Maybeboard


This is a rather modified iteration of my previous zur deck. It leans more into the voltron angle. The old list had a potentially stronger gameplan, but felt less focused overall. I cut the Helm of Obedience + Rest in Peace combo, as well; most of the supporting cards were removed for more Voltron pieces. I think the combo is occasionally a little clunky with how hard it can be to tutor Helm, and due to Rest in Peace disabling some cards in the deck completely.

The goal is much the same as previous: Ramp into a protected Zur, and win the game from there. A form of protection available or as the first Zur trigger should typically the first thing to grab, as he is a lightning rod for removal. You may need to use some triggers to help get the current board situation under control, but otherwise if you feel somewhat comfortable with your position, Necropotence is by far the post powerful enchantment to take; note that skipping your draw step is often a major barrier to controlling the board, you need to be able to start gaining some life with Zur to not die in a few turns. I typically Necro for 10 cards or so initially to sculpt my hand, depending on my current life total. Later on Arcane Laboratory and Solitary Confinement help completely lock down the late game, and can be quite difficult for your opponents to fight through after sculpting your hand with Necro.

I do occasionally make concessions to playing objectively better cards to simply ones cards I like, at times. Most (all?) of these are noted in the section breakdown below.

This should be self-explanatory. I don't have a 'target' for number of counterspells played, or anything like that. I simply try play the best available (You can consider An Offer You Can't Refuse over, say, Dispel or something, but I don't particularly like the former. This is a good place to start changing things for a lower-powered table, if you wish. Considering the 'maybeboard': Blue Elemental Blast is great if you happen to run into a lot of other red decks. Mindbreak Trap is great against Cavern of Souls enjoyers, but has quite a steep cost; I don't typically expect to be able to cast it for free.

It's quite important for Zur to have a means to draw an extra card each turn somehow, in case you need to pillow fort with Solitary Confinement. Phyrexian Arena has been an EDH staple forever, and fills this role nicely. Rhystic Study is another EDH staple, and Necropotence is probably the best card in the entire game that Zur can tutor, allowing for insane hand-sculpting capability. The rest I would consider very flexible, or not at all necessary, even. Impulse I simply happen to like, as it's instant and offers good selection despite costing an extra mana. Dark Confidant should be cut in more causal lists with higher CMC, the damage starts to add up if he sticks around, but in a really streamlined list like this one you scarcely take damage.

More of a 'catch-all' for things I didn't really want to categorize. I like Mission Briefing more than Snapcaster Mage, since things like Force of Will can be cast with their alternative costs. It's got a rougher manacost, and worthless under Arcane Laboratory, though, unlike Snapcaster, so I may change my mind here at some point. Estrid's Invocation is potentially the best option for a copy enchantment effect, but Mirrormade is also an option. I will run Copy Enchantment despite being clearly the least flexible option, as I simply like the art most, particularly now that there's an old-border version.

Not much to say here. Play whatever you want for your group's power level. I make some notable omissions, though: I don't like the artwork on the battlebond lands much: Morphic Pool and Deserted Beach are objectively better than Underground River and Adarkar Wastes in EDH, but I made this choice for aesthetics. I would also consider Glacial Chasm and Drowned Catacomb in this slot with the current loadout. The deck is quite blue-heavy, so most of the BW lands are not terribly desirable. I've considered cutting even Godless Shrine for another blue dual, or even a basic island. Reliquary Tower is probably the weakest land here, and Serra's Sanctum is not at all necessary.

Things that keep Zur from dying, simple as. Not terribly interesting stuff, frankly. Pemmin's Aura could also go here, that's part of its purpose in the deck (aside from turning Zur into Morphling being cool). Vanishing is the best available, and saves Zur and all his enchantments from anything, but the cost is quite steep. I'm not the biggest fan of things that directly give him shroud (see the maybeboard) as it completely blanks all auras you happen to draw. The deck plays a lot like draw go, so having UU up with Vanishing, for example, is often just as good as giving Zur shroud or indestructible anyway. Timely Ward, however, is potentially quite interesting despite this.

I don't play any ramp at 3cmc or above. It's too clunky for a really streamlined meta, most of the time. Chromatic Lantern is quite interesting, though, since this deck is so blue-mana hungry. Otherwise, not much to say, I play pretty much the best available. Thought Vessel is currently the weakest slot here.

There are a decent number of options here. For targeted removal: I often only care about the biggest threats on the board, so cheap, single-target removal fills my niche for this. Deadly Rollick is probably better than Snuff Out, meta-depending. Void Rend is also probably better than Vindicate, I don't think I've ever hit a land with it, and instant/uncounterable is very good in comparison. I'd consider the wraths I have here the best available. Supreme Verdict's uncounterability is amazing, and Damn is tutorable by Spellseeker. Toxic Deluge Is probably the only thing here I'd potentially consider cutting here for something else. Final Showdown is quite flexible in Zur, as an instant speed wrath is quite good. I had always considered a slot for Rout, but it is mana-intensive. An instant speed wrath that doubles as Zur protection is good.

Arcane Laboratory is a late-game bomb. After sculpting your hand and buffing up Zur, it makes it extremely difficult for your opponents to stop you or advance their own gameplans. Solitary Confinement is a great option to have available via Zur to keep from dying against a go-wide deck. The rest is quite flexible, or probably able to be omitted entirely. Moat is not at all necessary: one could play Sphere of Safety or Propaganda in this slot instead. Each has advantages over the other (Sphere gets extremely difficult to pay later on, and Proaganda is Zur-tutorable).

Stasis is an interesting option here. I am hoping to find a slot for it and test it out, but it would likely warrant Forsaken City, and then probably Urza's Saga to grab Expedition Map to ensure we could keep it up. Makes Pemmin's Aura that much more interesting.

Not too much to say, Vampiric Tutor and Demonic Tutor are the best available. Transmute Artifact, specifically is quite build-specific; it tutors a lot of interesting utility artifacts currently. A similar role could be filled by Tribute Mage. Spellseeker is probably the best general blue tutor available in streamlined decks like this, particularly with the printing of Damn, as previously mentioned.

Recruiter of the Guard is looking for a slot, and has gotten better in recent iterations with several interesting things to search for. It also indirectly searches instants and sorceries via Spellseeker.

Here, you can almost play whatever you want. I think Steel of the Godhead is proabably the one of the best auras Zur can get to enchant himself, and probably the only one I'd never really leave home without. All That Glitters has made it in over Ethereal Armor. I had previously thought that the extra points of damage wouldn't matter much, but with the artifact ramp this deck plays it's usually much better and helps get Zur to two-hit lethal quite quickly

it's him!

Suggestions

Updates Add

Jeweled Lotus -> Mox Opal

Mana Crypt -> Grim Monolith

Keeps us legal with the current banlist.

Estrid's Invocation -> Copy Enchantment

Style points :)

Ethereal Armor -> All That Glitters

Straight upgrade. As mentioned in the description, I kept Armor for style, but All That Glitters is far stronger in this build.

Tale's End -> Sink into Stupor  Flip

A spell land is quite desirable with our low land count, even though it is 3cmc and not a hard counter. Sink into Stupor is quite flexible, though.

Crucible of Worldsfoil -> Archon of Emeria

I'm looking to lean a little more into stax, and Archon is one of the best effects on a body here.

Sensei's Divining Top -> Final Showdown

Sensei's Top is really only interesting with Counterbalance, which I am not currently running. Zur only gets one trigger per turn (usually), and justifying getting Counterbalance is quite difficult, so it never really makes it into the list. Final Showdown is removal and protection; very flexible in comparison.

Phyrexian Arena -> Harbinger of the Seas

A hard cut, but I decided to try just Rhystic Study as the non-Necropotence option to free up a slot. Harbinger is potentially beneficial due to how blue-thirsty the deck can be.

Hall of Heliod's Generosity -> The Master of Keysfoil

I rarely, if ever, found the mana to use Hall reliably. Master of Keys is a strict upgrade in comparison, along with being zur-tutorable if truly needed.

Comments

Casual

97% Competitive

Date added 1 year
Last updated 2 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

54 - 0 Rares

21 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 2.07
Tokens Bird 2/2 U, Spirit 1/1 C
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