
Zedruu the Greathearted
The Commander
At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control.
: Target opponent gains control of target permanent you control.
Guide
Gameplan
Zedruu wants to give your opponents your worst permanents so you draw cards and gain life every upkeep, fueling a control or political game. You stall the board with removal, pillowfort effects, and donated downsides, then pivot to a combo or alternate win once card advantage snowballs out of control. The deck plays the long game, leveraging deals and gifts to keep yourself safe while the engine grinds.
Strengths
- Repeatable card draw and lifegain that scales as you donate permanents
- Strong political flexibility — donating cursed or harmless permanents buys goodwill
- Access to the best removal, counters, and pillowfort effects in RUW
- Several dedicated win conditions that synergize directly with donating permanents
Weaknesses
- Engine relies on Zedruu sticking around, making her a removal magnet
- Vulnerable to fast aggro and combo before the donation engine comes online
- Lacks black's tutors and recursion, so consistency can suffer
- Donating useful permanents to a savvy opponent can backfire politically
Key Cards
- Steel Golem — Donate it to lock an opponent out of casting creatures while you draw off it each turn.
- Illusions of Grandeur — Gift it after the upkeep trigger to force massive life loss while you gain a card and life.
- Grave Pact — Cursed permanents like sacrifice-everything effects punish whoever you donate them to.
- Smothering Tithe — Generates Treasure to power Zedruu's expensive activated ability and big spells.
- Rhystic Study — Stacks card advantage with Zedruu's draw to bury opponents in resources.
- Akroan Horse — A classic donation target that gives opponents downside while you draw.
Upgrade Path
Add fast mana and ramp (Mana Crypt, Smothering Tithe, Mox Diamond) to power Zedruu out early and fund her ability. Tighten the win conditions into compact two-card combos like Illusions of Grandeur with steal effects, or Aetherflux Reservoir backed by cost reducers, rather than relying on grindy value. Improve protection with counterspells, free interaction (Fierce Guardianship, Swan Song), and recursion like Sun Titan to rebuild after Zedruu is removed.
Core Cards
- Murmurs from Beyond100%
- Punishing Fire100%
- Izzet Chronarch100%
- Champion's Helm100%
- Austere Command100%
- Evolving Wilds100%
- Brion Stoutarm100%
- Ruhan of the Fomori100%
- Flametongue Kavu100%
- Trade Secrets100%
- Lightning Greaves100%
- Numot, the Devastator100%
From 1 Mythicwyrm deck.
Win Conditions
- ▸Donate Illusions of Grandeur then remove or steal it back to drain an opponent to death
- ▸Approach of the Second Sun or other alternate wincons enabled by massive card draw
- ▸Grind out the game with overwhelming card and life advantage, then close with a finisher like Aetherflux Reservoir
- ▸Combo kill assembled off the deck's deep card draw (e.g., infinite mana into an outlet)
Archetypes
- Group Slug / Donate — Zedruu hands out punishing permanents like Illusions of Grandeur and curses while profiting from each gift.
- Control — RUW gives counterspells, board wipes, and removal to protect the engine until you win.
- Combo — Card draw fuels lines like donating Illusions plus stealing it back, or assembling infinite loops.
- Pillowfort / Politics — Donations and defensive enchantments keep you safe while you outdraw the table.
Combos
- Zedruu the Greathearted + Transcendence
→ Each opponent with 20 or more life loses the game
- Zedruu the Greathearted + Nine Lives + Austere Command
→ Target opponent loses the game
- Demonic Pact + Zedruu the Greathearted
→ Target opponent loses the game at the beginning of their next upkeep
- Zedruu the Greathearted + Nine Lives + Cleansing Nova
→ Target opponent loses the game
- Zedruu the Greathearted + Lich's Mirror
→ Draw the game
Combos via Commander Spellbook.
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