Enchantment — Aura
Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Whenever it deals damage, its controller gains that much life.)
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Daybreak Coronet Discussion
1 day ago
Necropotence, Diplomatic Immunity, and Vanishing are all musts unless you're running a combo-oriented deck (IE, Laboratory Maniac + Doomsday). Typically Immunity is the first enchantment you'll tutor for, as it ensures your commander's survival to a reasonable extent, allowing you to focus your control on slowing down opponents, rather than merely trying desperately to keep Zur alive. You may also want Daybreak Coronet + Stasis for securing your win. There are a few other enchantments that are more or less staples in a more control/voltron oriented Zur deck, namely Oblivion Ring, Detention Sphere, and possibly Banishing Light. Since Zur puts the enchantments directly into play, they never actually target, meaning you can hit shrouded/hexproof permanents. Aura of Silence may also be of some use.
I would severely cut back on the number of creatures. Neither of the solid Zur the Enchanter archetypes (Combo-Voltron and control) run more than a handful of creatures. The only ones you really need are Sun Titan (for recurring destroyed enchanments among others thing), Snapcaster Mage, Trinket Mage (for tutoring Sol Ring, Mana Crypt, or Mana Vault, and Umbra Mystic for additional layer of protection on Zur. No other creatures are solid enough to merit inclusion under normal circumstances.
The combo you listed is solid, true. However, as you said, you won't have everything set up until turn 9 most games. By then most combo decks will have won twice over. Gotta streamline the strategy.
1 day ago
Here is a website that might be helpful. The core of a bogle deck is Gladecover Scout, Kor Spiritdancer, Rancor, Ethereal Armor, Daybreak Coronet, and Spirit Mantle. Hyena Umbra, Keen Sense, Spider Umbra, Spirit Link, Silhana Ledgewalker, Path to Exile, and Unflinching Courage are some more possible cards.
3 days ago
If you think control Zur suffers from inefficient kill conditions, clearly you've never played or played against a well-constructed one. Understandable. It utilizes land destruction and lockdown effects like Armageddon, Cataclysm, and Stasis to keep opponents in a state of near-impotence while Zur destroys them with commander damage through buff auras like Daybreak Coronet, Empyrial Armor, Ethereal Armor, and occasionally Phyresis. It's terrififyingly consistent and essentially unstoppable once Stasis hits field.
Also, regarding your earlier statement, you don't seem to understand how Ad Nauseam works. The most efficient use of the card is to cast it with Angel's Grace, Soul Echo, or Phyrexian Unlife in hand to draw your ENTIRE library and dump it using Sickening Dreams or a similar table-killing cantrip. The card can be used purely for drawing, but it's incredibly risky. Far better to utilize it to its full potential. The key highlight of the combo strategy is that it wins the same turn Ad Nauseam is cast 99% of the time, being that Grace is uncounterable by normal means and by the time you cast Dreams, you'll have at least two free counter spells in hand.
The Lab maniac alternative you're using is superior in the sense that Ad Nauseam isn't the only method available to destroy your own library (both Necropotence and Doomsday get the job done, as you mentioned), but it's inferior in that it's far more susceptible to responses. Opponents have an entire additional turn to respond to your combo. If your meta was anywhere near as cutthroat as you had suggested, the chances of actually being able to cast Lab and keep him on the field to draw out your last cards would be almost nonexistent unless everyone else at the table is running combo lists (if that's the case, you'll still lose out the much faster and more consistent 5-color Hermit and Ad Nauseam lists). That's why I had expressed surprise that you were running it earlier. I've played against a few decks that try to run Lab Man as a win condition, and they've been laughably easy to deal with. Once he's countered/exiled, the deck is, for lack of a better phrase, completely screwed.
Some cards you may consider:
Grand Abolisher. Combo decks tend to run him, and with very good reason. If opponents can't react to your casting Lab Man and a draw spell the same turn, that's game. His mana cost hurts a little, but your land and artifact base looks solid enough to handle him. At worst, he's drawing removal away. At best, he's guaranteeing your win. Should help you compete against true tier 1 decks with a bit more consistency.
Enlightened Tutor. I was incredibly surprised when I didn't see this one in your list. It's one of the single best turn 1 plays available, as early game is so often devoted to ramp.
6 days ago
I like the deck! I actually have an Azorius deck based on same premises. Check it and let me know what you think!
A couple of suggestions:
1 week ago
Why no umbras for boardwipe protection or etherial armour? Crab Umbra Eel Umbra Hyena Umbra and Felidar Umbra Spirit Mantle- Also, Daybreak Coronet?Kor Spiritdancer is also a very solid choice. Curiosity, if you prefer your cardraw to trigger heroic. The main issue you'll face is that unlike the aura/hexproof decks you're much more removal-vulnrable, and should therefore be looking for much more protective spells- a favourite of mine is Shielding Plax, but you should also look at spells like Brave the Elements.
1 week ago
At the beginning I was playing with Slippery Bogle, Invisible Stalker and many aura enchantments like Curiosity, Hyena Umbra and Daybreak Coronet.This deck was more like the commonly known Selesnya Aura Hexproof MTG Top8 Example .
Since the deck was build around Geist of Saint Traft I needed / wanted to keep playing . So I thought why not replace some auras with control spells and see how it rolls?
It went better than expected and I choose to keep it this way. :)
Not legal in any format
Printings View all
|Modern Masters 2015 Edition||Rare|