This deck can work in one of two ways: It can combo off, or it can lock your opponents out. Which you choose is honestly dependent solely on how you want your game to go. If you're tired of being killed, race to go off, otherwise, sit back and let your opponents go at it. I've tried to make this deck an effective balance of the two without harming too much the consistency or potency of either aspect of play.
Combo:


There's several options here, based on what is in your hand when you start the combo.
Helm of Awakening / Cloud Key + Future Sight + Sensei's Divining Top
Grim Monolith / Basalt Monolith + Power Artifact + Staff of Domination
are the two big ones. Both involve drawing your whole deck, getting a bunch of storm, netting mana from the artifacts in your deck, then Tendrils of Agony into victory. But both require a lot of pieces. The two ways to find these pieces when you need them are Necropotence/Ad Nauseam or tutoring them up. The way Necro/ad nauseam works is that you pay a bunch of life and draw a bunch of cards (it doesn't matter if you have almost no life left if you just win). With Ad Nauseam I usually go until I have less than ten life left or until I found enough of a combo to go off. With Necropotence I usually take about twenty cards at the end of the turn I play it. This is because with the top twenty cards of your deck you can almost always find the cards to combo off/ find your combo and survive until your next turn. The Necropotence option is used almost all of time because you can tutor necro with Zur, draw twenty cards during that end step, and follow it up with a win next turn.

Winning "Fairly"

While the combo method doesn't require Zur, this method needs our commander to win. This way is also a lot slower so if time constraints are an issue I would recommend not going for this. Basically what we're going for here is to lock your opponents out of the game, or at the very least make yourself pretty hard to kill. The way to do this is to set up a lock with Zur involving one or more <3 (love you) cost enchantments.
Stasis + Tezzeret the Seeker
Energy Field + Rest in Peace
Solitary Confinement + Necropotence / Phyrexian Arena
and Copy Enchantment + Greater Auramancy to protect it all
These are the best locks. Most of the time you're looking to protect Zur as long as you can, so on your first attack with him, you'll want to tutor Diplomatic Immunity to protect him. After that it may be beneficial to use one of the other tutors in the deck to find Strionic Resonator. That way, you can set up a whole lock each time you attack. Once you have a lock in place, you don't have to play magic any more. You can just wait until a combo comes along your way or if you're against that life you can throw Ethereal Armor on Zur And keep swinging until you win with commander damage. I only have one land wipe in here so make it count.

I hope you've at least enjoyed looking at this. I think I want to start building it and see how it works in real life.

*Side note on Zur- When Zur the Enchanter puts an aura onto the battlefield, he just puts it onto the battlefield. This means the aura can attach to Zur even through Diplomatic Immunity.

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Date added 9 years
Last updated 8 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

48 - 0 Rares

19 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.30
Tokens Bird 2/2 U
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