This is what I'm going for my Zur deck. I'm going to explain some of the combos and win conditions in the deck. First, Solemnity, it combos with many cards in the deck making it one of the main cards you'll want to search with Zur. the first two are very similar being Phyrexian Unlife and Nine Lives. The combo is that you can't die from combat damage which is great against agro or fast decks. one problem that you can experience with this combo is enchantment destruction which is why there are a handful of counter spells in the deck to help you. If you don't have counter spells, another option is to search for Greater Auramancy and then Mirrormade Greater Auramancy to make your enchantments untouchable to nearly all spells (can be applied to all enchantment combos). Going on with solemnity combos Decree of Silence is my favorite. The combo essentially doesn't allow opponents to cast any spells unless they can't be countered, but if an opponent can't deal with this combo, you most likely won the game. The final the combo with Solemnity is with Dark depths, because who doesn't want a 20/20 flying, indestructible at the earliest on turn 2 (land, chrome Mox, sol ring, solemnity, next turn dark depths). The next two combos will involve Bitterblossom. The first combo is mainly for decks that are non-black, which will be Bitterblossom and contamination. limiting your opponent's recourses is always great for Zur and this is a great way to do it. The downside to this is artifacts that tap for mana can counter this combo, but you can still slow you opponent down just enough to gain an advantage in the match. The next is combo is really simple and its just Skullclamp Bitterblossom, draw 2 cards for 1 mana. The next combo is Necropotence and Approach of the Second Sun. This can be just a simple win condition that can come out of nowhere, as long as you have the mana and Second Sun in your hand you should go for it (plus Necropotence is just a good card to draw). Another combo/win condition could be one of the oldest, doomsday and laboratory maniac/Thassa's Oracle. The final combo is great to get blockers for Zur if you have Field of the Dead in play. Most of the land you'll have in play by late game could be all different names helping Field of the Dead trigger, but if there not, you can search for basic lands and snow covered basic lands which are technically different names to trigger Field of the Dead. To be honest you really don't have to run Field of the Dead I just like the card. The rest is just some miscellaneous stuff in the deck, flawless maneuver is for protecting Zur if you play him and your tapped out and for attacking. Sword of Feast and Famine is in the deck for protection against green and black destruction and to untap all of your land if you need to play some thing and the main reason it's in there is because I have so why not? Platinum Angel is just to be a lich. Karmic Justice is to help against enchantment and land destruction and Bonus combo, Karmic Justice + Mirrormade + Estrid's Invocation = "I dare you to destroy a none creature permanent". Finally, curses...I just can't get rid of them, they are amazing to me and sometimes can be a game changer, especially if you can get Overwhelming Splendor and Curse of Death's Hold on an opponent because there fun!

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Casual

92% Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

50 - 0 Rares

10 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.79
Tokens Bird 2/2 U, Faerie Rogue 1/1 B, Marit Lage, Zombie 2/2 B
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