Maybeboard


When all else fails...

Get Zur out as quickly and safely as possible. He is one of our few creatures and searches out the cards we need to win. Unless you can cast him turn 1 or 2-- it is advised to leave up counter magic in order to protect him. With the first few tutors it is probably beneficial to grab enchants to fortify your board state. Diplomatic Immunity gives Zur shroud so our opponents cannot kill him with spot removal. Giving the commander shroud might seem counter productive when trying to put other enchants on him, but the good news is that Zur's ability does not target with auras pulled from the deck. This is because Auras target when they are being cast, not as they enter, so we simply choose something for an aura to go onto.

If we aren't playing super fast then we are slowing our opponents down and controlling the board with cards like Cataclysm and Stasis.

There are three main routes to take in order to win with this deck:
Ad Nauseam is a hell of a card. Play this along side Angel's Grace or Phyrexian Unlife to draw your entire deck. From there you can play out all of the mana artifacts. With all of this free mana cast Laboratory Maniac and then use a draw effect to win. The main draw spell for this is Gush, so it is important that a couple of islands are on board. The other draw effects come from a couple of lands in the deck-- Fetid Pools or Irrigated Farmland can be cycled away with the extra mana from our artifacts. If someone attempts to intervene then we have counter magic as backup. This is the quickest way to victory and the only method that takes everyone out at once. This is a very effective and powerful combo, but if the opponent does manage to stop it at the right time-- we lose.
Helm of Obedience combined with Rest in Peace will exile an opponent's entire deck if activated. This effectively eliminated one person at a time.
One of the more popular ways to play Zur is as a voltron deck. There are only a handful of enchants in the deck to pump up Zur, but they can potentially make him a one-shot kill. Cards like Ethereal Armor and Daybreak Coronet might pump Zur up-- but that's only the tip of the iceberg. Phyresis shortens our opponent's clock from 21 damage to 10. Empyrial Armor in combination with Necropotence and a "no max hand size" effect allows us to hit for 20+.
The release of the Amonkhet block brought with it a very powerful enchantment-- Solemnity. This card is crazy powerful with so many cards, so I decided to play a few of them. The goal with this combo is to play Geralf's Messenger which drains an opponent for 2 when it enters the battlefield. Because of solemnity, the messenger will keep coming back once it dies due to the fact it can never receive the undying counter. To repeatedly kill the messenger we play Fallen Ideal as a sac outlet and kill everyone on the spot unless someone has enchantment removal. This is a 3 piece combo but two of the pieces are tutorable with Zur. Additionally, the combo is very low risk to go for as opposed to some of the other combos in the deck, if the opponent can destroy this combo then it's not going to be a blowout for us.
Necropotence + Solitary Confinement makes it to where we cannot take damage or be targeted at the cost of 1 life and 1 card a turn.

Solemnity + Phyrexian Unlife let's us sit at 0 or less life and not die from damage or infect.

Work in Progress
This is one of the few commander decks I have kept over the years and I am constantly trying to improve it. Any suggestions would be appreciated and don't forget to +1 if you enjoyed the deck list.

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Revision 8 See all

(6 years ago)

+1 Fallen Ideal main
+1 Geralf's Messenger main
+1 Grand Abolisher main
+1 Solemnity main
Top Ranked
  • Achieved #20 position overall 6 years ago
Date added 6 years
Last updated 6 years
Exclude colors RG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

55 - 0 Rares

11 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 2.54
Tokens Bird 2/2 U
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