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COMMANDER(S)
Zurzoth, Chaos Rider
QR Code
R
- Mono Red
Created by  DrCr4nK
Bracket
5.0 - 5.5
Bracket 3
Average CMC Average CMC
Info
Cost Cost
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ANALYSIS

Overview:

This Zurzoth, Chaos Rider deck is a mono-red chaos/group slug strategy focused on generating Devil tokens through forced card draw, then leveraging those tokens for direct damage via sacrifice outlets, attack triggers, and damage amplifiers. Zurzoth serves as the engine, creating 1/1 Devils whenever opponents draw outside their turn and enabling card draw/discard chaos when Devils attack. The deck aims to overwhelm opponents with incremental damage from token deaths (via Goblin Bombardment, Impact Tremors, Repercussion), amplified by Torbran, Thane of Red Fell, Solphim, Mayhem Dominus, and City on Fire. Secondary win conditions include explosive wheels (Wheel of Misfortune, Burning Inquiry) paired with Vicious Shadows or Glint-Horn Buccaneer, and occasional combat pushes with token swarms.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-3): Deploy mana rocks (Sol Ring, Ruby Medallion), Skullclamp, or Goblin Engineer to prepare for Zurzoth. Use Geier Reach Sanitarium or Mikokoro, Center of the Sea to trigger Zurzoth pre-combat.
  2. Token Generation (Turns 3-5): Cast Zurzoth with protection (Lightning Greaves/Swiftfoot Boots). Force draws via Temple Bell, Wheel of Misfortune, or Burning Inquiry to create Devils.
  3. Damage Amplification (Turns 4-6): Drop Torbran, Solphim, or Repercussion to turn Devils into lethal threats. Sacrifice tokens to Goblin Bombardment or Skirk Prospector for direct damage.
  4. Finishers (Turns 5-8):
    • Token Swarm: Attack with Devils to trigger mass draw/discard, then finish with Kindred Charge or Hellrider.
    • Wheel Payoffs: Cast Vicious Shadows or Chandra's Incinerator before wheeling.
    • Overkill Combos: Underworld Breach + Mana Geyser for explosive recursion, or City on Fire tripling Goblin Bombardment triggers.

Mulligan Priorities:

  • Keep hands with Zurzoth + 2-3 lands/ramp.
  • Prioritize early card draw/forced-draw enablers (Burning Inquiry, Geier Reach Sanitarium).
  • Avoid hands without red sources or token payoffs.

Key Tips:

  • Use Wild Magic Surge as both removal and a potential ramp spell by targeting your own artifacts.
  • Liquimetal Torque turns opponents’ threats into artifacts for easy Vandalblast blows.
  • Underworld Breach can recur Blasphemous Act + Repercussion for a board-clearing finisher.

Weaknesses:

Critical

  • Board Wipes: Lacks mass recursion; reliant on rebuilding via Zurzoth triggers.
  • Anti-Token Tech: Cursed Totem/Torpor Orb nullifies Devil death triggers and Zurzoth’s engine.
  • Graveyard Hate: Exiling Underworld Breach or key recursion targets (Goblin Bombardment) cripples late-game plans.

Moderate

  • Hand Disruption: Lacks counterspells to protect key pieces like Torbran or Solphim.
  • Stax Effects: Rule of Law limits wheel/discard synergies.

Minor

  • Life Gain: Struggles against decks that offset incremental damage.
  • Flyers: Devils lack evasion outside of Chaos Warp-assisted Cursed Mirror copies.

Most Important Cards:

  • Zurzoth, Chaos Rider (Token engine)
  • Goblin Bombardment (Sacrifice outlet & damage)
  • Underworld Breach (Recursion powerhouse)
  • Torbran, Thane of Red Fell (Damage amplifier)
  • Solphim, Mayhem Dominus (Noncombat damage doubler)
  • Vicious Shadows (Wheel payoff)
  • Impact Tremors (Passive damage)
  • Wheel of Misfortune (Token trigger + disruption)
  • Skullclamp (Card draw from 1/1 Devils)
  • Repercussion (Anti-creature nuke)

Attribute Ratings:

Speed: 6/10

  • Can threaten wins by T6-8 through amplified token deaths or wheels, but lacks fast mana for explosive starts.

Resilience: 5/10

  • Limited protection for key pieces; relies on artifact recursion (Goblin Engineer) and Underworld Breach for recovery.

Consistency: 7/10

  • Redundant damage effects (7+ "pingers") and wheels ensure multiple paths to victory despite limited tutors.

Interaction: 5/10

  • Runs targeted removal (Chaos Warp, Abrade) and board wipes, but minimal stack interaction outside Bolt Bend.

Rating Justification:

This deck operates at a 5.0 - 5.5 power level, capable of winning via combat or synergy-driven damage around T8-10 but held back by vulnerability to common disruption and reliance on commander-centric token generation. Its focused damage amplifiers and wheel synergies outclass precons but lack the speed/resilience for high-power metas.

Power level: 5.0 - 5.5

DECK LIST
Zurzoth, Chaos Rider
Creature: 19
($66.46)
1
Chandra's Incinerator
5 R
1
Conspiracy Theorist
1 R
1
Containment Construct
2
1
Etali, Primal Storm
4 R R
1
Glint-Horn Buccaneer
1 R R
1
Goblin Engineer
1 R
1
Goblin Sharpshooter
2 R
1
Hellrider
2 R R
1
Imperial Recruiter
2 R
1
Magus of the Wheel
2 R
1
Neheb, Dreadhorde Champion
2 R R
1
Professional Face-Breaker
2 R
1
Runehorn Hellkite
5 R
1
Skirk Prospector
R
1
Solphim, Mayhem Dominus
2 R R
1
Storm-Kiln Artist
3 R
1
Surly Badgersaur
3 R
1
Torbran, Thane of Red Fell
1 R R R
1
Witty Roastmaster
2 R
Artifact: 17
($44.63)
1
Arcane Signet
2
1
Commander's Sphere
3
1
Currency Converter
1
1
Cursed Mirror
2 R
1
Fellwar Stone
2
1
Fire Diamond
2
1
Lightning Greaves
2
1
Liquimetal Torque
2
1
Mind Stone
2
1
Ruby Medallion
2
1
Skullclamp
1
1
Sol Ring
1
1
Swiftfoot Boots
2
1
Temple Bell
3
1
Thought Vessel
2
1
Treasure Map // Treasure Cove
2
1
Wayfarer's Bauble
1
Enchantment: 9
($30.84)
1
City on Fire
5 R R R
1
Goblin Bombardment
1 R
1
Impact Tremors
1 R
1
Outpost Siege
3 R
1
Pyrohemia
2 R R
1
Repercussion
1 R R
1
Underworld Breach
1 R
1
Vicious Shadows
6 R
1
Warstorm Surge
5 R
Instant: 6
($5.68)
1
Abrade
1 R
1
Battle Hymn
1 R
1
Bolt Bend
3 R
1
Chaos Warp
2 R
1
Wild Magic Surge
R R
1
Wild Ricochet
2 R R
Sorcery: 14
($40.78)
1
Blasphemous Act
8 R
1
Burning Inquiry
R
1
Disrupt Decorum
2 R R
1
Faithless Looting
R
1
Gamble
R
1
Insult // Injury
2 R
1
Kindred Charge
4 R R
1
Mana Geyser
3 R R
1
Molten Psyche
1 R R
1
Reckless Impulse
1 R
1
Shatterskull Smashing // Shatterskull, the Hammer Pass
X R R
1
Vandalblast
R
1
Wheel of Misfortune
2 R
1
Wrenn's Resolve
1 R
Land: 34
($20.56)
1
Bonders' Enclave
1
Buried Ruin
1
Castle Embereth
1
Command Tower
1
Den of the Bugbear
1
Desert of the Fervent
1
Fabled Passage
1
Forgotten Cave
1
Geier Reach Sanitarium
1
Great Furnace
1
Mikokoro, Center of the Sea
18
Mountain
1
Ramunap Ruins
1
Roadside Reliquary
1
Scavenger Grounds
1
Sokenzan, Crucible of Defiance
1
War Room

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