INSTANTS
Anguished Unmaking
- The deck wants to prioritize instant speed removal, since you don't get the cards off of
Necropotence
until the end of your turn, and the card is one less mana than
Utter End
at the cost of 3 life, which I think is well worth it.
Arcane Denial
- I put this card in every deck that has , it is especially critical in this deck where keeping Zur alive is a top priority, and you need counterspells to do that.
Arcane Denial
doesn't have the single target removal problem that most counterspells have, which is when you remove a card, you are down a card and your opponent is down a card, however the other two players didn't have to use or loose anything, so they end up winning in the transaction, all
Arcane Denial
does is put one opponent up 1 card.
Brainstorm
- This card is only good if you are able to shuffle away the cards in your hand that you don't want w/ something like a fetch land, however in this deck Zur is able to shuffle the library every time he attacks unlocking the full potential of
Brainstorm
.
Counterspell
- A solid reliable card that does what it needs to do, one of the best removal spells in commander.
Countersquall
&
Negate
- In my years of playing commander, I have came to realize something, about 90% of the time you want to counter a non-creature spell, creature spells just aren't as good as non-creature spells in eternal formats plus creature spells can be removed fairly easy w/ a board wipe, however instants and sorceries can only be dealt w/ using counterspells (something I think is actually a bit of on oversight in MTG that makes a much better color than the others, since that color is the only one that has access to counterspells).
Cyclonic Rift
- Goes in every deck that has , it's a powerful and unique effect that can be used at instant speed. It's really good at setting up wins and preventing your opponents from winning.
Delay
- A solid counterspell, can make spells irrelevant or delay them enough, so the game is finished before the opponent gets to cast it again.
Enlightened Tutor
- Normally just a great card that goes in every deck, however it's really good in this deck, since the deck is so enchantment focused.
Forbid
- One of the most powerful cards in the deck, this w/
Necropotence
is just brutal, since you can just keep filling up your hand for the buyback cost.
Muddle the Mixture
- For a while I didn't have this card on the decklist, however I felt as though I needed at least one more counterspell, so I grabbed this one. Not only does this card deal w/ the two types of cards that this deck worries about the most, it also can transmute into a
Counterspell
if we do need to counter something that isn't an instant or sorcery.
Mystical Tutor
- Goes in every deck, this deck as a ton of great instants and sorceries, so grab the one that you need the most for the current situation.
Path to Exile
&
Swords to Plowshares
- Auto-includes in every deck that runs , they are incredibly efficient and effective at what they do, they are the best single target removal spells in commander.
Vampiric Tutor
- An Auto-include in every deck that runs , although the card is starting to get really expensive price wise, but it is still worth it for one of the most powerful cards in commander.
SORCERIES
Damnation
&
Wrath of God
- Solid board wipes, every control deck needs a good chunk of board wipes, especially in this one, since you can make Zur indestructible using
Shielded by Faith
.
Demonic Tutor
- Goes in every deck using , it's the best card in commander.
Fabricate
- The deck has a decent amount of interesting artifacts to chose from, the most common choices are
Swiftfoot Boots
to give Zur some much needed haste or
Helm of Obedience
if you what to start killing off players w/ the Helm +
Rest in Peace
combo.
Retether
- If Zur dies when you have a ton of enchantments on him, this card allows you to get those auras back.
Supreme Verdict
- A great board wipe w/ a very relevant "can't be countered" clause.
Toxic Deluge
- One of the lowest CMC board wipes in commander that also gets around indestructible, the card is incredibly effective in this deck, since the deck gains a ton of life and if Zur is pumped up w/ enchantments, he should have enough toughness to survive the -x/-x.
Winds of Rath
- This should be a one sided board wipe since aura's aren't used too often in commander except by other enchantment based voltron decks like
Uril, the Miststalker
.
ENCHANTMENTS
Animate Dead
- Allows you to grab a powerful creature out of an opponent's graveyard, since we run only 1 other creature in the deck that really isn't even worth reanimating.
Aura of Silence
- The deck has a bit of a stax sub-theme, and this is one of the best pieces since it does double duty as a stax piece and a removal spell.
Battle Mastery
- Get Zur to 11 power, then attach this aura to him and you can start killing players off using commander damage.
Blind Obedience
- Great at stopping quick hasty decks like
Krenko, Mob Boss
and great at giving the deck some life gain for
Necropotence
.
Copy Artifact
- Gives the deck a way to copy a powerful artifacts on board like
Blightsteel Colossus
.
Copy Enchantment
- Gives some redundancy to the enchantments in the deck, it should be used to copy an aura on Zur like
Empyrial Armor
.
Darksteel Mutation
- Used to turn your opponent's commanders into a 0/1, one of the few ways to permanently get rid of a commander since they changed the tuck rule a few years back.
Daybreak Coronet
- Usually my go to enchantment when Zur is already enchanted to start gaining a bunch of life and start dealing a good chunk of damage, it also will give vigilance to Zur, although he won't be untapped when you attack, than attach this card to him when using Zur's ability.
Detention Sphere
- One of the better
Oblivion Ring
effects, since it can deal w/ armies of tokens.
Diplomatic Immunity
- A way to give shroud to Zur using an enchantment, I'd only recommend using this card once Zur is suited up and you just want a way to protect him since you won't be able to enchant him w/ anymore auras after you enchant him w/ this card.
Empyrial Armor
- One of the more powerful auras, just down right broken when you have
Reliquary Tower
+
Necropotence
on the battlefield, you can draw cards until you have 20 in hand then swing in for 21 commander damage on your next turn w/ just this aura and Zur.
Ethereal Armor
- An aura w/ an incredibly efficient CMC of 1, this deck obviously runs a ton of enchantments, so this will power up Zur like crazy, usually between 5-10 power.
Ghostly Prison
&
Propaganda
- Since this deck runs almost no creatures, you have to use these two cards to discourage opponents from attacking you, these two are usually my most popular picks to get when I attack w/ Zur especially in the mid and early game where players don't have 2 mana just laying around, and these two cards just plain old stop token decks from swarming you.
Grasp of Fate
- The best
Oblivion Ring
effect, because its able to hit each opponent, although that also means you just pissed off each opponent too, so the enchantment has a higher chance to be removed.
Land Tax
- An auto-include in any deck running , insures land drops and gets rid of those pesky basics in your deck.
Mystic Remora
- An auto-include in any deck running , this card may be even better than
Ancestral Recall
since commander is a multiplayer format.
Necropotence
- One of the most powerful card draw engines in commander, and your commander can grab it whenever he attacks, this card is just ridiculous in the deck, in competitive commander when you are playing Zur, you are basically playing
Necropotence
in the command zone.
Phyrexian Arena
- The baby version of
Necropotence
, it's in the deck when you don't want to go all in w/
Necropotence
and draw a ton of agro from your opponents.
Rest in Peace
- Gives the deck a way to deal w/ graveyard shenanigans, also a part of a secondary win condition of
Helm of Obedience
+
Rest in Peace
.
Rhystic Study
- Is an auto-include in any deck w/ , it also works as a decent stax piece.
Shielded by Faith
- This card is one of the best ways to protect Zur and it enables you to board wipe without worrying about Zur dying (and ignore the text after "Indestructible", you'll never want to attach the aura to another creature.)
Solitary Confinement
- A great way to turtle up, also
Necropotence
says skip your draw step too, so you don't need to worry about discarding, you'll have plenty of cards in hand thanks to
Necropotence
.
Steel of the Godhead
- Gives lifelink to Zur and unblockable, so he can get through those pesky flyers that your opponents thought would be able to save them from Zur's wrath.
ARTIFACT
Azorius Signet
,
Dimir Signet
, &
Orzhov Signet
- Signets are some of the best ramp for non-green decks, and two mana is right where this deck wants it's ramp, so you can cast Zur on turn 3.
Fellwar Stone
- The best 2 CMC mana rock, since it's one of the few 2 CMC mana rocks that come into play untapped, and it will usually tap for all the colors you need.
Helm of Obedience
- It's only purpose in the deck is has a secondary win condition w/ using the combo of
Helm of Obedience
+
Rest in Peace
.
Prismatic Lens
- Another 2 CMC mana rock that comes into play untapped, although not as good as
Fellwar Stone
, it's still a soild mana rock.
Scroll Rack
- This card follows the same logic as
Brainstorm
, this card isn't very good unless you can shuffle your deck, however Zur gets that job done nicely.
Sensei's Divining Top
- Another card that gets better if you can shuffle your deck regularly to get rid of the crap cards on top of your deck.
Sol Ring
- It's commander, PLAY THIS CARD!
Swiftfoot Boots
- Giving haste and protection to Zur is exactly what this deck wants, unforutanly
Lightning Greaves
isn't very good in the deck, since you can't attach any auras to Zur, because of shroud.
Talisman of Dominance
&
Talisman of Progress
- More great 2 CMC mana rocks that just about guarantee a turn 3 Zur, and again the deck gains a ton of life, so use your life liberally.
Thought Vessel
- Another 2 CMC mana rock, this one works especially well in this deck, because of it's synergey w/
Necropotence
allowing you to draw as many cards as you'd like.
Torpor Orb
- There are no enter the battlefield effects for creatures in the deck, so this is a one-sided effect that can really hurt your opponents.
CREATURE
Spirit of the Labyrinth
- The only creature other than Zur that I run in the deck, it is an enchantment too, so you can grab it w/ Zur, it works well w/
Necropotence
, since you actually don't draw off of
Necropotence
, you just put the cards in your hand.
LANDS
Adarkar Wastes
,
Caves of Koilos
, &
Underground River
- The pain lands for esper, the 1 damage is well worth it in commander, since you start at 40 life plus this deck gains life like crazy.
City of Brass
&
Mana Confluence
- Should be played in every multicolored deck, the 1 life payment is well worth it for a land that comes into play untapped and produces any color of mana.
Command Tower
- The best land for any multicolored deck.
Drowned Catacomb
,
Glacial Fortress
, &
Isolated Chapel
- The check lands for esper, they are pretty solid lands that usually come into play untapped and are pretty cheap price wise.
Exotic Orchard
- Should be played in every deck running 3 or more colors, most of the time it's a multicolored land that comes into play untapped.
Flooded Strand
,
Marsh Flats
, &
Polluted Delta
- The fetch lands for esper, the fetch lands are some of the best lands in MTG, there ability to grab dual lands is simply amazing.
Godless Shrine
,
Hallowed Fountain
, &
Watery Grave
- The shock lands for esper, these are the dual lands that you will grab w/ your fetch lands, they are just really solid lands on their own too.
Hall of the Bandit Lord
- Giving haste to Zur makes your deck so much quicker, basically giving you another enchantment that you wouldn't have otherwise.
4x
Island
s, 9x
Plains
, & 2x
Swamp
s- The basics round out the rest of the deck's land base.
Morphic Pool
, &
Sea of Clouds
- these lands are basically just dual lands that aren't fetchable, auto-includes in any deck (as long as you're playing in multiplayer).
Reflecting Pool
- Usually just another
Command Tower
.
Reliquary Tower
- The card is just a good card normally, but it is especially good in this deck, because of it's synergy w/
Necropotence
which allows you to draw as many cards as you'd like.
Urborg, Tomb of Yawgmoth
- Goes in every multicolored deck running , just makes your mana a little more consistent, it's basically just a slightly better swamp that isn't fetchable.