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-Depending on if my opponent is using more a commander play style then hand an library play' then ill cast out Nevermore for my opponent's general'...an if their playing more spell based an not so much commander then ill be casting Arcane Laboratory to limit their cast flow...(both of these spells are going to be played ..jus depends on Scenario)
-Then ill be casting Bitterblossom ...which will give me motivation to defeat my opponent tho bring no sense of worry for i have Second Chance just waiting to be cast encase im to reach near defeat'...as well as Copy Enchantment for the third' strait turns in a row...
-With a solid safety net an tokens pumping my next choice is to cast Hidden Retreat an use counter's as much as possible for enchantment removal's hahah'..
The typical win with Zur the Enchanter is to give him haste with Lightning Greaves or Hall of the Bandit Lord and grab Diplomatic Immunity. If they don't have a global wipe, that will protect him from almost anything. The next swing you grab Greater Auramancy. Next comes Solitary Confinement, which protects you from essentially everything with the auramancy in play. To get around the skipped draw, you get Necropotence on the next attack. Now that the lock is in place, you can start enchanting Zur with Daybreak Coronet and Steel of the Godhead, etc, and attack for game. It's not hard to deal 21 damage with a pumped up, unblockable Zur the Enchanter. This is how tournament Zur decks win. I hope that helped! Now some basic card suggestions; Lotus Petal, Sphere of the Suns, Azorius Signet, Dimir Signet, Orzhov Signet, and Knight of the White Orchid are all great ramp choices that will have Zur on the field by turn 3. Dual lands will make the Knight more effective; Tundra, Underground Sea, Scrubland, Hallowed Fountain, Watery Grave, and Godless Shrine. A neat trick is to use Vedalken Orrery or Leyline of Anticipation to play Knight of the White Orchid after popping a fetch but before grabbing a land to make him trigger; you should have a lot of fetch lands; Marsh Flats, Flooded Strand, etc. Counterspell, Disenchant, Orim's Chant, Remand, Mana Leak, and Silence are all great useful cards that can be imprinted on Isochron Scepter. Idyllic Tutor and Enlightened Tutor will help you to fetch the enchantments I listed above. The more of those you have in hand the better. Muddle the Mixture will let you snag Isochron Scepter or Diplomatic Immunity. Sensei's Divining Top is a must in EDH, as is Mana Vault. You really need to have creatures, and Kraken Hatchling does not belong in any deck, in any format. Sun Titan would be a very good choice, as well as Geist of Saint Traft for an alternate win condition you can put Steel of the Godhead on. Sen Triplets, Magister Sphinx, and Sphinx of the Steel Wind are excellent in EDH. There's probably a lot more work to be done here, but I'll just let you make some changes before I suggest more. Once again, I hope this helps!
i have know clue on how much land to run or much anything bout EDH' so i totally appreciate it'..an shall alter this deck to perfection as soon as possible brotha'..i really appreciate your time an advice'...im so stoked to get this some what complete'..
Ok, so I'll start with cards that you don't need.
AEther Storm, Anti-Magic Aura, Gaseous Form, Luminous Wake, Guardian Zendikon, Betrayal, Dash Hopes, Blue Sun's Zenith, Cabal Ritual, Platinum Angel, Web of Inertia, Dromar's Charm, Ebony Charm, Spoils of Evil, Esper Charm, Suffer the Past, Sphinx Sovereign.
Instead, I would recommend:
Steel of the Godhead, Daybreak Coronet, Mind's Eye, Prison Term, Ghostly Prison, Propaganda, Counterbalance, Spell Crumple, Hinder, Condemn, Damnation, Wrath of God, Go for the Throat, Path to Exile, Knight of the White Orchid, Sun Titan, Geist of Saint Traft.
Spell Crumple, Hinder, and Condemn will all lock your opponent's general into his/her library. Global wipes are necessary in any EDH deck. Now that you have Hallowed Fountain and Godless Shrine in here, Knight of the White Orchid is definitely a must-have. More dual lands will make your land base much more reliable. It is looking good, and there are some good enchantments here, but some of them are not necessary. I hope I can help you shape it up a bit more.
i noticed' some cards that do have their successor inside this deck leaving them' not necessary as you had' mentioned an im glad you seen this as well' an provided some alternatives that can be replaced for'...thats exactly what i was looking for' brotha
seriously' ya might as well be casting Rune-Scarred Demon if your casting Diabolic Tutor...my good friend has a original ive been trying to get off em' of the Demonic Tutor...im sure if i show him the makings of this deck an what i got so far' he'll be up for it'..no doubt'
Found my answer:http://tappedout.net/mtg-questions/shroudhexproof-and-auras/Wow, so Zur's ability allows him to enchant himself with the auras he fetches even when he's enchanted with Diplomatic Immunity. Amazing. My Zur decks just got even better
|Date added||2 years|
|Last updated||2 years|
|Sets||Innistrad, Conflux, Morningtide, Tenth Edition, Time Spiral "Timeshifted", Ravnica: City of Guilds, Seventh Edition, Urza's Destiny, Classic Sixth Edition, Fifth Edition, Visions, Ice Age|