A lot of the Zur decks I have seen have been about ramping your monsters with auras and roflstomping, but I like to play more defensively? It's something I've always done, and playing hyper-offensively always feel off to me. So I made this deck to take on a different approach to Zur. Instead of focusing on offense, the deck huddles back behind layer upon layer of anti-agro enchantments while chipping away at the other player(s).

I'm new to the game in any real setting, so any tips would be appreciated, but I really liked Zur's ability of being able to pull enchantments from the deck, so I'd like to keep him as the commander.

I added Enchanted Evening to discourage someone from playing effects that wipe enchantments (since it would wipe all their board as well), as well as beefing up Sphere of Safety to insane heights due to making absolutely everything on my field enchantments. Which, in general, just means the lands in this deck XD

Crystal Chimes is for when someone manages to destroy some/all of my enchantments, though I suppose exiles are a thing too, so I guess it really depends on tempo, so that if a mass enchantment exile is played it isn't an instant-loss.

Combos:

Ghostly Prison + Propaganda + Sphere of Safety Both Ghostly Prison and Propaganda can be pulled from your deck through Zur's ability, and adding in Sphere of Safety increases the mana cost for attacking you from 4 per creature to a whopping 7! And that's only if you have those three out.

Enchanted Evening + Sphere of Safety Enchanted Evening makes everything, including my lands, enchantments, which will supercharge the Sphere of Safety to insane heights!

Copy Enchantment + Greater Auramancy Greater Auramancy gives all my enchants other than itself Shroud. Greater Auramancy from Copy Enchantment gives... all my enchants other than itself Shroud. What this means is even the two instances of Greater Auramancy are Shrouded, which will help prevent targeted enchantment removal; though if there are other, cheaper, options for this, I'd appreciate it!

God-Favored General + Grim Guardian I'm thinking this would be a win-con? God-Favored General gives two enchantment creatures per turn, which translates to 2 damage to all opponents per turn, so long as I can tap God-Favored.

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Comments

97% Casual

Competitive

Date added 2 years
Last updated 2 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

31 - 0 Rares

26 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.07
Tokens Copy Clone, Enchantment Soldier 1/1 W
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