Sideboard


all the lands and mana rocks are for the sole purpose of getting zur out a turn or two earlier. after zur is out, you have two options:1) try to aggro out with commander damage.some (but not all) useful cards: Spirit Mantle , Vow of Flight,Daybreak Coronet, Steel of the Godhead, Diplomatic Immunity, Ethereal Armor, Battle Mastery, and a couple umbras to keep zur alive, etc...

2) go the control route and make sure you can't be killed. then go for commander damage. completely shuts down aggro.some (but not all) useful cards: Crackdown, Desolation,Mana Vortex!!!, Arcane Laboratory, Propaganda, Ghostly Prison, Vile Consumption , and the amazing combo:Rest in Peace/Leyline of the Void + Web of Inertia or Energy Field another great combo: Solitary Confinement + Necropotence/Phyrexian Arena/ (Gravestorm+Rest in Peace/Leyline of the Void)there's also Contamination + Bitterblossomand don't forget Greater Auramancy + Copy Enchantment for protection.

also, i recommend putting Steel of the Godhead on zur first thing to ensure he isn't blocked and killed,then probably Greater Auramancy and depending on the enchantment hate in your meta, Copy Enchantment

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Date added 10 years
Last updated 10 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

45 - 4 Rares

33 - 1 Uncommons

13 - 1 Commons

Cards 101
Avg. CMC 2.46
Tokens Angel 4/4 W, Faerie Rogue 1/1 B, Spirit 1/1 C, Zombie 2/2 B
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