Zur the Enchanter


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Rare
Commander's Arsenal (CMA) Rare
Coldsnap (CSP) Rare
Promo Set (000) Rare

Combos Browse all

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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Zur the Enchanter Discussion

Gleeock on Land Destruction Commanders

2 days ago

Sram, Senior Edificer, Etali, Primal Storm, Avacyn, Angel of Hope, Zur the Enchanter, Captain Sisay -- All have been effective with LD or MLD for various reasons

Matrixxx999 on Rhonas the Indomitable: Larger than Life

5 days ago

joachimjuncher, Hi! I apologize for such a late reply. The reason is that I've been very busy lately. I'm very grateful to you for taking the time to analyze the deck, and card choice! And thanks for your kind words about the deck! I really appreciate constructive criticism and any suggestions, especially from another mono-green player.

Cards that you suggested to replace:

  • Viridian Longbow - As you rightly pointed out, it depends on the playgroup. And my playgroup run some realy pesky commanders like Zur the Enchanter, and to be able to destroy them on instant speed is a decent ability, and I try to make the deck as versatile as possible and considering that green is very week in removing creatures, VL seems like a good spell for all those purposes. I agree that its a bit slower then one shot spells, I'll think about it and try to find a good replacement for more tests. What would you put instead of this card?

  • Lifecrafter's Bestiary - well, I added this card not so long ago, and so far it has performed its functions perfectly - draw additional cards, and scry every upkeep. It is good if you draw it in the beginning - you will at least scry every turn, and it is good to have it in the hand in late game, cuz You usualy have a lot of mana and need more gas (cards) for it. And it has a very good synergy with Cloudstone Curio, Wirewood Symbiote.

  • Norwood Priestess - well, frankly, there were times when it was a dead draw, or I did not have anything in my hand to cheat in with her ability. But in the same time, more often there were moments of triumph and glory when I was able to drop things like Bane of Progress, Avenger of Zendikar, Terastodon or Craterhoof Behemoth, and all those bobs come in to the battlefield uncounterable with her ability. Needless to say that the deck run some creature untappers, so You can drop bombs even twice in a turn! But I agree with You that this card is a bit slow. If I would cut this card, then what would you suggest to replace it. I'm thinking of replacing her with something like Pattern of Rebirth, Eldritch Evolution or maybe Wayward Swordtooth

Cards that you suggested to add:

  • Utopia Sprawl, Berserk, Temur Sabertooth, Surrak, the Hunt Caller - all these cards were in the deck and were tested a lot. All of them work fine with Rhonas, but on one of them I would focus my attention - Utopia Sprawl, this card is super great without a doubt, with a pain in my heart, I cut and I returned it several times to the deck, man, its so hard to decide what to cut!

  • Overgrowth - I'm looking at this magnificent enchantment for a long time, and I would like to find a place for it in the deck, but if I find a slot for it, then I should put Utopia Sprawl first. So that if Overgrowth enters the deck, then only together with Utopia Sprawl.

  • Rings of Brighthearth is an interesting suggestion! Despite the fact that the card itself does not do anything when it hits the battlefield, It can create very strong synergies and even infinite combinations. I will definitely think about this. And if I add it to the deck, it makes sense to add Basalt Monolith ;).

  • Homeward Path - I used this card in this deck, and in my other decks. To be honest, the card has never been useful.

  • Yavimaya Hollow - I also like this land, I would like to find a slot for it, it seems to me a great idea to add more protection for creatures. Especially vulnerable are mana dorks, and opponents try to remove them as quickly as possible in my games.

  • Elvish Archdruid - I absolutely agree that this is an excellent creature. But as for all previous options, its hard to decide what to cut for it.

Thanks again for all Your suggestions and feedback! I will be happy to look at your decks to, and try to help with my advice!

cdkime on Azorius commander???

1 week ago

If you are willing to branch in Esper colours, Zur the Enchanter is your man. Oloro, Ageless Ascetic is another strong option in Esper.

If you wish to stick with Azorius, then Grand Arbiter Augustin IV is probably your best bet. Pseudo-ramp and taxes in one card is pretty nifty.

For your win conditions, it would depend on the commander.

Zur can be useful for finding combo pieces (Solemnity and Phyrexian Unlife is wonderful with him), or as a Aura-based voltron commander, or for just fetching powerful enchantments like Necropotence.

Oloro can use lifegain triggers (such as Crested Sunmare or Felidar Sovereign) to win the game, though he also buys you time to win through other methods.

Augustin works best in a powerful tax/stax deck, where he punishes your opponents, ensuring you are the only one with a usable boardstate.

elgosu1337 on Eldrazi Ninja Scroll

2 weeks ago

RomanCoffee you make some good points. I took out Duplicant and Phyrexian Ingester like you suggested, as well as most of the other spot removal. Replacing them with more lands and mana rocks and boardwipes has worked really well in games so far. The deck now ramps faster than average, and the value provided by Eldrazi is considerable. It can also cast boardwipes reliably against opponents that build up their boards really fast, and slowly take over from there.

Since the deck is working, I'll keep the deck blue-black for now. There's some synergy to Vela as a commander, since she makes Eldrazi unblockable except by artifact creatures, and opponents lose life when I ninjutsu. If I do add white, Ertai, the Corrupted might make a strong commander for the ability to protect the Eldrazi. Zur the Enchanter doesn't find many enchantments that help the Eldrazi game plan. Oloro, Ageless Ascetic might work just for the 2 life a turn, and maybe some lifegain and lifelink synergies.

Gleeock on What game elements does a ...

3 weeks ago
  • Those are some good suggestions & yes, as mentioned above, Gaddock Teeg is just a drop in the bucket compared to Captain Sisay.

  • Gaddock Teeg has never been a problem for me running big, goofy, green beaters - especially w/ shroud/hexproof considering most spells going against you will be targeted removal <4 cmc. Multani, Maro-Sorcerer, Ghalta, Primal Hunger - cards in that vein. If he is ramping out too much stax for those you can run Omnath, Locus of Mana.

  • The Zur the Enchanter suggestion is good. He can eat teeg for breakfast (and many other decks)

  • If you are having a pace, removal, tempo issue you could go down a different vein and play another 2 cmc commander and play Sram, Senior Edificer with a majority of your equip/aura <4 cmc... This may be a surprisingly effective option....And if you hate teeg that much you can still play long-term removal auras on him AND draw a card.

cdkime on What game elements does a ...

3 weeks ago

is a solid option, for the reasons you listed. Additionally, you have access to two of the best removal spells in Commander--Darksteel Mutation and Imprisoned in the Moon. Unlike other removal spells, which merely bounce the enemy's commander back to the command zone (hardly an issue when your commander's CMC is 2), these two enchantments do not force a zone change.

Personally, I would recommend running Zur the Enchanter. Zur can shut down your opponent by bypassing the need to cast your removal. Then you happily make your Zur unkillable (Shielded by Faith; Whispersilk Cloak) and fetch and play the myriad enchantment-based removal provides: Darksteel Mutation, Imprisoned in the Moon, Oblivion Ring, Copy Enchantment, Detention Sphere, etc.

Plazmasoul on Need Suggestions for Myr Tribal

1 month ago

Deck here:Myr Warmachine [Current]I just adjusted the deck to add Zur the Enchanter as my commander, and need some ideas for tutorable enchantments to help out my fun artifact deck

Plazmasoul on Advertise your COMMANDER deck!

1 month ago

Myr Warmachine [Current]hey I could use some help Reshapeing this deck as I recently changed my commander to Zur the Enchanter

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