Long time lurker here (~2 years now), I play the deck with some personal changes and I love it so much! For me this deck has created so many cool scenarios and given me so many stories that it's one of my favourite decks, which puts me to shame because it wasn't me who designed it! My friends also love playing against it because it's a deck that lets everyone play Magic and may sneak in a spectacular finish or a bizarre boardstate/stack. I had people cracking a laugh because of a spot-on
Mirrorweave target, or having someone praising me for my early
Emergency Powers which I enabled with a
Turnabout with a Karoo bounce trigger on the stack. The deck is full of surprises for both my opponents and myself. I play it to get back with stories, way more than wins.
When I first read the primer I was totally sold on the "no bad christmas" Zedruu, because though I wanted to build a deck around her that strategy felt too cheesy for me. The idea of building a deck full of bad cards because your commander may give you the chance of giving those away felt too much of a long shot. I also like building decks that are better with the commander out, but are playable without ever casting it or with having it removed. I want my decks to be enhanced by my 8th card, not useless without it.
That being said, this article totally gave me that. Zedruu is a kinda costly card advantage engine, but I've had games without even casting her because I had a better engine online (like a
Mindmoil +
Teferi's Ageless Insight) and the deck is spiraling out by itself, so I keep doing what it does best!
Regarding my personal changes, I've tried many cards just to see how they play in the deck. Some of them are from previous iterations, some of them I just felt they might work. I also "upgraded" the mana base a little, I love the deck so much I couldn't resist gradually changing the mana base to fit the shocks and the crowd lands. I keep the Karoos because they're solid here.
Some non-land notable cards I'm currently running:
Niv-Mizzet, the Firemind: I'm not greedy enough to play Parun, and this one does the job quite well. Great removal with
Mindmoil effects and with Zedruu triggers. I understand it goes AGAINST the philosophy of the deck because it's a 2-card combo with
Swans of Bryn Argoll, drawing your entire deck. Totally the boogeyman of my pod.
Sphinx of the Second Sun: It's insane here. The mana cost is tough but if unanswered when it comes into play, it pays for itself. It helps so much with having mana to play permanents and then donate.
Valakut Awakening // Valakut Stoneforge: I'd never not play this card and here it's remarkable. Almost always the first card in my Doomsday™ piles.
Emergency Powers: Talked about this one, and I know it sparked some debate back then. I personally play it over
Temporal Cascade not so much because of the mana, but because of the instant speed and because it cheats the best card from your new hand.
Fires of Invention: This one feels like made for Zedruu in my opinion. You can cheat all the expensive spells this deck is known for while keeping mana open to sink on donations. It's a very weird deterrant because your opponents know you can donate the Fires in response to anything so interacting with your board becomes tricky. Some decks would like the Fires to be donated to them, but others like
Etali, Primal Storm find the card back-breaking and would totally hose them (which is also a problem because I personally dislike hosing players out of the game).
Dance of the Manse: My budget
Replenish which can be interesting with
Jeskai Ascendancy. I'm a sucker for recursion and I can never build a deck without at least one recursion card, which makes my discards way less painful. You draw so many cards with this deck and not always finding the
Reliquary Tower makes discarding inevitable, and considering we're running so many artifacts and enchantments, those types are the ones I discard the most. This card has been my best top deck so many times that I'm not removing it anytime soon.
Whirlwind of Thought: Generic draw spell. I've been considering
Moderation in its place because it's cheaper and may be a less painful donate target in a pinch, but I'm still hesitating.
Notable exclusions from the original deck list:
Barren Glory: I'm not that brave, believe me.
Mind's Desire: I could never make it work, perhaps I've been doing it wrong. It's one of those cards I find tricky to use outside of the combo, but perhaps it's just me.
Possibility Storm: Too much chaos for my personal taste. The card is cool but on paper I feel is a little time-consuming, and my friends kinda dislike it so I cut it.
Heliod, Sun-Crowned: I don't own a copy and waited for it price to drop, but looks like it's never happening thanks to Modern.
Time Spiral: See Heliod but except the possibility of a price drop. I look back when thanks to this deck I could grab a
Mind Over Matter for $15 and a
Firestorm for $5 and I deeply regret not getting that one for the ~$70 it was when I put the deck together. I own a proxy though, might as well try it.
Notable cards I tried but didn't make it:
Thassa's Oracle: In my defense I tried it those first 2 weeks before it became the best win-con in the format. Pulled the Swans+Niv combo once very early and the crowd groaned the card out of my deck.
Paradox Haze: It's a trap. I took courage to take it out when it got removed here and never looked back. It's a weird card draw doubler but only for the Zedruu triggers, totally ignoring the rest of the deck's card draw. It looks like a must run here but
Teferi's Ageless Insight is a million times better.
Teferi's Puzzle Box: I put it in because some of my friends showed how envious they were about my
Mindmoil so I wanted to share the love. But when an opponent removes it because they like their hand before you can untap with it it's quite devastating. Cool card but may be a bad investment.
Agent of Treachery: May play with this guy again. It's a good payoff after changing control of permanentes and plays good with
Venser, the Sojourner.
Arjun, the Shifting Flame: I really like this one.
Mindmoil is so good I really want two, but there's a limit of how many 5+ mana cards you can fit in a commander deck without hurting opening hands so much.
Underworld Breach: This card is cursed. Back then when I gave it a try it was in every opening hand I had, no joke. I tested it because I was convinced it'd work outside of combo, and my wet dream was casting a
Mirror of Fate from the graveyard while exiling the cards I wanted to put in the pile as part of the cost
. How naïve I was. I only got a dead card that gave me nothing back because my graveyard wasn't stocked enough. Won't try this again outside of a self-mill deck, it can be quite disappointing.
Thought Lash: Very cool card to stay alive more and interacts amazingly with
Mirror of Fate. I removed it because the idea of unluckily exiling the Mirror itself from the top scares me at night.
I want to keep being active in this thread, I feel your input gave me so many good times I want to contribute some of that back.
Thanks for sharing this deck to the world
@tstorm823 And also thanks to everyone here testing cards, giving feedback, playing the deck and making it better!