Enchantment — Aura
When Triclopean Sight enters the battlefield, untap enchanted creature.
Enchanted creature gets +1/+1 and has vigilance.
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|Commander / EDH||Legal|
Triclopean Sight Discussion
3 months ago
Hey there! I like the list overall. The theme of denying mana from your opponents seems pretty interesting. The main thing I would take a look at is adding some extra control into the deck in order to make sure Zur can get to the battlefield. I would say, with your mana curve and ramp package you could easily cut 4 lands and still remain relativity safe. I think you could also part with some of the less effective / protection enchantments (like Steel of the Godhead, Triclopean Sight, Empyrial Armor, and maybe one of the shroud affects) in order to, again, add more instant speed protection and control. I think the enchantments are strong, but the fact that Zur can tutor out the best ones consistently means that redundancy isn't as important as long as you can reliably cast Zur and keep him around.
In terms of which counterspells I suggest, I would focus on low CMC, non creature counterspells. Counterspells like Negate or Dispel are easy to cast and can be used efficiently to protect Zur against opposing counterspells and instant speed removal. The higher cost counterspells (In terms of monetary cost) are also very strong as well, but that's more dependent on budget. Flusterstorm, Force of Will, Force of Negation, Mana Drain, and Pact of Negation are all fantastic if you can afford them, but spells like Mystical Dispute, Narset's Reversal, and just regular old Counterspell can get you there as well on a budget.
10 months ago
You don't have to go overboard on the Voltron strategy if you don't want to, you could instead play a simple, but effective 4-5 auras to enchant Zur:
- Empyrial Armor : win condition with Necropotence and/or no max hand size ( Reliquary Tower , Thought Vessel ) and/or other auras.
- Diplomatic Immunity : protect Zur.
- Steel of the Godhead
- Daybreak Coronet : vigilance is helpful.
- Ethereal Armor
Zur's ability to get and choose from lots of enchantments is great for a control toolbox:
Protection for you - Solitary Confinement : powerful with Necropotence; it makes sure you have cards in your hand to discard to keep the protection. Yes, any card you discard to keep Confinement will be exiled, but that's fine when you have tons of cards in your hand to choose from.
Protection for Zur - Diplomatic Immunity : when you get an aura with Zur it enters the battlefield without being cast therefore it doesn't target. Even if a creature has shroud you can enchant that creature with that aura. Shielded by Faith , Kaya's Ghostform
Graveyard hate - Rest in Peace
Land disruption - Back to Basics : powerful land disruption if you build your manabase around basic lands. Signets and Talismans can really help if going the basic land route. Mana Breach , Overburden
Reanimation - Animate Dead
1 year ago
Been super busy lately so sorry for the late replies!
@Limo: Thanks for the upvote! I'll be sure to take a look at your deck!
@: If you had read the deck description I've put the relevant ruling for auras there as many get confused by them; basically auras only target when cast so if they are put into play as part of an effect (ie. Zur, Replenish , Open the Vaults , etc) they can be attached to a legal permanent of your choosing (as defined by the enchant ability) without targeting that permanent. As MtgMaster02 pointed out Triclopean Sight is indeed both backup to Daybreak Coronet as well as an effective means to get Stasis up and running.
@SlowMoon17: I'd say both yes and no. I've slightly drifted away from the straight 1v1 environment to make it more resilient and able to at least hold its own in multiplayer as well (due to the local meta). I feel like there are faster ways of combo winning ( Doomsday , Phyrexian Unlife , etc) but that's just boring. There's something about playing land destruction/ Stasis and seeing the light drain from your oppenents' eyes that just makes it oh so worth it haha.
@MordMetal: It really depends on how budget you want. Obviously don't foil it lol; but in all seriousness you can save a ton on the land base alone. Add more basics and tap lands ( Arcane Sanctum / Vivid Creek / Vivid Marsh / Vivid Meadow ), use Evolving Wilds / Terramorphic Expanse instead of fetches, etc. If your overall CMC is still low swap Dark Confidant for Dark Tutelage , Snapcaster Mage for Archaeomancer / Mnemonic Wall . As for Timetwister it really depends on what effect you are looking for... GY shuffle: Elixir of Immortality , Card draw: Windfall , both: Time Spiral although it costs double the mana (and untaps!) and is still expensive although still cheaper by a phenomenal amount. These are just some examples. I'd recommend doing an advanced Gatherer search (https://gatherer.wizards.com/Pages/Default.aspx) for specific effects you are looking for in a cheaper card variant.
@Dankey Thank you! I like running Jace, the Mind Sculptor for the Brainstorm effect (and Unsummon effect if needed) to filter away any enchantments that find thier way into my hand (so i can tutor them up for free). In 1v1 Jace basically lets me know what my opponent is drawing most of the time too; so for now I think he is just too versatile to get rid of.
@cango35: I really like Winding Canyons in most creature based decks but i think it'd be kind of a waste here for a few reasons. Firstly I overall barely have any creatures. Secondly the additional 2 mana is killer... it'd mean i'd need 6 mana PLUS the land to get it off and that's just not worth the luxury of flash in my opinion. Thanks for the suggestion though!
@Auraprime1984: There are a few options. The rest of the mana base is pretty solid, so to be honest it doesn't matter a whole lot. You could add more basics, the third painland ( Caves of Koilos ), Exotic Orchard , maybe Tainted Isle / Tainted Field , Urborg, Tomb of Yawgmoth , Prairie Stream / Sunken Hollow , Choked Estuary / Port Town , etc. You could also use some tap lands like Arcane Sanctum , Celestial Colonnade , Fetid Pools / Irrigated Farmland , Temple of Deceit / Temple of Enlightenment , etc. Signet lands are also an option Darkwater Catacombs / Skycloud Expanse . You mostly just have to figure out what would work best with your build. Hope that helps!
1 year ago
This list is awesome, especially the categorization makes it a real good help!
Some suggestions that I haven't come across in your list:
- Curious Obsession
- Aether Tunnel
- Aspect of Mongoose
- Triclopean Sight
- Sigil of Sleep
- Phantom Wings
- Ghostly Wings
- Shimmering Wings
- Gryff's Boon
- Genju of the Falls
- Spirit Loop
- Pemmin's Aura
Hope it helps.
2 years ago
2 years ago
2 years 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 years ago
Hey, fr competitives spiel bist du vieEEEEEEEEEEEEEeeeEEEeeeel zu langsamn.Folgende karten mssen verschwinden..Aqueous Form, Brave the Sands, Counterbalance, Damping Field, Triclopean Sight, Grim Guardian, Underworld Coinsmith, eine von beiden reicht.. du durchsuchst eh deine bib.Rule of Law or Arcane Laboratory, bei der bin ich mir nicht so sicher.Rising Waters?
Folgende Karten sind no brainer.. die musst du einfach spielen :)Dimir Signet, Azorius Signet, Sol Ring, Talisman of Dominance, Talisman of Progress, Swiftfoot Boots, Lightning Greaves, Arcane Denial, Counterspell, Swan Song,
damit dein Deck wirklich gut funktioniert reichts immer noch nicht.. aber so knnte es mal gefhrlich werden am Tisch :)
Hoffe ich konnte etwas helfen, meld dich einfach wenn du noch was wissen mchtest.