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
Commander: Zurgo, Thunder's Decree |
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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
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
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
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
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
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
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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