Zur's Weirding

Legality

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

Printings View all

Set Rarity
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Eighth Edition (8ED) Rare
Classic Sixth Edition (6ED) Rare
Fifth Edition (5ED) Rare
Ice Age (ICE) Rare

Combos Browse all

Zur's Weirding

Enchantment

Players play with their hands revealed.

If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.

Zur's Weirding Discussion

Matrixxx999 on Somebody Stop Me! v. 2.0

3 weeks ago

sophomore

Hi!

Thank you for your advice!

Zur's Weirding is an interesting spell and perhaps it would be suitable for the deck in the form in which it was long ago, when the deck had a more control orientation (stax). Today, this spell will prevent the realization of the main strategy - to win as soon as possible. The ability of my opponents to use Zur's Weirding against me is too dangerous. Even the fact that you have to play with an open hand is dangerous, since we are trying to win out of nowhere by flashing Rector or reanimating key creature cards.

Anyway thanks for Your suggestion!

sophomore on Somebody Stop Me! v. 2.0

3 weeks ago

Have you considered Zur's Weirding ? Oloro is uniquely poised to use it to entirely shut people out of the game.

carlmoores on Mairsil's Jail for Combos

3 weeks ago

He's right. I should have explained the Mirror-Mad - Mairsil interaction better. I'm not a fan of the combo myself due to it's anti-climactic, table groan inducing nature and no longer play it. Though I missed Mirror-Mad's ability, when not caged, to dump a large portion of your library into your GY, which is why I now run Traumatize

"yeah sure in a causal meta you can win, but at the expense of ending up with no library" If you have won, what does it matter if you have no library? You're not eliminating people one by one, you're peeling cards off and going "you're dead, you're dead, you're dead. GG" at instant speed I disagree with your appraisal of the validity and usefulness of the Necro-Ooze-Triskelion-Devourer combo. Mairsil will never be able to be a cEDH level commander but this is a combo that has and does appear in the cEDH meta. He has a built in slowness that just does not allow for it, however, if facing high-end-but-not-quite cEDH decks this combo provides a quick and easy path to victory. I have ended the game with this many times on turn 3-5 and a few on turn 2 thanks to Dark Ritual. The fact the cards are exiled is irrelevant since it's a game-ending play that is very difficult to disrupt since the ability can just respond to removal as many times as you please. You DO have to be conscious of which opponents can likely respond though. Always do the removal-light decks and people who are tapped out last.

A sample play of this combo, when an opponent attempts to disrupt it: You have self-milled for ten and the opponent is at 3. He says: "In response, Terminate Necrotic Ooze" You have to start over since every activation before the Terminate is not going to resolve now, but you respond by activating the ability again as many times as you please. If a game has gone deep likely the other players have reduced eachother's life totals enough so that the CMC in your deck will be enough to finish the job and in the early game it will always be enough as your combined CMC in deck is always going to far, far exceed 120.

One thing with this deck that you will find is that most people don't know how to play against him and you will notice people make plays that, if done correctly, would screw you massively, but aren't and so you just keep trucking along. The same is true for the Necro Ooze combo. Well timed removal completely fucks you over, but the VAST majority of the time people will be impulsive and blow the removal before they need to. Also remember you're going to be running at least a half dozen low CMC counterspells. Usually if someone disrupts the combo when people try to respond you say "Swan Song/ Intervene/ Negate" etc. and keep on going.

Since ^^^ brought it up. My meta is far from casual. I'd put it somewhere far above 75% but not quite cEDH because we think Flash Hulk builds and Chain Veil Teferi are bullshit decks and games that consistently end on turn three are pointless. Last Friday my kitchen table featured Brago Stax MLD, an Emrakul deck that runs every expensive mana rock plus Lion's Eye Diamond and can easily drop Emra or Kozilek turn 3 and often does as well as my brutally oppressive Aminatou build. I don't know why he felt the previous commentator felt it necessary to try to dismiss my meta based on nothing but an incorrect guess, but for clarity, my kitchen table meta would make most players rage quit, and Mairsil does fine. Winning about 1/4th of the time. The meta at the 3 LGS's I play at isn't nearly as ruthless and I'd put Mairsil's winning % at about 40% and when I play there I will make sub-optimal plays, not establish the Nevinyrral's Disk-Lock, wheel away game-ending cage targets etc. in the name of letting other people have a good time. You will know if your Mairsil deck is good when you're playing Archenemy based purely on the decks reputation against three good decks and still winning a great deal of the time.

Cinderhaze Witch is pretty good. Though to abuse his discard ability you need Quicksilver Elemental or Mirage Mirror in the cage, which severely limits it and it's Untap activation is inferior to Eater of the Dead 's. I'll try it myself, but I don't have high hopes as, generally, if you have Quicksilver in the cage you want to be winning the game outright OR you don't want to be tying up precious blue mana forcing a single card discard when your opponents likely have a full grip of cards. Remember, one of your complaints was being durdley. This is a durdley card in this deck. This could be a tutor, or a combo piece or removal or a counterspell. It's super sub-optimal.

One final recommendation: Casual staple Zur's Weirding . Because you run Mairsil you automatically break symmetry on this card "oh no, don't make me discard a cage target!" meanwhile you make sure opponents NEVER draw removal or counters. The life investment is worth it. Is being hated by your play group? That's your call. hahaha

Mj3913 on Isperia's Flying Circus of Tools

1 month ago

I did try Zur's Weirding and found people have no problem denying cards to the one who cast it. People like their secrets, which is why over time I've tried to find more 'Look at target hand' rather than 'player reveals hand' so their is still a level of secrecy/surprise to other players. Thanks for the +1/suggestion though.

KayneMarco on Zur's Altar of dementia

3 months ago

Well, I offered a couple ideas at the top of the thread but at the time you were still trying to thin the deck down to 100. I’ll give you a bunch more ideas now:

  • Rest in Peace + Energy Field or Web of Inertia. I ran this combo for quite awhile in my Zur deck till I discovered the solemnity/glen elendra/kithkin spellduster combos. After that I had to find a different immortality combo so I could have a graveyard. That led me to...
  • Phyrexian Unlife + Solemnity makes it so you can’t die either. Coupled with Necropotence you can pay all your life to put most of your library in your hand in one shot. Speaking of Necropotence...
  • Necropotence + Zur's Weirding is a combo that will lock your opponents down by denying them acces to their libraries. You just pay the life to make them discard every card they draw. The way you get enough life to keep paying the life is Venser's Journal. And opponents can’t force you to discard squat because of Necropotence. You aren’t actually drawing cards.
  • Riptide Chimera + Second Chance: this gives you infinite turns or enough to setup what you want. Just pay your life down to less than 5 with Necropotence to start this combo. Just put second chance’s ability on the stack then return it to your hand with the chimera before it is sacrificed. I have checked with judges on this combo and according to them it does work.
  • Eidolon of Rhetoric or Arcane Laboratory + Riptide Chimera stops your opponents from playing multiple spells per turn but lets you cast as many as you want during your turn. And with your Grand Abolisher opponents wont be able to do anything about it.
  • Eidolon of Rhetoric or Arcane Laboratory + Jace, Unraveler of Secrets: get to Jace’s ult and opponents are screwed the rest of the game.

If you use the Enchanted Evening, Greater Auramancy, Copy Enchantment combo I mentioned at the top of this comment thread then the only thing opponents can do to stop any of the above combos is use board wipes but with Glen Elendra and Solemnity that won’t be possible. Would also be a good idea to run at least 12 counterspells to protect against anything else they might be able to do. Also use a bunch of tutors to grab combo pieces that you are unable to Zur out. Plea for Guidance is a good one since you can grab 2 in one shot. Hope these ideas help you out. Good Luck.

PussInBoots on Make No Gravetide Image (cEDH Muldrotha Primer)

4 months ago

I think you mean Seal of Primordium in your "Early Game" section.

And I like that you play Zur's Weirding I think it is one of the most underrated cards in a Muldrotha list. I makes opponents control each other and realy wreaks havoc in my more casual Muldrotha list.

KayneMarco on trainer_teal

5 months ago

Necropotence has you skip your draw phase. Zur's Weirding says when a player draws a card. If you aren’t drawing cards your opponents can’t make you discard. You survive forcing everyone to discard all their draws by having Venser's Journal in play and keeping bout 20 or so cards in your hand so you can gain back all the life you pay forcing your opponents to discard. Basically your opponents only have their board states and what’s left in their hands to work with for the rest of the game. You eventually deck everyone this way. That’s why I went in the pillowfort direction with that deck. Cause it’s not an instant win combo. I win by playing the long game.

Winterblast on Disciplined Durdle

5 months ago

If you want to further improve the deck you would have to look at strict upgrades to everything you already have and probably also more efficient win cons that fit. Obviously it's a matter of budget unless you play online or use proxies (I'd recommend that though so you see if the idea even works well enough when you have all cards you want).

Definitely cut several lands and add more ramp: Ancient Tomb, Talisman of Dominance, Talisman of Progress, Mana Crypt, Chrome Mox, Mana Vault, Grim Monolith, Fellwar Stone...maybe Chromatic Lantern or Coalition Relic. That's all from low to higher prices, whatever you want to try then.

Test of Endurance would be a solid win con, also removing more creatures and adding Humility will help a lot. Zur's Weirding might be an option with Oloro as a Long-term control plan.

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Zur's Weirding occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%