DeathChant17 says... #6
I assume you mean cards like Empyrial Armor, Steel of the Godhead, and Necropotence that can combo out? Because I don't own a necropotence or empyrial armor yet.
Also I play casually, as my friends do. I'm one of two people in my group who actually buy singles and put any amount of money into decks besides what I pull out of boosters. So whereas I'll pull something like that on them once in while to make them answer it the next time we play, I don't play tournaments with it or anything. If I were to start playing with people who dumped money into decks and played competitively I would totally make the upgrade to something more on the higher end.
February 21, 2015 5:20 p.m.
PlattBonnay says... #7
Well none of those are really combo pieces, just good cards to play with Zur, but other than Necropotence, no, those arent the staples I was talking about. I was talking about ways to properly disrupt your opponents like Oblivion Ring, Detention Sphere, Prison Term, or Rest in Peace. Ways to accelerate your game plan like Talisman of Progress or Mox Diamond. Or just generally better things to fetch with Zur like Luminarch Ascension or Rhystic Study.
February 21, 2015 5:52 p.m.
DeathChant17 says... #8
Oblivion Ring, Rest in Peace, and Detention Sphere, I considered.
I feel Detention Sphere is good for sideboarding in against tokens. Oblivion Ring is a decent answer to any threat. Rest in Peace I really wanted to throw in. I like to combo that with Energy Field(and that would go nice with Luminarch Ascension). But that doesn't let me bring anything back that I lose. I like the recursion because the games take awhile. So I can bring back old threats while putting out new ones. Otherwise I side in Rest in Peace against a friends zombie deck. But I hardly ever see that guy.
This deck is based around manipulating the opponents creatures and later taking them. whether with Beguiler of Wills or from the graveyard with Rise of the Dark Realms. I cant say it's competitive because it doesn't look to finish fast. It simply lasts long enough to where it is a major pain to bring down as I've set up.. The original build, with oloro, played the same way, but I didn't like the life gain thing always putting the target on my head. Zur comes out faster, thins my deck out, and lets me get my draws.
I haven't played this exact build yet as I just worked on it today, so we will see what happens.
February 21, 2015 6:19 p.m.
Hjaltrohir says... #9
Have you considered Unquestioned Authority? It seems like it could be good in here.
March 8, 2015 11:09 a.m.
DeathChant17 says... #10
Ooh I like that, I'll have to pick one up. Thanks awesomeguy37!
March 8, 2015 11:21 a.m.
peabodydude67 says... #12
If you want to slow down opponents, try Stony Silence or Suppression Field. Or both! +1
March 20, 2015 8:52 p.m.
DeathChant17 says... #13
Hmm. I like those but they may slow me down lol. I'll give them some thought. Thank you man
March 20, 2015 9:34 p.m.
Bruna, Light of Alabaster is a card I run in my Zur deck. It's great when Zur becomes too expensive to cast.
May 30, 2015 1:19 p.m.
DeathChant17 says... #15
Regime422, Very nice suggestion! I like that. I will throw it in when I get it and add your name to the list of users that have helped! thanks!
May 30, 2015 2:10 p.m.
Only problem is the Zur should NEVER cost more than 6. If he is, you're doing something wrong. What you need in a Zur deck is less creatures, more control. Zur can win by himself, slap a Vanishing on him and he survives forever. Or he tutors out Necropotence + Solitary Confinement and then proceeds to find Bitterblossom + Contamination and stall out the game with a guaranteed win. The more creatures you run, the fewer counterspells/conditional boardwipes you can use to keep Zur alive.
May 30, 2015 9:53 p.m.
DeathChant17 says... #18
JA14732, I understand where you are coming from, when I first switched over to Zur I took that approach,but quickly found that's not a preferred way of playing for me.
If I we're to ever get super competitive, I would go that way, but its not fun for me to wait and counterspell. As it sits now is not too oppressive for my play group and we all have fun.
HorridBEAST, with the fact that I have so many enchantments, I pull quite a few as it is. If I ever feel I'm not getting enough out I'll consider it.
Thanks for the input guys!
May 30, 2015 10:40 p.m.
Personally, I'd still pull some creatures for some countermagic and add Vanishing, but ultimately it's your deck.
May 30, 2015 10:46 p.m.
HorridBEAST says... #20
Heliod's Pilgrim is just great for finding the aura you need. My friend plays a standard heroic deck and he has blown me out a few times by using the pilgrim to grab Aqueous Form and swing unblockable for game
May 30, 2015 10:50 p.m.
DeathChant17 says... #21
JA14732 how does phasing work? I am interested in Vanishing. would Zur 'phase in' on end steps?
HorridBEAST, I'll try it out and see what happens.
May 30, 2015 11:01 p.m.
Phasing is really, really weird. The way it works is that the creature and all auras/equipment/fortifications attached to it are "phased out" (NOT exiled) and they return at the beginning of your next upkeep. So there's no summoning sickness. In that time, Zur is literally untouchable and retains all his badass auras. Oh yeah, and any counters he may have, because he technically never leaves the battlefield. Great for Zur, not so useful for literally any other deck.
May 30, 2015 11:20 p.m.
DeathChant17 says... #23
I really like that. I'll have to pick that up. Thanks!
May 30, 2015 11:23 p.m.
DeathChant17 says... #24
I started playing at a LGS 2 weeks ago that has a commander night or 2 a month, so the time to bring this deck to the next level came sooner than I thought.
I hope you like the way this is going and anymore feedback from you (and anyone else) is greatly appreciated.
June 21, 2015 9:24 p.m.
PlattBonnay says... #25
Looking at the list, it seems to be in an ok place right now, it seems like a 50% list (i.e. 50% of how theoretically powerful a Zur deck can be). If you're looking to take this from 50% to 75% (where many people think you should aim for) or 100%, these are my suggestions:
Temple of the False God - Doesnt help you power out Zur because it doesnt land till turn 5, at least one, if not two or three turns late. Replace with Ancient Tomb, the life loss is negligible.
Chromatic Lantern - You really dont want any rocks that land on turn three, because they dont help you accelerate into Zur. Your mana base is varied enough that you shouldnt be running into colour screw, so this one isnt needed. Replace with 0, 1, or 2 mana rocks, such as Chrome Mox, Mox Diamond, Mana Crypt, Mana Vault, Talisman of Dominance, or Talisman of Progress.
Nevinyrral's Disk - I get the staple appeal of this card, but you will be hurting yourself more often and worse than your opponents. Replace with Austere Command if you want a catch all wipe, but I really dont think its necessary.
Swiftfoot Boots - This should just be Lightning Greaves.
Crawlspace - You can solve combat with enchantments that Zur can grab, and you already have Propaganda
Daxos of Meletis - With Zur being untuckable, you dont need extra bodies.
Aegis of the Gods - Its a fragile creature, too easily removed. Replace with Solitary Confinement
Read the Bones - 3 mana for a cantrip isnt great. Ponder or Preordain are regularly going to be better.
Empyrial Armor and Ethereal Armor - They are both good, but you dont need both. Zur only takes 21 points to kill, or 10 with Phyresis, both is just overkill. Cut one.
Sacred Ground - This is just too niche of an effect, in playing a voltron version of Zur, you want to be the guy presenting threats, not worrying about having all the answers.
Stasis - Phenomenal card, dont get me wrong, but without other pieces to make it a lock, it isnt great.
Cancel - Strictly worse than pretty much every other 3 mana counterspell. Try Dissipate if youre wanting another 3 mana counter, or Delay and Memory Lapse if you want a 2 mana one.
Daze - Force Spike effects are not good in EDH. Replace with a different counter or a tutor.
Essence Scatter and Exclude - The problem that Zur decks have are not ones that are presented by creatures, the problems are presented by non-creature spells.
Intervene - If youre looking for a one mana counterspell to protect your stuff, try Rebuff the Wicked or Turn Aside.
Condemn - Spot removal is card disadvantage in EDH, and you already have enough good removal, you dont need this conditional one.
PlattBonnay says... #5
Looking at your list, it seems far more like an esper-goodstuff type deck than an actual Zur deck. You're missing a large majority of what most people would consider "Zur staples", and I think that you could use some more spot removal like Vindicate and Utter End to deal with problem permanents.
February 21, 2015 4:39 p.m.