|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Rare|
|Commander's Arsenal (CMA)||Rare|
|Promo Set (000)||Rare|
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Zur the Enchanter
Legendary Creature — Human Wizard
Whenever Zur the Enchanter attacks, you may search your library for an enchantment card with converted mana cost 3 or less and put it onto the battlefield. If you do, shuffle your library.
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|Have (20)||ZombieFood , Poptartz95 , NorthernCrow , zachi , rebelteddybear , failurechild88 , switchkill65 , mcstang1986 , brokendwarf , tahavin , Supremespeed , wackozacko , firemind12 , Sparky41 , angesoir , TheAnnihilator , miracle , PTsmitty , philktoken8998 , metlguy|
|Want (2)||Faceless_Being , Dadaman11|
Zur the Enchanter Discussion
3 days ago
Thank you for suggestions CaptainBlue7.
5 days ago
Zur the Enchanter... my favorite creature in the game for years. He seems difficult to build round but really he isn't.
1 week ago
Definitely cut red in my opinion. I would also add in two more Phyrexian Unlife and some number of Zur the Enchanter to put your Unlife/Solemnity combo on the field. Then I would probably stick to counterspell/cantrip/removal. You are in excellent colors (blue, black, white) for all of those. Some Mana Leak, Serum Visions, Path to Exile/Fatal Push, etc.
The mana base is the hardest part to keep budget, particularly three color. Fast lands like Concealed Courtyard Shadows lands like Choked Estuary, or pain lands like Caves of Koilos are relatively budget and would probably be fine.
1 week ago
Hey, Enchantress deck with no Enchantresses ;)? This is Atraxa enchantment Voltron not Enchantress.
The Enchantress strategy is based on drawing cards by playing enchantments. This is a fine strategy with Atraxa because as a Voltron Commander playing enchantments is not only making her very scary, but also drawing you cards. Voltron means loading her up with enchantments.
These are the Enchantresses:
25x total lands is not enough land, this is Standard territory for lands not Commander. I suggest adding more land, 36-38x total lands is good number depending on the mana curve, how many high CMC cards you play as well as the amount of mana rocks and land ramp/mana dorks you play.
A good number to start for each of these is 8x mana rocks and 4-5x in combination of dorks or land ramp spells:
- Sol Ring
- Fellwar Stone
- Simic Signet
- Selesnya Signet
- Golgari Signet
- Azorius Signet
- Astral Cornucopia
- Everflowing Chalice
Cornucopia and Chalice use counters making them good rocks with Atraxa's proliferate ability.
Mana Dorks and Land Ramp Spells
Some enchantments that can protect Atraxa or Enchantresses:
Enchantments to protect other enchantments:
Enchantments to make Atraxa huge:
Cards that have synergy with enchantments:
If you would like further help I'm happy to help,
Good luck with your deck.
1 week ago
I like the colors here; I usually see mono-blue hack decks locally.
Maybe an Urborg, Tomb of Yawgmoth to help out the Angry Mob?
I wonder about other commanders and Esper value creatures, as well. Hanna, Ship's Navigator, might have some use here, as might Zur the Enchanter. You could even test with Dromar as your commander. Or maybe Taigam, Ojutai Master to make Dromar and your hack instants uncounterable?
Your land base looks a little unbalanced, as well. Can you swap out some B, BW, and BU sources for more U sources, more W sources, and/or more UW sources? Even going to 5 Swamp, 10 or 11 Plains, and 12 or 13 Swamp might help. You might also be able to cut the Temples (and perhaps some other tap lands) for U and W lands that come in untapped by including more draw spells and effects like Pull from Tomorrow, a bunch of other blue or black card-draw instants and sorceries, Sphinx's Revelation, or something like Search for Azcanta Flip.
Have fun playing!
2 weeks ago
There's a lot of value in this list!
Have you tested with a slightly different mana base with more B and less U?
Also, how do you feel about your number of enchantments and types of creatures? Since Ertai is a sac outlet, I wonder about including more creatures with leave the battlefield effects, about including more enchantment creatures, and about including more enchantments that offer some synergy. For example, if you could get Daxos the Returned online, you could start making tokens to sac to Ertai instead of other permanents like Aegis of the Gods, Athreos, God of Passage, Karmic Justice, Mark of Asylum, etc. Zur the Enchanter could also help tutor up auras, enchantments, and enchantment creatures for you.
You have a lot of great high-impact creatures right now, I wonder how including more early-game creatures and enchantments might help you.
2 weeks ago
Thank you for your input pjeseb
Liliana, Heretical Healer Flip seems to fit pretty well with what the deck does but I don't really understand what Vraska the Unseen and Vraska, Relic Seeker have to offer in comparison to the threat the pose on the table.
The reason there are so many mana dorks is beacuse I've noticed that is Meren of Clan Nel Toth doesn't hit the table on turn three, she will not affect the game in a meaningful way. The rest, as you assesed, are more for combo pieces.
Mindslicer is really good, but it doesn't really hurt Daretti, Scrap Savant, Arcum Dagsson, Muzzio, Visionary Architect, or Zur the Enchanter. I feel like I would eliminating chances at table politics more than helping my own position.
2 weeks ago
What I find about white in commander mode is:
1) it is fast out of the gate and can establish an early agro lead.2) in the mid game, it lacks the draw capabilities that say blue or black can accomplish.3) it has only a few game ending combos as compared to blue or black.
I am no expert but having a decent card draw engine is important. Skullclamp and Sram, Senior Artificer are about as good as you can get with white. Even with something like Mentor of the Meek you can get some good card draws but it is slower than I would normally like.
In planning a commander deck, I would prioritize card draw alot higher than you have and I would build complementary components to the deck after picking the card draw engines.
I think there is a reason why blueish commander decks are more prevalent than mono-white decks. But, the economics of purchasing a commander deck in paper also reflects these supply/demand aspects.
I also like things like Armageddon and Limited Resources to help mono white survive into the later stages of the game. White is at its best, in my opinion, when the land counts are small and slowly deteriorates not because the choices white have in later rounds are bad per se. But becuase some of the other colors out there are better with more land available. Maybe see Zur the Enchanter for letting your imagination run a bit more wild.