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This was my first ever EDH deck, just value enchantments. Then as I started to realize how broken Zur the Enchanter is, I made it a lock down deck.

It's usually all about getting Zur the Enchanter out as fast as possible, and just locking down.


To protect Zur the Enchanter we have:

  1. Vanishing - Which is used to be incredibly annoying, because once you cast Zur the Enchanter, you never need to tap mana again usually.
  2. Flickerform - Same as above.
  3. Misdirection - a VERY underused card in EDH for obvious reasons, but when you typically win off the back of one creature, it can become insane and a free two for one at times.
  4. Pact of Negation - Same as above, but never a 2 for 1.
  5. Umbra Mystic - Sometimes you can't blink zur, for when you can't, there's Umbra Mystic
  6. Swiftfoot Boots - Allows you to protect Zur, cast enchantments onto him without the fear of being two for one'd and gives him haste!
  7. Diplomatic Immunity - Probably the best thing to get. It protects itself, protects Zur, and due to how Zur's ability works, you can keep using his ability to enchant him further!
  8. Swang Song - An often overlooked card. But for its cost, it can save you from the biggest of threats at the cost of a blocker.

To protect us from death we have:

  1. Energy Field + Rest in Peace - We never take damage, and because of the replacement effect of Rest in Peace, Energy Field never goes away!
  2. Necropotence, Phyrexian Arena or Dark Tutelage + Solitary Confinement - So, Solitary Confinement protects you in a few ways, stopping damage and giving you shroud, which is huge. And all the other cards listed let you refuel your hand so you can keep it online longer!
  3. Propaganda and Ghostly Prison - Seeing as how we have 8 creatures total, even with all of our wrath effects, creatures attacking can still be troublesome. These help prevent that.
  4. Counterbalance - Without the Sensei's Divining Top it can be very hit and miss, but when it hits, it's amazing!
  5. Nevermore - When wearing protection isn't enough, just avoid it entirely!
  6. Prahv, Spires of Order - A very hard to remove answer to decks like Prossh, Skyraider of Kher or similar eggs in a basket kind of creature generals.

Mud like cards

  1. Winter Orb - Nothing makes people want to scoop faster than being unable to untap appropriately. With Zur the Enchanter, you never need more lands than it takes to cast him. So this locks your opponents out form being able to interact with you for a while pretty hard
  2. Static Orb - Give Zur the Enchanter vigilance or just untap him and a land and you're good to go, while your opponents struggle to do anything!
  3. Smokestack This is a quick game ending card. Using this after you have a Luminarch Ascension online is a lock in and of itself. It is one of the few ways to guarantee a win without Zur the Enchanter in play. But when you do have him in play, you can keep it on a low number, keep playing lands, cards, and fetching enchantments to make sure you're always ahead of the stack!
  4. Grand Arbiter Augustin IV Mana screwed?! Can't quite cast your general? Opponents being able to cast spells bringing you down? Well come get yourself a solution to all those problems and more! I can't tell you how many times Grand Arbiter Augustin IV has totally changed the game. People who see Zur the Enchanter almost always mulligan away a lot of removal heavy hands, or at least board wipe hands, and gear up for a grindy game, Grand Arbiter Augustin IV puts that strongly in your favor and can utterly change the game state.
  5. Hokori, Dust Drinker - Because sometimes you just want another Winter Orb.
  6. Armageddon - If you resolve Zur the Enchanter then cast this. You pretty much win.
  7. Cataclysm - If you resolve Zur the Enchanter then cast this. You pretty much win, but with upside, as you get to keep an enchantment and a land. So if you didn't play a land yet, keep a blue land, play a blue land and keep vanishing ;]! Or vanish first, then cast this to keep a second creature / enchantment!
  8. Catastrophe - I play this because games get grindy with this deck, so the ability to kill dudes AND lands is just huge. Oh and resolve this after your commander and you just win usually.
  9. Sunder - Because sometimes forcing your opponent to discard their hand in such a way to keep lands to play is wonderfully mischievous!
  10. Magus of the Moat May not seem like it, but he can utterly halt a game for everybody but you!
  11. Aura of Silence - When used with the other mana denial plans, it can make it impossible for your opponents to cast anything.
  12. Stasis - Because who needs an untap phase at all?! This combined with Forsaken City can be a hard lock because you can always keep Stasis up. You can also use Stasis in conjunction with Necropotence to make sure you draw enough blue sources to keep it up for a while. Also if your Zur the Enchanter has vigilance through Asha's blessing, you can keep attacking with him and getting new thing. Then if you need to untap in a turn, you can fetch Aura of Silence or Seal of Cleansing and then you can sac one of them to blow it up so you can get an untap step. Usually to then just destroy all lands :3!
  13. Karmic Justice - Lets face it, people play answers. And when they do, I like to blow up their lands and big stuff for hurting my board presence! Using Copy Enchantment with this is silly too. They board wipe artifacts and enchantments, and you kill 2 of their permanents for each one of yours that die.

Win-cons:

  1. Rest in Peace + Helm of Obedience - This is a dumb one. Due to the replacement effect of Rest in Peace, the process described in the first sentence of Helm of Obedience will never stop, decking them instantly. Then when you untap, you just do it to another player!
  2. Phyresis - Ever want to play Skithiryx, the Blight Dragon but with more colors? NOW YOU CAN! Just throw on Steel of the Godhead or Ethereal Armor and go to town!
  3. Eldrazi Conscription + Arcanum Wings - So basically you either use Necropotence or luck to get Eldrazi Conscription in your hand, then you attack with Zur, the enchatner, use his ability to get Arcanum Wings, then aura swap it and suddenly your opponent is facing a BIG/BIG flying, trampling general :D Alternatively, if you already have both the Arcanum Wings on zur and the Eldrazi Conscription in hand, you aura swap before attack, attacks, and with the trigger fetch Copy Enchantment or Phyresis for a one shot kill.
  4. Sovereigns of Lost Alara - This alone, or this in play and Zur the Enchanter alone to fetch Eldrazi Conscription is huge. Plus if this is in play and you attack with Zur, the enchatner you stack it so Sovereigns of Lost Alara resolves first, fetching Eldrazi Conscription then with Zur the Enchanter's trigger, you get Phyresis or Copy Enchantment for the one shot kill!
  5. Bruna, Light of Alabaster - sometimes Zur doesn't get there on his own and needs some help. Bruna can come out of nowhere for a game ending blowout of all your enchantments on her and go wild.

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Revision 7 See all

(8 years ago)

-1 Arcane Sanctum main
-1 Chrome Mox main
-1 Counterbalance main
+1 Enlightened Tutor main
+1 Ethereal Armor main
-1 Evolving Wilds main
+1 Flooded Strand main
-1 Halimar Depths main
+1 Isolated Chapel main
-1 Jwar Isle Refuge main
+1 Marsh Flats main
-1 Misdirection main
+1 Mystic Gate main
+1 Plains main
+1 Polluted Delta main
+1 Replenish main
+1 Rhystic Study main
+1 Stony Silence main
-1 Supreme Verdict main
+1 Swiftfoot Boots main
and 26 other change(s)
Date added 11 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

56 - 0 Rares

21 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.97
Tokens Angel 4/4 W, Bird 2/2 U, Copy Clone
Folders Yass Buu, passive, no aggro, do you really want to attack me, pfort, EDH, ZUR, Commander Decks, Yaaasss, Zur
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