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Modern: Zur's Privilige

Modern*

drathond


Sideboard


Hello!This is Zur's home. And to live in Zur's home, you need his privilige. This deck embodies restriction on opponent's card draw capabilities. It tries to limit your opponent from doing anything, while you grind them out.

The deck is focused around 4 Key components:

A: Zur's Weirding

This is the card that allows us to lock someone out. If we can restrict their hand to the point where they can no longer further any of their board state, Weirding wins us the game. This card is our central piece, but it does have a downside. Since this deck has such Top-Down design, this card makes us very dependent. And because of this, we need to make sure we have as little liability as possible. Their are two other problems with this card: it is a mirror effect, and it makes us lose life. We have several ways to combat both of these things in the deck.

B: Protection from Zur's Weirding.

We need to stop this card from hurting us, while still not allowing our opponents to draw further in to their decks.If we do this, our opponents must let us draw, before they kill themselves. We have two key cards: Honden of Cleansing Fire and Phyrexian Unlife We don't run these cards in multiples since they aren't as crucial, and we can tutor for them. Basically, these cards lock our opponents out of the game, and stop them from being able to achieve anything, since they no longer can draw cards, as long as we have Zur's Weirding out.

C:Tutors

We are running cards which are very very very bad in multiples. For anyone who deckbuilds, or knows anything about economics, you know about diminishing returns. The first Weirding is awesome. The second does literally nothing, other than perhaps help us in case the first is destroyed. That is why Dimir House Guard exists. IT allows us to only play 3 Weirding, and 1 Honden. This means that we now can tutor the piece we are missing, and not lose out on anything.

D: Finishers

Now, we've gotten to the point where our opponents can't draw, but we can. Hmm. Aren't we going to be decked soon?

No we aren't. We have several cards that can win us the game when the opponents are locked.

Lingering Souls and Timely Reinforcements both keep the board clogged up early, but can both win us the game late. (Timely is worse late game.)

Jace, Architect of Thought and Elspeth, Knight's Errant Are easy wins when we have virtually infinite time.

Our sideboard is rather flexible, but I want to note the Gifts Ungiven plan in the Sideboard, which is very good against a lot of control decks, but may not be adapted to your meta. It only requires 3 slots (More if you want another creature) since we have House-Guard, but it can do a lot for you.

Feel free to leave any constructive criticism below! This is an incredibly fun deck to play, so proxy it up and take her for a spin.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Modern legal.

Rarity (main - side)

7 - 1 Mythic Rares

24 - 8 Rares

22 - 4 Uncommons

3 - 2 Commons

Cards 59
Avg. CMC 2.24
Tokens Emblem Elspeth, Knight-Errant, Soldier 1/1 W, Spirit 1/1 W
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