Zur voltron/control deck. protect Zur, commander damage is the win con. An Ideal opening hand would contain- 1 card draw and/or scry card, 1 counter spell, and 3 ACCESSIBLE mana sources (2 mana rocks and a rupture spire isn't very useful now is it? Be smart people.) I highly recommend that you don't cast Zur out until you have a counterspell in hand. this advice is dependent on your current playgroup/meta, but for myself Zur has one of the biggest targets on his back, and people will save removal for him. Most of the time if you can swing with him once you should be in the clear.

notable combos-

Eidolon of Rhetoric + Cyclonic Rift (overload)- with Zur out swing and fetch Eidolon out, then overload cyclonic rift to return all non-lands you don't control back to their owners' hands. they will be slowed to a crawl as they can only play one spell per turn. It would be preferable if you can rift on the end step before your turn.

Zur the Enchanter + Diplomatic Immunity + Vanishing- these are the first 2 things you should fetch with Zur. Once you have vanishing out make sure you keep 2 blue mana floating for him at all times. This set up makes it nearly impossible to remove Zur.

Necropotence + Venser's Journal - this essentially makes it so you can draw a ridiculous amount of cards with necropotence, without suffering the drawback from it. note: the cards don't enter your hand until the end step so the life gain won't happen until your next upkeep. Don't get too greedy

Steel of the Godhead + Ethereal Armor + Phyresis with 2 other enchantments on the board is a one-shot kill. (there should almost certainly be 2 more enchantments on the board at this stage of the game. if not, you are probably losing badly and this combo should be the last thing on your mind.) notably Zur's ability happens before damage so you can surprise people with Phyresis when they think they will survive the damage.

Bruna, Light of Alabaster is your 'holy shit i'm getting my ass handed to me' card. with the right cards in your graveyard/hand she can win you the game outright. This is also your late-game card you hold on to just in case you didn't get off to the best start, and you've been playing behind.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

27 - 0 Rares

31 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 2.65
Tokens Bird 2/2 U
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