









Overview:
This Zurzoth, Chaos Rider deck is a chaotic token swarm/discard synergy build that leverages devil tokens as both damage sources and card advantage engines. The primary strategy revolves around forcing opponents to draw cards (via Mikokoro, Center of the Sea, Geier Reach Sanitarium, and Zurzoth's attack trigger) to generate 1/1 devils, then using these tokens for direct damage through effects like Impact Tremors, Cavalcade of Calamity, and Goblin Bombardment. Secondary win conditions include explosive damage multipliers (Fiery Emancipation, Solphim, Mayhem Dominus), mass discard payoffs (Vicious Shadows, Glint-Horn Buccaneer), and occasional combat pushes with token multipliers like Kindred Charge. Zurzoth serves as the critical engine piece - while not strictly a "hidden commander" requirement, the deck struggles to generate meaningful token quantities without him.
Primer:
Core Strategy Execution:
- Early Game (T1-4): Deploy mana rocks (Sol Ring, Liquimetal Torque), set up forced draw engines (Temple Bell, Conspiracy Theorist), and cast Zurzoth by T3-4 using 33 lands/13 ramp pieces.
- Mid Game (T4-7): Activate forced draw effects on opponents' turns to generate devil tokens. Attack with devils to trigger card draw/discard synergies (Surly Badgersaur, Professional Face-Breaker). Deploy damage amplifiers (Torbran, Thane of Red Fell, Cavalcade of Calamity).
- Win Conditions:
- Token Burn: Combine Impact Tremors/Warstorm Surge with mass token generation from Zurzoth triggers and Kindred Charge.
- Discard Punishment: Use Vicious Shadows + board wipe (Blasphemous Act) or Repercussion + damage amplifiers.
- Combo Burst: Fiery Emancipation tripling damage from Goblin Bombardment sacrifices or Hellrider triggers.
Mulligan Priorities:
- Keep hands with 2-3 lands including red sources
- Prioritize early ramp (Sol Ring, Arcane Signet) or forced draw enablers (Temple Bell)
- Look for at least one damage payoff (Impact Tremors, Cavalcade) or protection (Swiftfoot Boots)
- Avoid hands lacking both ramp and Zurzoth enablers
Key Tips:
- Time forced draw triggers during opponents' end steps for maximum devil generation
- Use Underworld Breach to recur critical sorceries like Burning Inquiry or Disrupt Decorum
- Skullclamp turns 1/1 devils into card draw fuel after blocks
- Chaos Warp can target your own permanents to bypass problematic enchantments
Weaknesses:
Critical
- Heavy reliance on Zurzoth staying alive - lacks reliable token generation without him
- Minimal protection against board wipes (only Bolt Bend/Chef's Kiss as reactive answers)
Moderate
- Vulnerable to Rest in Peace/Leyline of the Void shutting down Underworld Breach/graveyard recursion
- Struggles against lifegain strategies due to incremental damage nature
- Limited answers to enchantments (only Wild Magic Surge, Chaos Warp)
Minor
- Some anti-synergy between forced opponent draws and Vicious Shadows (fuels opponents' hands)
- Mana curve peaks at 4-5 CMC with limited cost reduction
Most Important Cards:
- Zurzoth, Chaos Rider (Token generation engine)
- Impact Tremors (Primary damage outlet)
- Fiery Emancipation (Damage tripler)
- Underworld Breach (Recursion engine)
- Goblin Bombardment (Sacrifice payoff)
- Vicious Shadows (Discard punishment)
- Torbran, Thane of Red Fell (Damage amplifier)
- Burning Inquiry (Discard enabler)
- Kindred Charge (Token multiplier)
- Solphim, Mayhem Dominus (Damage doubler)
Attribute Ratings:
Speed: 5/10
Can threaten wins via token swarm + damage amplifiers by T6-8, but lacks fast mana for explosive early plays.
Resilience: 4/10
Limited protection for Zurzoth and key pieces. Recursion exists but is mana-intensive (Buried Ruin, Underworld Breach).
Consistency: 6/10
Good card draw from attack triggers and wheels, but only Gamble as a tutor. 13 ramp pieces ensure mana stability.
Interaction: 5/10
Situational removal (Abrade, Vandalblast) and some stack interaction (Tibalt's Trickery), but lacks comprehensive answers.
Rating Justification:
This deck operates as a focused casual build with clear synergies and multiple damage paths, but its reliance on the commander and vulnerability to common removal keeps it from higher optimization tiers. The T6-8 win potential through combat/damage amplifiers aligns with the 4.5-5.0 range.
Power level: 4.5 - 5.0
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