Since my last article, we have seen the release of M15 and while there are some interesting cards in the set, this article is aimed at the future state of Magic. This past weekend was the San Diego Comic Con, during which we got some juicy new spoilers for the upcoming fall set as well as some news about the next Commander product. One of the most interesting things about the announcement was the printing of Teferi, Mage of Zhalfir as a Planeswalker card and apparently one that can be used as a commander in a game of EDH. Since then I have seen people speak very vehemently for and against planeswalkers being used as commanders. While I find the idea a little gimmicky, I don’t think it’s doing anything that really threatens to break the format.

What I found most interesting about all of the spoilers from SDCC was the announcement that Khans of Tarkir, the fall set, will focus on the “wedge” or “enemy” color combinations. I am pretty excited about this since my favorite 3 color combinations seem to be the enemy wedge colors. Dega, or I guess now it’s called Mardu, is the Red/White/Black wedge and easily my favorite of the five. The problem for me has simply been the lack of commanders in that wedge. Kaalia is probably my favorite general but demands a specific build to function well. Tariel, Reckoner of Souls is my second favorite in the wedge and while I’ve never built the deck, “I kill all of your stuff and then take it” is definitely a strategy I can get behind. Oros, the Avenger is never something I’ve been excited to try out however.

Along with the spoilers for the commander 2014 product, we also got to see a picture of the new Clash pack to accompany Khans of Tarkir which features a copy of one of Khan’s legends: Zurgo Helmsmasher. Now this is definitely something I’m interested in building around. So rather than have a set review about M15 which I’m sure you are all well acquainted with, I thought I’d bring you my hypothetical Zurgo deck list. The Orc is powerful on his own but I think he is going to require some support to really shine. A prime target for removal of any kind, we’re gonna need all the mana we can muster to make sure Zurgo can be cast and re-cast reliably. While he puts up a good fight on our turn, Zurgo dies to the most basic of removal on other people’s turns. Therefore I’m going to include a suite of reanimator spells so that I can reliably bring him back for cheap, as well as all the other value creatures I intend to play. Alright, enough introduction…

Commander: Zurgo Helmsmasher

Planeswalkers: 6
Ajani Vengeant
Sorin, Lord of Innistrad
Elspeth, Knight-Errant
Elspeth Tirel
Elspeth, Sun’s Champion
Sorin Markov

Creatures: 27
Serra Ascendant
Brimaz, King of Oreskos
Athreos, God of Passage
Boros Reckoner
Odric, Master Tactician
Mogis, God of Slaughter
Iroas, God of Victory
Erebos, God of the Dead
Purphoros, God of the Forge
Olivia Voldaren
Tajic, Blade of the Legion
Heliod, God of the Sun
Thundermaw Hellkite
Deathbringer Liege
Balefire Liege
Obzedat, Ghost Council
Stormbreath Dragon
Divinity of Pride
Blood Baron of Vizkopa
Magister of Worth
Aurelia, the Warleader
Teysa, Envoy of Ghosts
Gisela, Blade of Goldnight
Vish Kal, Blood Arbiter
Sheoldred, Whispering One
Elesh Norn, Grand Cenobite
Ashen Rider

Instants/Sorceries: 17
Path to Exile
Swords to Plowshares
Innocent Blood
Sudden Spoiling
Toxic Deluge
Divine Reckoning
Savage Beating
Beacon of Unrest
Unburial Rites
Merciless Eviction
Rakdos’s Return
Aurelia’s Fury
Unexpectedly Absent

Artifacts: 3
Rakdos Signet
Boros Signet
Orzhov Signet

Enchantments: 9
Underworld Connections
Oblivion Ring
Gift of Immortality
Night of Souls’ Betrayal
Whip of Erebos
Fervent Charge
Assemble the Legion
Painful Quandry

Lands: 37
Command Tower
Blood Crypt
Sacred Foundry
Godless Shrine
Isolated Chapel
Clifftop Retreat
Dragonskull Summit
Temple of Silence
Temple of Malice
Temple of Victory
Boros Guildgate
Orzhov Guildgate
Rakdos Guildgate
Vault of the Archangel
Swamp x8
Mountain x7
Plains x8

As I said, I don’t think Zurgo needs much help. I’m mainly trying to play a bunch of powerful creatures and go on the beatdown plan. No crazy combos except for the The main issue I see thus far is the lack of Sol Ring since the curve is so high. I’m also looking to make cuts for some more Wrath effects since they play so nicely with Zurgo. At the same time, I think it’s a bit of a stretch to think that playing Zurgo and Wrath of God in the same turn will happen often. Humility is a favorite card of mine and I’m pretty excited to play it with Night of All Souls’ Betrayal although it runs counter to the overall plan of the deck. I may end up swapping them both out for some equipment at some point.

I’m very excited to see what Khans of Tarkir has in store for us. If even half of the legends from the fall set are as interesting as Zurgo, I’m going to have a lot of updates to make. Join us every Thursday night at 6pm for Commander and don’t forget to check out Nu Games’ new location in Eureka!