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This is my Zur Voltron Combo Infect deck. It focuses around tutoring or Zur'ing out enchantments for combos and has a backup strategy of doing a Zur voltron kill with a sneak Phyresis once you have Zur up to 10 damage. I'd like to note that at the time of writing this one card is not out yet and in Commander 2018 (Estrid's Invocation)

The first thing I try to do in the deck is tutor for Helm of Obedience and then get Zur onto the field and swing and search for Rest in Peace and helm combo someone to death right away. Then usually the heat turns up and people start teaming up. I usually go for Greater Auramancy and possibly even a copy enchantment or Estrid's Invocation to copy it and give all my enchantments shroud. Then I'd get Energy Field down to negate all the damage coming in from the last few players. Assuming one has destroyed the helm I'd look for one of the other combo pieces and use Zur to tutor for the other pieces.

The first combo block I have is Rest in Peace (Zurable), Helm of Obedience, Energy Field (Zurable) this combo set provides a helm mill finisher as well as an invincibility with Energy Field. Rest in Peace also has the added bonus of shutting down any graveyard shenanigan decks.

The next combo is Solemnity (Zurable), Phyrexian Unlife (Zurable), Decree of Silence, Dark Depths The Solemnity and Phyrexian Unlife provide a type of invincibility similar to rest in peace and energy field if that combo gets busted up. I don't think it's as good as it will take you down to low life, this will also interfere with a Phyresis poison counter wincon. Dark Depths which pairs with Solemnity lets you instantly pop it. I would only use Dark Depths in one on one since it's slow and can only attack one person at a time. The last combo card is decree of silence which you would have to draw or tutor for and it has a hefty casting cost but if you can get it down while solemnity is down it will basically counter all opponent's spells for the rest of the game. Solemnity also has the added bonus of shutting down any counter based decks.

The next combo is Chains of Mephistopheles (Zurable) + Anvil of Bogardan which together prevent hand sizes from ever growing again. You'll have to google how this works, it's too much for me to explain here, it essentially shuts down all extra card drawing. This goes well with the next combo of Necropotence (Zurable) and Venser's Journal. It's good to note that Necropotence doesn't draw cards, it places them in your hand so you can get around Chains. This is a risky combo as I've paid 20 life and drawn 20 cards and had someone disenchant my Venser's before my next turn which is not very fun.

My next combo is Power Artifact (Zurable), Grim Monolith/Basalt Monolith, Rocket Launcher, Exsanguinate, Sands of Delirium, Ambassador Laquatus The Power Artifact with the mana rocks create infinite mana and the latter three cards allow you to convert that infinite mana to infinite damage or infinite mill. It's important to note that rocket launcher and exsanguinate both kill all the remaining players at once, where the Sands of Delirium is similar to helm where it can only kill one person due to tapping. I would only use Sands in a one on one game, I would use Ambassador Laquatus in a multiplayer game due to the fact he can mill everyone at once. I just prefer the artifact and non creature mill method because of it has better searchability and better survivability.

I'd like to mention the odd combo that I have in here due to the rise of planeswalkers being used as commanders. I use Solemnity and Enchanted Evening together to prevent the planesawalkers from ever getting loyalty counters, since the planeswalkers are also enchantments and solemnity prevents enchantments from getting counters it basically shuts them down. Enchanted evening does two other functions, since it makes everything an enchantment it may deter green players from using a Tranquility against you since it will destroy everything that isn't indestructible even lands for everyone. It also makes all your permanents enchantments which greatly buffs your Ethereal Armor which can make Zur huge.

One of the last combo's I'd like to highlight is the Venser's Journal + Necropotence (Zurable) this also protects you from Chains of Mephistopheles as the cards from Necro are not drawn but put into your hand. It's nice to draw say 20 cards and gain 20+ life next turn. Just be careful of getting heavily targeted when doing this. While Greater Auramancy may protect Necro, it won't protect the artifact. I've also put Thought Vessel in the deck for ramp and backup no max hand size just in case someone disenchants the Journal. I did recently find out that the oracle text for Anvil of Bogardan has been changed to no max hand size which is huge since Necropotence makes you pick up your cards in the discard step.

There is a lot more little synergies in this deck and alot of options and solutions to almost any situation that it may come across. I have a huge maybeboard that I'm not going to list here but there are many other things you could do with the base deck. Voltron is the backup wincon imo, the combo's are the faster win condition it seems from my games I've played with it. Just incase someone is new to Zur and doesn't know that his tutor ability, when it searches for an aura card and places it into play, can get around hexproof. This comes in handy when battling Narset with hexproof, I usually end up placing a Darksteel Mutation or Prison Term or just Nevermoring it. You can also play a Moat or Trinisphere to slow down Narset as well.

Before I finish I'd like to add that the new Copy Enchantment card in Commander 2018 looks very interesting (Estrid's Invocation) Each turn you can choose to exile and bring it back and copy a different enchantment or the same and pick new targets. I can see using this with Oblivion Ring and changing targets or using it to keep exiling someone's commander that they keep sending back to the command zone. I did find one interesting combo Estrid's Invocation + Act of Authority and each turn when Estrid's comes back into play and you copy act of authority you get to exile an artifact or enchantment every turn!

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 1 Mythic Rares

62 - 8 Rares

19 - 1 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.73
Folders Commander
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