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Loves the enchantments EDH

Commander / EDH

Ramsays

Instant (2)

Sorcery (2)

Commander (1)

Commander: altered Zur the Enchanter

Zur the Enchanter must be my favorite general. He's cheap, tutors every turn and puts the spell on the battlefield.

People will question why as he can only fetch CMC enchantments of 3 or less, but there are tons of interesting ones out there.

The strategy is simple. Put him out on turn 4, attack on turn 5 and begin your domination.

Putting him back into the commander zone is only delaying the inevitable.

If you're playing multiplayer, chances are one of your opponents won't have flying defenders, and if so, make Unquestioned Authority your first fetch and make him unblockable.

In order, here is my preference for what to fetch:

- Solitary Confinement, skip your draw, but if you have a fatty in your hand, discard it on the next turn go for Animate Dead to bring it back to the battlefield (if you can get your hands on Buried Alive early, then put the fatties in your graveyard on turns 3 or 5 to get them back with animate dead (Sheoldred, Whispering One first in order to get the other two back onto the battlefield in subsequent turns).

Avacyn, Angel of Hope to protect your permanents against destruction

Sheoldred, Whispering One to get creatures you'll discard with Solitary Confinement back into play each turn and get rid of one creature per opponent per turn

Elesh Norn, Grand Cenobite to boost your creatures and provide some removal

Dromar, the Banisher as a global bounce for red or green creatures

Jin-Gitaxias, Core Augur to get some control over your opponents (don't worry about drawing too many cards, Ulamog, the Infinite Gyre is in there to prevent you from ever milling yourself

and the list goes on.

- next enchantment on the list is Necropotence. You are skipping your draw with Solitary Confinement, and this one will get you cards back, which you can continue discarding as required.

On your next turn (hopefully turn 7), fetch Words of Waste, draw as many cards as necessary to empty your opponent's hands (you have up to 7 cards to have them discard seeing as you have 7 mana open - hopefully at this point you would only have to draw about 4).

You just majorly affected your opponent's ability to control the board, and if you managed to draw Psychic Possession in one vs. one, you've just shut down your opponent (you're already skipping your draw with bioth Solitary Confinement and Necropotence anyway, this lets you use word-of-waste, making your opponent discard cards he would draw on his turn (or yours).

Eventually you will land on Reliquary Tower to provide you with a huge hand size and Miren, the Moaning Well which in combination with Sheoldred, Whispering One will let you sacrifice a creature to get the life you spent on necropotence (or simply use Wall of Reverence's ability) back and bring the creature you sacrificed back onto the battlefield, on each of your turns.

Have Sanguine Bond on the battlefield, and you'll make your opponents bleed while you get your life back and draw tons of cards. Add Exquisite Blood and you have a recurring engine that wins you the game.

Other areas of interest are:

- Milling (Jace's Erasure to ramp up milling as you draw tons of cards, Memory Erosion, Traumatize which kills opponents off with Keening Stone, Oona, Queen of the Fae which nets you a flying token for each successful mill, Nemesis of Reason for 10 cards every time he attacks (make him unblockable with Unquestioned Authority), and Undead Alchemist to net you zombie tokens as you mill creatures

- stealing creatures with Roil Elemental (need lands, let Vedalken Archmage get you some back to your hand), Merieke Ri Berit, Sen Triplets (steal spells instead of creatures, or lands), Sower of Temptation, and remember that you can get rid of what you stole with your sacrifice outlet.

- destroy creatures with Dread if they deal damage to you, Ethersworn Adjudicator (he has a bonus of destroying enchantment and untaping), Visara the Dreadful and get them back under your control with Adarkar Valkyrie

- gain life with Wall of Reverence, Blood Artist (also make opponents lose life), Suture Priest, Sphinx of the Steel Wind, Miren, the Moaning Well, Sanguine Bond, and Bloodchief Ascension

- get your CMC 3 or less back onto the battlefield with Sun Titan

- Get your artifacts or enchanments back into your hand from your graveyard with Hanna, Ship's Navigator and artifact cratures back from your graveyard into play with Scarecrone (9 artifact creatures in this deck)

- play any card in your hand without paying its mana cost with Omniscience that you fetched with Lost Auramancers

- get one of your praetors or Ulamog, the Infinite Gyre with Riptide Shapeshifter

- get infinite turns when you have 5 of less life with Hanna, Ship's Navigator or Academy Ruins and Second Chance (bring it back with Zur the Enchanter (get your life down to 5 with Necropotence

- protect yourself against a swarm of tokens (token generating decks) with Suture Priest

- prevent a general from being played with Nevermore

- facing many removal spells? fetch Greater Auramancy and copy it with Copy Enchantment

- need some critical cards or simply want to remove them from your library to thin it out, get them with Parallel Thoughts

I think this sums it up.

This is a fun deck to play, all sorts of goodies you can fetch depending on your game posture.

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Date added 11 years
Last updated 11 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

53 - 0 Rares

20 - 0 Uncommons

9 - 0 Commons

Cards 101
Avg. CMC 4.27
Tokens Angel 4/4 W, Faerie Rogue 1/1 B, Faerie Rogue 1/1 UB, Zombie 2/2 B
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