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Enchantment — Aura
Enchant creatureEnchanted creature gets +1/+1 for each card in its controller's hand.At the beginning of the draw step of the enchanted creature's controller, that player draws an additional card.
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Righteous Authority Discussion
1 month ago
Not bad! May want to change to EDH type and you have to add your landbase. I'd suggest 36 lands, so you'll need to cut a few others.
3 or less CMC value cards to consider ( not auto-includes, just value to consider )
Blessing of Leeches lose 1 life on your upkeep, unlimited regenerate creature. Too powerful not to include.
Asha's Favor Vigilance, First Strike
Aspect of Gorgon +1/+3 and Deathtouch
Cartouche of Ambition Lifelink and a -1/-1 counter on a creature of your choice.
Awesome Presence Offensive version of Propaganda.
Cho-Manno's Blessing Protection from colour of choice. Good for preventing damage and becoming unblockable.
Chromatic Armor Protection from colours of choice on the fly for mana.
Cloak of Mists Unblockable
Crab Umbra Pay 3 mana to untap Zur and it has totem armor.
Curiosity Draw cards when Zur deals any damage.
Daily Regimen 2 mana to put a permanent +1/+1 counter on creature as many times as you want.
Daybreak Coronet Bit more expensive, but 2 mana, +3/+3 first strike, vigilance and lifelink.
False Demise Cheat death once.
Glistening Oil infect for 2 mana.
Infinite Authority punishes opponents and rewards you with +1/+1 counters if they attack or block you.
Kithkin Armor 1 mana unblockable by power 3 or greater and sac the aura for prevention of damage to zur from one source
Pemmin's Aura On demand 1 mana shroud for turn and 1 mana to untap zur
Pretender's Claim tap down all lands defending player controlls
Sadistic Glee +1/+1 counter every time any creature dies.
Shade's Form Pay 1 black as many times as you want to give creature +1/+1 until end of turn and when creature dies, return it to the battlefield under your control.
Skeletal Grimace +1/+1 and pay 1 black to regenerate this creature.
Sleeper's Robe Fear and draw a card when you deal combat damage
Strange Augmentation +1/+1 base, potentially +3/+3 for one mana if you have a few different types of cards in your graveyard.
Sultai Runemark +2/+2 deathtouch
Traveler's Cloak Draw a card and Zur gets landwalk for a land type of your choice.
Triclopean Sight Untaps Zur, gives him +1/+1 and vigilance.
Unholy Strength 1 mana +2/+1
auto-includes:Pariah Save's your ass. Pair with indestructability to ignore damage.
Auramancer's Guise +2/+2 for each enchantment. Very overpowered.
Entangler Zur can block all the creatures.
Righteous Authority Esper has +1/+1 buff problems. This will buff Zur significantly and give you additional card draw. With blue and black in your arsenal, card draw shouldn't be a problem.
Sage's Reverie Big +1/+1 buff and big card draw. Play late to mid game to turn Zur from a wimp into one shot killer.
2 months ago
5 months ago
Righteous Authority is another card that comes to mind for me in terms of something that at a glance looks really great with lots of potential with so many Spellbook effects available...and all the ckeeky kamigawa cards out there like Jushi Apprentice/Kiyomaro, First to Stand but again mana investment makes it pretty tough to pull off for 5 mana to be just part of a combo piece.
@Sinist3r yeah id love to take a peek at another Skaab Ruinator brew!and yeah i agree about card disadvantage, life gain, and +1/+1 counter based cards to be difficult to navigate traps for a lot of players (I've been that guy more than once..).
8 months ago
8 months ago
I have a Bruna deck as well and some cards I find very helpful are Kor Spiritdancer, Starfield of Nyx, Hero of Iroas, Ajani's Chosen, Enduring Ideal, Celestial Mantle, Sphere of Safety is almost a must run until you can get her going, Nomad Mythmaker, Winds of Rath. Bruna can be removed and if she is it's important to have backups!
8 months ago
007ooi, thanks for the comments. I agree with the helm being less fun, I'm just not entirely sure the direction I want to take this deck yet. I was initially think of "control with a free draw engine as a commander", but it seems like I've been taking it closer to voltron-control, and should just take it fully that direction. In that case, Righteous Authority with doublestrike seems like a good way to 1-shot someone.
I only plan on proxying it while I make sure I like the list. I've found that it can take me a bit to settle on a list, and until I do that buying each change I want to try makes things cost way more. It's very possible I'll proxy this and realize that I don't like the playstyle (like the Dralnu deck). If that's not true, I'll start getting the pieces for it. That being said, I haven't really put much thought into the manabase yet, and didn't notice Cavern was still in there. Not only is it the most expensive card in the deck, but I don't think it's really worth running, so I've cut it. I plan on getting stoneforge though (even though I don't have expensive equiptment to synergize with the activated ability, it's really cool so I'd want to play it).
Anti-draw tech is an interesting way to go. I'd have to change a lot of my instant speed draw (mostly the X draw blue cards), but I could see it as being worth considering.
That's a good point about Swan Song - it might still be worth running for me because of how many sources of trample/unblockable I have, but it'll be something to watch out for during games.
8 months ago
I think that a two card infinite combo (even if it eliminates one opponent at a time) would be pretty dissatisfying to lose to, especially because Rest in Peace is already worth running entirely independently of Helm of Obedience, which as far as I can tell is, conversely, only worth running for the combo.
Also, I have to say - considering I assume this deck will be proxied, a few of the more expensive cards are irking me. I don't run Cavern of Souls in Intet or Stoneforge Mystic in Marchesa because they're too expensive for me to actually acquire. I'm down with proxies, but when they start being straight upgrades over cards I'm running due to my own budget...
Because Ojutai doesn't draw cards, you could also consider anti-draw tech (Something like Uba Mask?). This is a risky idea because obviously, as a control deck, you're trying to draw cards. However, UB gives you the spicy option of Spirit of the Labyrinth alongside Tomorrow, Azami's Familiar - which turns all of your card draw into even-better-than-card-draw and gets around cards like Spirit.
It seems like you're going light on the creatures, for obvious reasons, but either Eidolon of Rhetoric or Rule of Law are also good options for fucking up combos or decks trying to cast a lot of cards in a turn (like Treva or Nekusar). Mana Maze serves a similar function.
Last comment: I personally took Swan Song out of my similarly controlly Intet deck because it was too much of a liability to give an opponent a blocker for my commander, who normally gets through with evasion and serves as a win-condition/draw (similar to Ojutai).
10 months ago
A Righteous Authority works well as a nice boost for your commander, and adds some card advantage.