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Enchantment (2)

Creature (1)

Instant (1)

Artifact (1)


Maybeboard


This is my 16-year-old and refined Zur the Enchanter's Prison decklist that has evolved since Zur's first print, Summer 2006. This list slowly included pushed Hate-Bears, while maintaining the older, generally stronger, non-creature spells and theme. It is my definitive High-Powered EDH deck before cEDH; today, it is the cEDH deck.

August 2006, I piloted Prison Zur against Rofellos, Llanowar Emissary, Braids, Cabal Minion and Erayo, Soratami Ascendant  . These pilots were reknown for their high-level and strict play, being Competitive Players and Judges. By Winter, an Arcum Dagsson pilot joined. We were ostracized but others spectated; although it should have been inclusive, the isolation was mutual and beneficial.

Benefits: We created and amended a to-the-letter EDH social contract, created a meta and tended a healthy and growing playgroup. At the time, EDH cliques saw all the issues one commonly sees today: Power Level discrepancies, Arms Races, Rules Issues and so on.

Drawbacks: We were misunderstood and negatively associated as the EDH social climates changed and EDH Philosophy slowly morphed: Deck Building philosphy, Power Level and so on.

As Veteran players (Type 1/Type 1.5), being competitive meant matching Card Quality, Skill Level, Deck Strategy, and GRPC (AKA Game/Rules/Player/Card) Knowledge. Participation is not indicative of being a competitor.

Early 2007, a Niv-Mizzet, the Firemind pilot was fostered once she included A+B combos. We strengthened her play and card quality while her philosophy and holistic knowledge followed suit.

By Winter, a lull struck. We met during all school breaks, few School-Session weekends and most holidays only.

Rofellos is banned, but after a dialogue, Rofellos remained an illegal yet playable General because we were certain the Rules Committee would unban it. The consensus was that equally problematic Generals augmented and accelerated powerful strategies that were legal; Rofellos was critical for balancing the top percentile. Also, the consensus was that non-General cards were the new, looming issue for EDH as the format and MTG product evolved.

2008, A Mind Over Matter-Azami, Lady of Scrolls, Proto-Hack Ball Momir Vig, Simic Visionary and Sharuum the Hegemon Artifact Combo pilot surprised the group with new combos and joined. This reinvigorated brewing with new generals, cards and strategies; we exclusively played over Skype. The core implemented more Vintage and Legacy concepts and philosophy while the newcomers explored new EDH philosphies.

2009, Braids is banned; yet, we believed it would be unbanned like Rofellos, so the deck remained. Then, various cards were printed, banned and unbanned in a relatively short period that changed our meta, kept our playgroup intact and refreshed play.

Problematic non-General cards surfaced in Causal EDH. Powerful Generals were known and common, but Magic, therefore EDH, design changed; historically Vintage/Legacy based EDH decks pushed inefficient but effective spells in EDH as payoffs, but the at-the-time mana base, creatures and noncreature spells were changing into Legendary cards without Super Type or drawback(s): Low CMC, only upside and modal (Upon cast or enter the battlefield). Unbeknownst to many EDH players, these cards had existed for years but overlooked because of their scarcity and lack of trend to use said spells. Although my pod played and understood these cards and concepts, the Casual Meta would be blindsided.

This form of exploration is fantastic for growth; conversely, the trend would likely change EDH into something more value oriented and lower in curve, faster, where homogeny and competitive concepts will rise to the surface after exposure. This would push older, traditional trends and ideas out or make them completely obselete. It is not negative but natural. A sign of health and struggle because change, as neutral truth, always has varying interpretation and rational.

2010, we established ourselves as skilled pilots, High-Powered Meta theory leaders and strategists in our respective communities; we were represented, as though doctrine, by a vocal minority on the internet. Similar thinkers echoed our thoughts while the core group lauded the attention (Including myself). For all the High-Powered we played, built, discussed and refined, we were a Vintage and Legacy core. Latest members extrapolated the group's core ideals and expanded High-Powered, which plotted cEDH foundations.

Primers and Net-Decking gained traction. It was commonplace to witness individuals play-test and Pub-Stomp with prototype cEDH primers; thus, those whom neither Net-Decked nor learned to combat said decks correlated Net-Deckers with Pub-Stompers. The issue was and still is format and culture inherent; although, to a lesser magnitude.

Mulitple factors lead to negative trends like Pub-Stomping: no consensus on deck power level ranking, the gray area Rule Zero perpetuates, forgoing the social contract, and the idea that "EDH is a casual format".

  • As for power level, most Players judged deck power level by general alone without a Ranking System (Numbers mean nothing without an agreed upon Unit and a meaning to the unit). It is like judging how fast a car accelerates to 60MPH by the paint. How fast is a red car anyways?

  • Playgroups and randoms used the RC Ban List and Rules without drafting a social contract; in fact, to many, the RC members were fictitious entities among other musings. The Ban List, for my particular group, seemed to be an exemplar to building and playing trends not suggested for EDH play with questionable exceptions, unlike how Ban List are suppose to function. If it does function as an exemplar, it needs to be regularly reviewed and updated to show the best examples of said card function.

  • Rule Zero helped draft exclusionary contracts: excluded strategies (In my case/time, Land Destruction, Counter Magic, Removal, $t4x; mostly interaction against opponents), players, isolated members and/or stunted progress: player, meta and/or game growth. Lastly, it does not, cannot, will not assist those without or too little or no agency.

Still 2010, Rofellos is banned, again. Braids remained banned. The Erayo pilot and I braced ourselves.

Winter, a High-Power Hermit Druid pilot surprised the group with a new deck strategy. We invited him to the group, but he rejected the offer after some rough games. He was shocked that we were not duped by his Glass-Cannon combo, and he was equally surprised everyone had interaction. We expressed that EDH decks have a responsibility to include appropriate and efficient responses to opposing strategies without diluting winning lines, even in Mono-Green.

Concerning the Hermit Druid Pilot: He played a known combo against my pod, but the deck strategy preyed on the unwizened groups around us. It was effectively an at-the-time Pub Stompers' glass canon cEDH deck because a Hermit Druid strategy can run slot inefficient cards in a Glass Cannon strategy with little to no interaction because interaction beyond Wrath spells were frowned upon.

2011, Erayo is banned. I purchased the first Commander cycle, and I experimented with Ghave, Guru of Spores and Karador, Ghost Chieftain. Ruhan of the Fomori became my casual deck. The 2011 Commander product confirmed our group's assertions that MTG/EDH changed (Lorwyn would be WOTC's starting point for a power creep few will acknowledge until Zendikar 1.0 and causes building and format change for MTG).

My EDH pod disbanded because of bans, EDH norm shifts, new responsibilities and availability issues. It was disheartening that the RC banned the initial core to the group: Rofellos, Braids and Erayo. We blamed ourselves and echoes.

I sought EDH because paper Legacy, especially Vintage, was nonexistent due to closures, rising costs and lack of communication. Players whom misjudged and/or misrepresented their EDH deck strategy, card quality, skill level and/or GRPC Knowledge mislead me and my level of play because he/she/they was the winningest player in their respective EDH comminuity/playgroup (I began Win/Loss ratio records).

By Winter, Worldgorger Dragon, Ad Nauseam and Hermit Druid were the strongest EDH strategies by High-Powered EDH cliques; although, whomever created the decks must have had inadequate opponents because the all-in strategies were severely susceptible to low CMC and common iteraction and left one in dire straits. Then there was the slot inefficiencies among other deck construction issues.

Primers were the norm but carried some negativity. Thusly, Best Decks rarely competed against another, if ever. It took more time for players to play against, recognize, understand and adjust to best strategies or exclude them. Like my group, High-Power pilots created their own space within the community, proto-cEDH groups.

Winter 2012, I still awaited the Zur ban, so I upgraded it: Doomsday Zur with Ad Nauseam; Ad Nauseam and Doomsday in a deck was unique at the time.

2013, I traveled significantly further for fresh pods. cEDH sprung as the term for the top EDH strategies.

At this time, I realized that the Glass Cannon builders themselves or people who used their decks and concepts as a springboard in the realm, built cEDH from the battling these decks against one another. Keep in mind the following deck strategies: (Player A: Hermit Druid; Player B: Doomsday and Ad Nauseam; Player C: Worldgorger Dragon). These players meet for a game, there is little reason to play the game because the fastest deck or the best hand always wins with optimum support since there is no interaction. There is little to no meaning to play, so each strategy has to evolve; thusly, High-Power had to become cEDH. Like all evolution, it is survival through competition. It is no wonder that cEDH is recognized by its win conditions and interaction; thusly, magntiude of play: interaction is what makes cEDH unlike High-Powered.

2014, I piloted Karador Boonweaver and Zur's Prison. I frequented conventions, GPs and international events.

2015, I built Voltron Zur for casual EDH and no longer anticipated a Zur ban.

2016, I played Commander 2011, 2013-2016 Pre-Constructed decks and taught new players.

2017, I began recording other relevant data.

2019, I built Shimmer Zur because I found it quaint and equally shallow to Doomsday and Voltron Zur; although, it was interesting at the start.

March 2020, I played Prison Zur circa 430 games and maintained a 67.3 win percentage: 105 Wins / 51 Losses (Records began 2011). My current LGS playgroup has a large, active and growing cEDH playgroup that lowered my Win rate, which was, is, unhealthy.

March 2021, I have lost 6 Games in a row: W 105, L 57. I changed 6 cards to better combat Wheel decks and Thoracle.

September 2021, the regular cEDH playgroup disbanded.

Note

Enjoy and further refine the deck to suit your Meta and play-style.

Average Converted Mana Cost (ACMC) Show

Prison Combinations Show

Silver-Bullets (The Toolbox) Show

Interaction Show

Tutors Show

Ramp and Fixing Show

Draw Power Show

Win Conditions Show

Note: It is difficult and not too helpful to write a Play Guide for $T4X deck like Zur's Prison because its plays revolve and depend on in-game information and pod composition; yet, I provided one upon request. Although, Zur--> Necropotence--> Interaction--> Win, is anyone's simplified cheat code.

The lines in this deck are highly dependent on seat order, turn order, deck information, revealed information and player information; thus, this deck is skill intensive and difficult to pilot but immensely gratifying.

When one is ahead, play like it because the deck inherently does not play cards that a conventional cEDH table would answer unless it is game winning for oneself (Few included) or game ending (Few included) for an opponent(s). This fact leaves many Prison (Umbrella term for Tax, Denial, $T4X and Interactive cards) pieces untouched because most effective cEDH players know to hold interaction for the former. With low CMC and/or quick win decks like Consult, it further incentivizes opponents to hold interaction for the latter. Never be greedy and play this deck as a Toolbox deck with A+B win conditions.

This means...

When ahead in turn order or when others develop, develop. While doing so, keep interaction available. The longer the game is, the more likely one wins. Without significant information, it is not advised to force a win.

Turn 2 Zur is possible, but turn 3 Zur is the norm. There is nothing wrong with playing Zur later to build a resilient board state and/or hold, feign interaction. Most cEDH pods counter Zur or wait until the end of Pre-Combat Main Phase to remove him. Cavern of Souls, interaction and Shroud help it enter and remain on the battlefield.

When resolving Zur's ability, find Necropotence. If Necropotence is unavailable, its target depends on the board state and one's interpretation of the information provided. My top contenders are Greater Auramancy, Solitary Confinement or Phyrexian Arena.

Playing one's Prison or Development cards is fine while activating Necropotence conservatively. This deck does not win by paying 30 life and instant winning with a combo.

From this point, pending on what Necropotence provided one, one can use Zur as a toolbox engine to find Prison cards such as Rest in Peace, Defense cards such as Greater Auramancy or interaction like Detention Sphere. Obviously, if it provided all but one Enchantment piece to win, a winning line.

Going the Prison route makes one more vulnerable to other players' interaction, but it lowers their likeliness of a win and lengthens the game to better one's win opportunity.

Type of win: Cast an underwhelming Triclopean Sight and find Stasis.

The Defensive route does not directly improve one's win percentage; however, it protects one's position by closing opportunities for interaction and force opponents to interact with your opponents.

Type of win: An early Blind Obedience can lead to a Dramatic-Scepter win when opponents cannot interact with enchantments.

The Interaction route means you are behind or one is in need to drag another player back. Opting for this necessitates one to be diplomatic and clear of intention. Understand that searching for interaction is a slow route but obligatory at times.

Eventually, opponents will find it difficult to interact with one and one's board state. This is the moment one wins, establish a Stasis-type lock, General Damage kill or combo win; Isochron Scepter with Dramatic Reversal and Blind Obedience.

Rare feat: Being the archenemy and opponent collaboration. Collaboration is unusual in cEDH because it takes most, if not all, interaction to unravel a Zur Prison deck and forces each opponent to divulge, otherwise concealed, information. If the prison is broken, whomever untaps first usually wins (Common knowledge) because mana and interaction is exhausted. It is the risk, not effectiveness, that discourages opponent collaboration.

To overcome Archenemy situations, Necropotence and Reliquary Tower is the best answer; in other words, raw Card Advantage. Lastly, adhere to the qualities cited in the second paragraph of this section.

Land Count and Options Show

Interaction Show

Aura Show

Remove/Add Section Show

Scene 1, 2013, The Pubstomper Show

Scene 2, 2014, The Talker Show

Scene 3, 2015, Rules Judge Show

Scene 4A, 2017, The New Guy Show

Scene 4B, 2019, Reminiscing Show

Scene 5, 2021, Old Magic Show

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Casual

93% Competitive

Top Ranked
Date added 4 years
Last updated 3 weeks
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

51 - 3 Rares

24 - 2 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 1.91
Tokens Bird 2/2 U, Orc Army
Folders CEDH, Zur the Enchanter EDH decks, Cards C, cedh decks, Good, AAWant to try, Comp EDH, Other Decks, 1234, possible new commander decks
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