Discard Payoff

Paired with wheel effects ( Windfall , Memory Jar ,..), natural discard due to forcefeed and/or bounce effects ( Cyclonic Rift ), or by pure discard spells/effects, any of the cards below should have major impact on the game and our overall strategy.

  • Waste Not : One of the pivotal cards of the deck and one that Zur will be greedily looking for. You wheel and nothing your opponents discard goes to waste. I mean you'll get a grip of new cards, black mana to cast some of them and a hoard of Zombies. You'll probably become Archenemy in the process.

  • Bloodchief Ascension : Downright amazing. For as little as just 1 black mana, or an attack by Zur, this enchantment when online WILL kill opponents for just playing Magic. Spells will be cast, creatures will die, all these things add up. If we join wheel effects to the equation then it will become a must answer permanent as it can easily result on each of your opponents losing 14 life. Oh and you gain life equivalent to the life lost by everyone.

Discard/Draw Wheels

All spells below move a ton of cards between zones. From hands to graveyards and from libraries to hands. With a draw/discard payoff on the battlefield like Underworld Dreams or Waste Not the end result is often screwing opponents game plan (by scrambling their hand), setting yourself ahead or end the game.

  • Windfall / Dark Deal / Whispering Madness : All 3 sorceries are reminiscent and washed-down versions of Wheel of Fortune but put in solid work . Zur will often be a decent target for Whispering Madness's Cipher as we want him to connect to get the enchantment anyways.

  • Memory Jar : Same as the spells above but in artefact form. It costs a bit more to cast (5cmc) but it can be activated whenever is more profitable for us.

  • Jace's Archivist : The archivist will make you wait until his summoning sickness wears of but when it does we'll have access to a repeatable wheel effect.

  • Ancient Excavation : 4cmc Instant that allows to draw cards equal to the number of cards in hand and then discard the same number. Obviously plays into our draw/discard payoffs and its a fine way to sculpt a better hand specially after a wheel effect resolved. Early game will often be cycled for a basic land helping fixing our mana to cast Zur on curve.

Ramp/Fixing

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98% Casual

Competitive

Date added 4 years
Last updated 3 years
Exclude colors RG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

12 - 0 Rares

3 - 0 Uncommons

4 - 0 Commons

Cards 20
Avg. CMC 3.19
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