First serious EDH deck. Still working on it. The idea is Zur the Enchanter with exalted.
I'd love to hear peoples' thoughts on this, and if you have any good auras or other cards to suggest, I'd love to hear about them.
I would personally cut any enchantment with the converted mana cost of 4. Lightning Greaves suck with zur because you can't enchant him with anything. Hinder is always better than Cancel in edh. more tutors. if you want any ideas, check out my zur deck http://tappedout.net/mtg-decks/zur-the-invincible-1/ (sorry, It would allow me to link it. oh yeah, vanilla exalted in my opinion is too good Aven Squire for example. Duress is also really good.
Lightning Greaves definitely has a place. Auras brought into play with Zur's ability can be attached directly to things with shroud.
If you're playing Counterbalance , you should definitely add in card:Sensei's Divining Top, which is always solid.
Rewind isn't a great counterspell - the need for 4 mana is a bit irritating and the lands you untap don't really make a difference as you often don't get to use it. I'd recommend a card-drawing counter like Dream Fracture . If you're playing multiplayer, the person you miffed off by countering their spell at least gets a card and might hate you less.
Graceful Adept seems a bit weak - you probably won't get more than 7 cards, and in any case, Reliquary Tower is much less fragile. If you want two of them, use Tolaria West as a tutor for the Reliquary Tower .
I'm afraid you can't use Cascade Bluffs in the deck - the red isn't part of Zur's identity. If you already knew that, I apologise.
I'd drop card:Tormod's Crypt in favour of an effect like Relic of Progenitus - when you don't need graveyard hate, it's at least got Cycling (2), so it doesn't go to waste!
You might also want to include Bruna, Light of Alabaster as a late-game surprise tactic.
Ardent Plea is also a great card, though you may not like it as you might cascade into a counterspell which will fizzle - but it gives exalted so it's something to consider.
1) 1-3 lands, depending on what you're comfortable with. You've got some mana fixers already.
3) Jotun Grunt and card:Tormod's Crypt, as better graveyard hate is available.
4) Graceful Adept as it's a bit fragile and meh.
5) Deathmark as it's a bit niche.
6) Entangler and Angelic Benediction , as they're 4 mana enchantments which can't be Zur-searched for and aren't that great. Similarly, card:Serra's Blessing can be dispensible as Vigilance isn't that strong, and you'll have your exalted weenies to block.
7) Idyllic Tutor as you don't really have many enchantments which you can't tutor for with Zur.
You may also want to trim a few creatures, as there's only so much exalted that you can bear.
Thank you both for your amazing comments! Your suggestions have been implemented. Keep them coming, this really is a huge help! <3
Bingbing I perosnally would not suggest bruna, seeing that she takes everything away from zur. I understand a late game tactic with her; but why do so when zur is near invincible by the third turn when he comes out? could you make your suggestions a bit shorter (it is a lot of good info, but too much). Swiftfoot Boots is a really good card, like the greaves, and you might want to playtest avacyn. good luck!
Zur the Enchanter already has flying, and the only aura he can't tutor up is Eldrazi Conscription which I'd prefer to hardcast rather than take up yet another aura slot with an aura specifically meant for Eldrazi Conscription that doesn't do anything useful.
m12fox, Zur the Enchanter is almost never invincible, as all it takes is a simple mass tuck effect like Terminus or Hallowed Burial , or even mass-bounce like Evacuation , sending all your hard earned, auras to the graveyard where they can no longer be accessed by Zur when you replay him.
While I by no means suggested Bruna as a hard and fast must-play, you're absolutely trivialising a suggestion which I feel is perfectly valid, especially in the hugely explosive and variable games that can happen in Commander.
Suggested add Bruna, Light of Alabaster
I'd say get rid of:Thistledown Liege +Glen Elendra Liege - +2's not that beneficial and they're easy to get rid ofKitsune Mystic - although its nice to be able to move auras around i found that when i ran it i had a hard time flipping it or that i needed the auras elsewhere like on zurWave of Terror - sure u can tutor for it but u have to wait multiple turns to ensure eberything is dead and spend mana that might be needed elsewhere, i'd replace it with Austere Command to give u some optionsDimir Aqueduct /Azorius Chancery /Orzhov Basilica - they enter tapped and dont really get you any more mana in the end. all it takes is one destroy land effect and you've wasted 2 turns
put in:Sun Titan ! - in my opinion every zur deck needs one as it can bring back 3/4 of the deck usuallycard:Hanna, Ship's Navigator - more graveyard retrievalAmulet of Vigor - i noticed that a ton of your lands enter tapped. this will slow down your deck considerably so either swap em out for better ones or maybe run this for the time beingsome cheap counterspells like Counterspell and Arcane Denial or surprise em with Pact of Negation but dont forget to pay the upkeep cost lolMortify - versatile removalAnimate Dead - very useful. just attack and grab a creature from any graveyard
check out my build for ideas (i know u tried to give me some and i appreciate it): outofnothing0 i had trouble linking it...
Bingbing: when you cascade you have the option to cast the spell for free. it is not mandatory and will just go to bottom randomly like the rest of the revealed cards if you so choose