|Commander / EDH||Legal|
Printings View all
|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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Zur the Enchanter Discussion
1 day ago
Yes, this is another Persistent Petitioners Brew.
Commander / EDH*
SCORE: 2 | 140 VIEWS
I've been brewing an EDH Mill themed deck revolving around the petitioners and have been brainstorming for a suitable commander.
Zur has earned quite a reputation for being a mean, lock-down type commander so I've decided to avoid going down that path. While the deck is fun to pilot, it is currently weak in the removal department. As I've devoted considerable resources to support the Mill theme, it has very limited answers to the threats opponents play.
I'm looking for any comments and suggestions that'd help make the deck more well rounded, while still fun to play with and against (so no mana disruption, stax-type effects please).
Thank you in advance for the help.
1 week ago
Well, this is an ambitious game plan but let's see if anything below is something you think might help:
Zur the Enchanter could fetch the Arcane Adaptation and put it directly into play. It looks like the deck really relies on this or Conspiracy being on the board to function optimally so with that little redundancy of effect, more search is good.
Because those 2 enchantments are so important, I would add some ways to protect them from being removed from play: Privileged Position , Sterling Grove , Spellskite , Negate [or other counterspells of choice], heck, even a Standard Bearer would suck up things like Beast Within or Chaos Warp that targeted what was making every creature a dragon. The deck looks like it can limp by without them but why go through that?
If your creatures are all going to be dragons, your boardwipe of choice is probably Crux of Fate .
I play a couple of decks in this style and Fauna Shaman is a tool I rely on to pull together creature combos.
As for the mana base, well, 5 color is tough without true duals but green does give you Farseek and Nature's Lore which might be better plays than the signets as you could tailor what color combo you needed. Cavern of Souls is of course an upgrade but also expensive so probably out of reach. YMMV but I don't know how you are able to play with only 31 lands.
1 week ago
Geridious Thanks for considering this deck!
You're right about it being commander dependent. Yennett, Cryptic Sovereign is a "build-around-me" type commander and her name precedes her, so she'll definitely draw hate. Then again, such is the case for other decks that are more reliant on their commanders (e.g. Animar, Soul of Elements , perhaps Zur the Enchanter , etc).
My meta is a casual one. That said, there're sufficient creature removals, board wipes and counter spells running around so she's very susceptible to removals. This is the reason I run a small protection package in the deck. While insufficient, they still offer some form of protection when the need arises.
As for it being slow, it may be because you're not familiar with the lines to victory (e.g. what to tutor for, how to line up the top of your library, etc). If you do eventually decide to purchase this deck, I'd be happy to guide you through, like how I did for the few folks before you.
As for the decision to go creatureless, I like to take the path less traveled. Also, I'm a Spellslinger at heart, so this resonates better with me.
Ultimately, the decision, to follow my deck list or go the creature route, is yours to make. It hinges a lot on your preferred play style and the meta you're in.
Hope this helps.
1 week ago
To be honest I have no idea; I can only speculate. I haven’t had a playgroup for several years, and my previous one wasn’t nearly so competitive. I just started playing with a new group last week, and while they’re pretty chill, they seem to be more competitive than my previous group. I’ll have to see how this deck holds up against them. I’ll ask if they run any of those commanders so I can test it.
PookandPie has been running a very similar deck much longer than I. He would be the one to ask about how Ghave stands against such commanders. I know he has competitive Zur the Enchanter and Captain Sisay decks. I would personally be interested to see how he thinks Ghave would fair against them as well. Any thoughts to bring to the discussion, PookandPie?
1 week ago
Zur the Enchanter is a little too narrow for the list. He doesn't fetch all of the enchants needed for the primary combo, which makes him inherently worse in my opinion. Also, mana is really tight as is, so having time on turn 4 to play Zur doesn't sound like something that I'm going to have often. Thanks anyways!
scotchtapedsleeve I'm working on getting upgraded rn, so just hang in there!
1 week ago
Think bout putting Zur the Enchanter in the 99. He can help get most of your enchantments out when you need them. Just tutor save a tutor for him when you’re ready to start locking down the board. Another card that could be great in here is Liliana Vess . You could use her -1 to tutor every turn by blinking her with your commander.
2 weeks ago
See the commander specific piles for commanders which commonly play DD as a primary game plan.
But also here for reference I have seen Doomsday in:
Grenzo, Dungeon Warden - Alternative DD style
The Gitrog Monster - If you just want to over complicate your deck for no real benefit
Oona, Queen of the Fae - Not needed but heck it works
Dralnu, Lich Lord - Other UB commmander
Rip Leovold, Emissary of Trest ....
Yeah, it's rough my dude. A lot of these cards cost a pretty penny.
2 weeks ago
Vines of Vastwood will protect the creature from any targeted spell your opponents' control.
At the risk of being simplistic, I'll go over the basic rules, since you said you needed a refresher.
Vines of Vastwood is an instant, which means you can cast it whenever you have priority, even when other items are on the stack.
Targeted spells and abilities check target legality twice. The first time is when they are put on the stack and a target is declared. The second time is when the spell or ability resolves. A target must be legal at both times for the spell to fully resolve.
So, for Lightning Bolt , when you cast it, you will declare the target. Let's say it is Grizzly Bears . At the time of casting, Grizzly Bears is a legal target, since it has no ability (like shroud or hexproof) preventing it from being targeted.
In response to the Lightning Bolt , while the Lightning Bolt is still on the stack, you cast Vines of Vastwood . Because it was put on the stack later, it resolves first. Your Grizzly Bears now "can't be the target of spells or abilities your opponents control this turn."
Lightning Bolt now tries to resolve. It checks targeting legality again. At this point, Grizzly Bears are not a valid target, so Lightning Bolt is removed from the stack and put into its owner's graveyard (Rule 608.2b).
The same is true for Impale or any other spell that says targets.
Auras, like Luminous Bonds are a little bit different. When cast, Auras are targeted spells. As such, they must follow all normal rules for targeting--the target must be legal at both casting and resolution. So, presuming Luminous Bonds was cast, Vines of Vastwood would protect your creature in the exact same manner as it prevents Lightning Bolt from killing your creature. Likewise, the aura would go to the graveyard if the target was no longer legal upon resolution.
Here's where things get a little odd. If your opponent cheats an aura into play, such as with Zur the Enchanter 's ability, then it does not target, and can be attached to any creature, even one that might not be a legal target.
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