

Bone-Cairn Butcher

MTG Bone-Cairn Butcher card with the art in the background.

Bone-Cairn Butcher is 168澳洲幸运5开奖网:your tokens' best friend. It makes them all into threats that can't be chump blocked by giving them deathtouch. Normally, a 1/1 creature isn't something your opponent has to worry about, but Bone-Cairn Butcher makes it so they can't block unless they're fine with losing a creature to do ꦦso.

Your tokens will only have de𓄧athtouch while they are attacking𝓀. It is not a static ability.

Bone-Cairn Butcher has mobilize on its own, letting the tokens it creates become threatening too. You do not have to attack with Bone-Cairn Butcher for its effect, so if attacking would putꦛ it in danger, it's best to leave it back and let your tokensꦏ do all the heavy lifting.

Mirkwood Bats

MTG Mirkwood Bats card with the art in the background.

With how many tokens you create, Mirkwood Bats can deal a ton of burn damage. It triggers when a token is created or sacrificed​​​​​​. So if Zurgo isn't around, and you mobilize, that token will give two triggers for the price of one.

Mirkwood Bats is best when Zurgo isn't on the battlefield, but even if it is, you'll still get burn damage from the tokens being created. Mirkwood Bats is so important as it helps to push life totals down quicker to make it easier to win through combat.

Cathars' Crusade

MTG Cathars' Crusade card with the art in the background.

Cathars' Crusade is one of the strongest cards you can include in a Zurgo, Thunder's Decree Commander deck, so long as you can deal with the headache of constantly adding counters to your creatures. Every token created from mobilize turns into all your creatures getting a +1/+1 counter.

Notably, Cathars' Crusade triggers for every creature that enters, so if you attack with a creature that has mobilize three, all of your creatures will get three +1/+1 counters on them. This can lead♏ to massive swings in damage, and turn even your weakest creatures into 𓂃massive threats with just a few triggers.

How To Play The Deck

MTG Will of the Mardu card with the art in the background.

A Zurgo, Thunder's Decree Commander deck wants to always be attacking, especially with creatures that have mobilize. The deck loads up your side of the battlefield with a ton of creature tokens that you want to keep attacking with. Zurgo is a very aggressive Commander deck, so you generally always want to be attacking.

Mobilize is important, but the creatures with them cꦉan be fragile. Dolmen Gate and Iroas, God of Victory both help to prevent damage from being dealt to attacking creatures th♋at will keep all your attackers safe.

You can create tokens through other means outside of mobilize. Some cards can create creature copies that are sacrificed at the end step, but with Zurgo on the battlefield, you can create the copy and have it stick around permanently. You usually can't copy le𒀰gendary creatures, but there are plenty of powerful nonlegendary ones that ma♛ke for great targets.

The primary win condition is winning through combat. With mobilize and Zugo, you can flood the battlefield with tokens that you can keep swinging with every turn. Starry-Eyed Skyrider can give your attacking tokens flying, and Bone-Cairn Butcher 168澳洲幸运5开奖网:provides them with deathtouch to make them harder to block. You can also win through burn damage, which the deck has a ton of different ways to deal bursts amount of damage, such as sacrificing tokens to Goblin Bombardment or burning with Mirkwood Bats.

The biggest weakness of the deck is how low the stats of your creatures are. While mobilizing is great, especially if the tokens stick around, at the end of the day, they are still 1/1 creatures. However, cards like Shared Animosity, Cathars' Crusade, and Renewed Solidarity all help to boost their stats up to higher amounts to make them much more threatening. You may also struggle with ramp, and Mardu doesn't have many goo༺d options for it.

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