Disclaimer: My playgroup doesn't play infinite mana or two card instant win combos. We have also corrected the issues with Infect. For Infect damage to be lethal, it must be half your starting life total. Only exception is Commander-Infect damage. You only need half the necessary Commander damage rounded up. Multi-player Life:40, Infect:20, Commander:21, Commander-Infect: 11 1 on 1: Life 30, Infect 15, Commander 16, Commander-Infect 8

This version of Zur is optimized for multiplayer games. Those who play Zur are well aware that often it becomes you vs. the "Table". This list sacrifices some of the more powerful 1 vs 1 cards, for cards that are more powerful against a larger opponent group.

The goal is to speed Zur the Enchanter out as fast as possible and then protect him with ideally Lightning Greaves or Swiftfoot Boots . The first time you swing with him you want to protect him if you haven't already which means searching for Diplomatic Immunity otherwise you need to start assessing the board state and decide which enchantment helps control and advance your board state. Often you may have spent a good portion of your hand already speeding out Zur thus you may start looking towards card draw.

Zur the Enchanter was the second deck I ever built and always ends up being the table versus Zur the Enchanter . I choose to embrace that and I have optimized him for taking on the whole table. The reason I choose Zur the Enchanter is because I wanted a strong Commander who could compete at or around the same level as my deck:Thrax Blitz, but didn't have same path to victory just in slightly different colors. You will notice that this deck isn't trying to leverage multiple extra turns to win.
This is a high powered EDH deck that is very fast and light on creatures. Its path to victory is to ramp out Zur the Enchanter as fast as possible and protect him while then leveraging him to lock down/control the board state.
Protection covers both counter spells and disruption to your opponents plan
This deck only runs 4 counter spells. With all the tutors and recursion, it is enough to keep your opponents guessing. That said. It is best to save them for when an opponent is about to go off or the "real" threats that will actually hamper your ability to win greater than the rest of your opponents. Proper threat assessment is key!
  1. Mana Drain Best counter spell in the format. And if you counter a big spell it will ramp you out on your next main phase
  2. Forbid
  3. Force of Will Free Counter Spell, just costs a blue card and 1 life. Great for tricking opponents into trying to go off when it appears you are tapped out
  4. Decree of Silence You may cycle Decree of Silence to counter target spell. This counter isn't a spell, but actually a triggered ability. Making it harder for your opponents to counter your counter. Also this is one path to getting Decree of Silence into play for cheap with Replenish
You have to have an impact with your opponents board state or hand if you want to stop them from winning. Removal is technically a form of disruption as well, but this is disruption that isn't removal.
You have to have a plan for what you are trying to do with any deck you play. What is your most likely path to victory?
  1. Clever Impersonator Copy any non-land permanent that is a strong board threat
  2. Phyrexian Metamorph Copy any creature or artifact that is a strong board threat
TBD
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Revision 12 See all

(5 years ago)

+1 Spark Double main
-1 Teferi, Hero of Dominaria main
Date added 8 years
Last updated 5 years
Exclude colors RG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

28 - 0 Mythic Rares

51 - 0 Rares

11 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.80
Folders EDH
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