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A basic (cheap) Zur deck, mostly set up for 1v1's, I want to play a lot safer than most, throwing in some more strong walls and late game combo's. Also planning on using almost exclusively basic lands and a "back to basics" to punish players who use too many non-basic lands. It also has some tools to halt/stop land (the contaminate/bitterblossom combo vs non-black or artifact decks and early game mana vortex for example). Lots of delay/prevention tactics.

Arcane laboratory and Rule of law should both be very helpful to stop control based decks, and will allow me to continue to search every turn.

I also want tools to dismantle just about every kind of deck, like grafdigger's cage and RIP for graveyard based (trying to find some solid enchantments to replace that) and underworld dreams for blue counter/draw decks, more/better counters to particular decks are always welcome.

As for protecting Zur, I think swiftfoot boots , steel of godhead (gives Zur +2/+2 lifelink and unblockable), shadow lance (would love some better alternatives to this one, especially 3 mana FS + something else enchantments), Infiltrators Magemark

I would like some more enchantments to protect everything like Greater Auramancy does.

Ghostly Prison and Propaganda I have mixed feelings about, on one hand they're both great at controlling decks if they're low on mana, but this is EDH, and while my deck does cut a lot of players access to mana, I think there might be better options of preventing attacks besides them.

Engineered plague will do great at shutting down decks designed to blow up decks designed to get absurd amounts of small creatures.

I need a lot more black to balance out this deck though, especially because I want nearly identical white/blue/black land ratio to get Zur out ASAP and consistently.

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Date added 10 years
Last updated 10 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

28 - 0 Rares

21 - 0 Uncommons

13 - 0 Commons

Cards 104
Avg. CMC 3.45
Tokens Angel 4/4 W
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