Description

Zur's Perfection you ask? Well with this being my first of the many EDH decks that followed, I wanted to make it something special to commemorate it so I decided that I'd start foiling it out (where possible) and try to make it the best that it could be. So that being said my goal with the deck is to strive to continually make it better and better (chasing perfection) in a competitive 1v1 environment (top-tier casual or US ban list). In order to do that i need you (yes you!), the magic community, to give me some feedback being either positive or negative as both help in their own way. Fire away any questions you might have and I enjoy reviewing other decks in my free time so if you need a hand give me a shout! Don't forget those +1's ;) and thanks for the support!

Note: I realize many cards on my list (including Zur himself) are banned in French Format (Duel Commander) games. I abhor that format deeming it "unfun" due to it's heavy restrictions on quite a few of my favorite cards and therefore don't intend to enter any tournaments of this type. Thanks for the concern.

Upvote here!

I've noticed quite a few people are confused about how Aura's work so here are the relevant rulings:

-303.4a An Aura spell requires a target, which is defined by its enchant ability.

-303.4f If an Aura is entering the battlefield under a players control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesnt specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Auras enchant ability and any other applicable effects.

Meaning Aura's only "target" when they are being cast.

Game plan/card mechanics:

Designed mostly for 1v1 but also works fairly close to the same for multiplayer

Win Con #1 - Mana Denial Show

Win Con #2 - Library Exile Show

Defense Show

Utility Show



Thanks Show


Vanishing is a commissioned hand painted alternate artwork.

Updates

-1 Winds of Rath : I rarely if ever found I needed/used it.

+1 Ad Nauseam: To draw copious amounts of cards and hopefully one-shot someone with Empyrial Armor

-1 Isochron Scepter: kind of gimmicky and felt like a win-more card

+1 Dark Confidant: For some easy card draw with a creature body

Comments View Archive

SirLandus says... #1

Question, I'm running my own variation of zur that has a lot of similarities with how your deck plays. How useful is Hall of the Bandit Lord in your experience? The haste is crucial, but does that warrant the ETB tapped / paying 3 life for a colorless every time its used?

October 15, 2016 1:38 p.m.

beastyboya says... #3

leyline of the void? u already have helm of obedience, it would also help against grave decks. I know you can't fetch it with zur, but it still seems good

December 8, 2016 7:14 p.m.

+1!!! Iron Maiden!?!

December 11, 2016 12:37 a.m.

outofnothing0 says... #5

@CrazyGood-MTG9797: Thx for the upvote! I played with Render Silent for a bit when it first came out but i felt it was too color intensive. While Silence might be decent i feel like its kind of a waste seeing as it may allow for a safe turn casting zur but he still has to survive my opponent's turn... i'd rather just try and keep him alive with counterspells for now but i'll keep it in mind thanks. I don't like Sejiri Steppe because it's slow (enters tapped) and the protection would take off any same colored enchantments. Iron Maiden doesn't really feel like it fits well with the flow of the deck.

@sigisiegert: Isochron scepter has been a blast every time i've drawn it. The things i like to imprint the most are Vampiric Tutor / Enlightened Tutor / Mystical Tutor for their vast toolbox utility, Mana Drain for solid counter plus free bonus mana and Brainstorm for its ability to put enchants back in my deck to tutor up with zur all the while giving me card advantage at the same time. Basically any counter (aside from Pact of Negation) is super solid on it though as it makes opponents think twice about everything they do, and having backup counters in your actual hand is support enough to win it.

If i have Foil in my hand i'll generally try to draw an island so it'll work (if i don't already have one), this is generally pretty easy once I have Necropotence out. It by no means works all the time but has been working alright lately, sometimes i have the island and sometimes i hard cast it if necessary. I mainly like it just for the chance of it being free but sometimes it just ends up being fodder for Force of Will or Solitary Confinement lol. I wouldn't run it with any less islands than i'm running (10).

@mhegara: Maybe if i had a bunch of free time haha. I'd probably start a multiplayer build with tax and counterspells (like Ghostly Prison / Propaganda, Rule of Law / Arcane Laboratory, Grand Arbiter Augustin IV, etc...) early game and go for wins with combo such as the one you mentioned. But that's just off the top of my head.

@SirLandus: I find Hall of the Bandit Lord works quite well if i have it out before turn 4 (after which it's generally a dead draw for discard fodder) and the tapped / 3 life things rarely if ever impedes the decks performance. In my opinion it's pros definitely outweigh it's cons.

@beastyboya: I have Rest in Peace to work with Helm of Obedience. Leyline of the Void is color and mana intensive (double black and 4cmc) and therefore slow and hard to cast at times, especially when that mana would be better saved for an instant in most cases. I don't run enchantments with cmc over 3 as a rule of thumb.

Thanks for the suggestions everyone!

December 13, 2016 8:57 p.m.

beastyboya says... #6

lol jeez im dumb i didn't see rip in there

December 13, 2016 8:58 p.m.

K00lDudE1 says... #8

Would you be able to take a look at my budget Zur list and give some advice?

Great deck, I love it!

January 23, 2017 1:37 p.m.

Addrum says... #9

Hey! Great deck. It looks awesome and I'm definitely guiding myself from it to build my own Zur deck (although I'm trying to make it multiplayer).

Since you play Tezzeret the Seeker to maintain mana for Stasis, why don't you put a Seat of the Synod? Tutorable with Tezz/Enlightened, and it can be untapped with Tezz for the mana (so you don't need to be untapping mana rocks only). Just replace an Island.

February 7, 2017 1:02 a.m.

outofnothing0 says... #10

@K00lDudE1: I had a look and left you a list of suggestions. Thanks!

@Addrum: Thanks! You should send me a deck link when you have it up! I was previously catering to Foil which recently came out and forgot I don't need as many Island's now haha. You're absolutely right on the Seat of the Synod and i'll be switching it promptly. Thanks for pointing it out!

February 7, 2017 10:03 p.m.

Hey man, your deck is so great, it's an inspiration for meme, i love it!!!'..., what do you think about switch 2 islands for an underground river and an adarkar wastes?. I believe the change play more possibilities for thethe mana pool.

February 26, 2017 9:16 p.m.

outofnothing0 says... #12

@ Demonio_de_Laplace: Thanks for the suggestion, however I currently don't really want to lower my basic land count much more in case a Blood Moon slips past my counters. Also the deck is 50% blue so the majority of the time i'd be spending the 1 life on blue mana anyways. The rest of the land base & mana rocks help with the off colors enough that I can cast anything pretty much anytime regardless. I will keep the pain lands in mind though in case I find them necessary.

March 1, 2017 10:07 p.m.

adatari says... #13

What is your opinion on running Back to Basics? It's a one card lock, whereas Stasis requires Zur to have Vigilance. You can bring out Zur, then rush in a Back to Basics perhaps with mana untapped for a Counterspell, then lead up to a Stasis lock. The only downside I see is if Zur gets removed while Back to Basics is out, you may get locked out of the game. Also, for getting out Zur faster, why not run Fellwar Stone? Since the entire premise of this deck, (besides the secondary wincon), would be to get Zur out, running all possible efficient 0-2 mana rocks would be ideal. In a competitive meta, most people either run a commander with blue or black, and that in itself is enough for you to include Fellwar Stone. Also, Path to Exile, in my opinion, would be better removal over Vindicate and Anguished Unmaking, seeing as a lot of commander decks rely on creatures in some way or form in order to win. The addition of a basic land may help them, but the two mana difference makes up for it, and there could be a situation where a one mana instant removal could save a game.

For cuts, I would suggest removing Detention Sphere if you would add in anything. I don't know about the next cut, but Disallow and Vindicate don't seem all that useful, as they are not only 3 cmc, but also mana intensive. For Disallow, while it may be versatile, the 3 cmc is a lot, and for Vindicate, sorcery speed makes it infinitely worse as you cannot stop someone who is trying to combo out.

March 7, 2017 2:18 a.m.

adatari says... #14

EDIT: I see Path to Exile now. That nulls my entire argument above. I would still cut Vindicate though, if there were some better instant removal out there somewhere.

March 7, 2017 2:19 a.m.

outofnothing0 says... #15

@adatari: In my opinion Back to Basics is a risky half measure as there's bound to be people with more basics than me and therefore I can't justify giving it a spot. I agree on cutting Detention Sphere as I find myself not using it very much; often having better options to choose from. Fellwar Stone was already in my maybeboard ;p but yes, it's been more consistent in playtesting than I originally thought and will indeed be swapped to mainboard (probably for the aforementioned D-sphere). As far as Vindicate is concerned I generally use it for land (or mana-rock if they have one) destruction early game to slow my opponent down before the Armageddon or Stasis hits. The 3 cmc for Disallow isn't all that bad; I've got cheaper counters to back it up and the versatility has proven invaluable mid to late game (if it gets that far). Thanks for the suggestions!

March 7, 2017 7:55 p.m.

nivvius says... #16

I have a few questions about/suggestions for your list:

Have you ever considered Pemmin's Aura? I personally do not run cards like Daybreak Coronet, Triclopean Sight, and Diplomatic Immunity simply because it is so flexible in a 1v1 environment. I'd run a subset of these cards certainly in multiplayer, however. I like Pemmin's Aura because I don't like diluting my topdecks - so keeping multiple cards that realistically do the same thing down to fewer slots has its merits, in my opinion. The mana investment is, of course, a real cost, but if you play smart it's almost never a problem in 1v1. Though I suppose Triclopean Sight is much more useful considering you run Stasis.

Why do you not run Ghostly Prison or Propaganda? I see these listed in your 'Don't suggest these' section but it seems too valuable not to include one of them in a deck that can search them out for free, particularly against swarm-style decks like Marath, Will of the Wild, Ezuri, Renegade Leader, or Edric, Spymaster of Trest. Really quite good against any deck that wants to turn more than 1 guy sideways. If you don't have these kinds of decks in your meta, I completely understand their disclusion, but having no comment about your reasoning in the main post I find to be somewhat surprising.

How do you like Disallow? Do you feel its flexibility is good enough? I always cut Voidslime from my UGx lists due to mana cost, as 3 mana is usually too much for a counterspell, but I was curious as to your thoughts.

Why no Imprisoned in the Moon? Again, I see this on your 'don't suggest these' list with no explanation...I love the fact that it gets rid of generals without destroying them, along with generally being more useful for getting rid of random permanents after they've resolved. Of course, it kind of fills the same slot as Nevermore, but sometimes you just can't tutor out Nevermore before they cast their general, and it also is much better against really busted stuff like Derevi, Empyrial Tactician, who can ignore Nevermore completely.

Thanks in advance!

March 15, 2017 11:26 p.m.

nivvius says... #17

God damn it, there's no way to edit here, is there?Sorry, I see someone mentioned Disallow earlier in the comments, so feel free to ignore that specific paragraph.Thanks!

March 15, 2017 11:36 p.m.

outofnothing0 says... #18

@nivvius: I will try to find time to explain my reasoning on everything in my "don't suggest list" and to answer your questions:

-Pemmin's Aura: Yes, it was actually in the very first build of the deck and although it is a solid card I just don't like having to keep mana open to fuel it. Stasis is a big part of this deck and Pemmin's Aura's untap ability reduces its effectiveness drastically. I hear where you're coming from with the card slots angle but frankly i'd rather just have shroud/hexproof as a static ability and be able save the mana to counterspell board wipes or activate Vanishing's ability. Also the +/- abilities put zur at risk by reducing his toughness while not offering a whole lot of extra power (+3 max without another buff).

-Ghostly Prison/Propaganda: I feel like these are generally more useful in multiplayer builds to prevent attacks by multiple opponents, though I get that they slow down heavy aggro and token decks a lot in 1v1 as well. I usually don't care if I get attacked as i'll get the life back with lifelink later anyways and, if things get too bad I can just tutor up Solitary Confinement; also Winds of Rath, Cataclysm and Cyclonic Rift aid in defense against these types of decks. I basically just can't justify giving them a slot as they are in high demand at this stage.

-Imprisoned in the Moon: I was on the fence about this versus Darksteel Mutation and what it ultimately came down to was that if i turned something nasty like Derevi, Empyrial Tactician as you mentioned into a land my opponent would get more mana out of it and also it directly contradicts my land destruction theme by blowing up said land (and giving them back their scary bird wizard). Darksteel Mutation on the other hand is much harder to get rid of due to the indestructible factor (though they could just target the enchantment) and I don't really see the additional "land" and "planeswalker" options to outweigh the cons.

You made some good points and I appreciate you taking the time to make your suggestions!

March 16, 2017 1:02 a.m.

Red_Hood says... #19

What about bitterblossom and contamination

April 1, 2017 9:53 p.m.

Hey outofnothing0 I just started my own variation of Zur EDH. Any advice on decent budget cards I could get for the time being until I can really spend the money on it?

April 9, 2017 1:14 a.m.

TavinM says... #21

As Foretold works REALLLLLYYYYY well with Stasis. Just sayin :)

April 16, 2017 1:06 a.m.

outofnothing0 says... #22

@Red_Hood: While the Bitterblossom/Contamination combo is strong I have previously decided against it because both cards are kind of underwhelming by themselves... In a deck vying for card slots having dead draws really puts a damper on the efficiency of the deck. Thanks for the suggestion though!

@Heretic_Dragoon: Well it really depends which cards you're looking at. The land base could be made cheaper by using more that come into play tapped. You could use any tutor that costs 4+ and the value decreases drastically. You could use any number of cheaper (but albeit more specific) counterspells. If you have a list you want me to look at or had particular cards in mind you wanted to find cheaper alternatives to I could be of more help.

@TavinM: Yes it does. Unfortunately though it takes a while until it reaches optimal functionality. Generally it's only useful if it's in your opening hand, any later and you're waiting mid-game for 3 turns until you can cast something useful. I'll keep it in mind but for now it's a no-go. Thanks for the suggestion.

June 30, 2017 11:25 p.m.

I dont but i can post it in a little bit

July 1, 2017 11:08 p.m.

WatsMahPots says... #24

outofnothing0 quick question. in your description you say you go for Diplomatic Immunity first but wouldn't that make it so you couldn't attach any more auras to Zur? sorry if its a dumb question but I'm kinda new to magic

July 18, 2017 7:56 p.m.

WatsMahPots I can answer. You aren't casting the enchantments, they just come into play, and they must have a target. Since it isnt a cast spell or ability targeting Zur, you're golden.

July 18, 2017 9:02 p.m.

Dankey says... #26

The best Zur EDH deck can get better now that Solemnity and Phyrexian Unlife combo is a thing :D

July 19, 2017 5:11 a.m.

Dankey says... #27

I'm stupid. How do I play Daybreak Coronet when Zur has shroud? Does Lightning Greaves ruin the whole plan?

July 19, 2017 7:37 a.m.

K00lDudE1 says... #28

@Dankey

You don't cast Daybreak Coronet targetting Zur, you search for it and put it into play, and as it doesn't target Zur, you can attach it to Zur without a problem from shroud. The same applies for all other auras in the deck

July 19, 2017 10:27 a.m.

Dankey says... #29

Serenity seems counter intuitive, but could it be used with Vanishing as an Armageddon esc effect? Seems like it could be used somehow.

July 21, 2017 7:07 a.m.

cynica says... #30

Have you considered putting in Ad Nauseum? Your curve is pretty low, so it seems like it would fit right in, unless it can't compete with another card's slot. Maybe switch with Daybreak Coronet? Coronet seems more like a win-more card to me.

July 28, 2017 12:45 p.m.

Kessler15 says... #31

Combo serenity and enchanted evening

August 14, 2017 11:18 p.m.

outofnothing0 says... #32

@Dankey: The Solemnity / Phyrexian Unlife combo you mentioned is indeed funny but it's fragile and takes 2 card slots instead of the 1 that Solitary Confinement offers for much less of a risk. With the combo you mentioned it only takes one removal spell and you're sitting with a negative life total so I'll have to pass.

@Kessler15/Dankey: Serenity hurts more than helps with the amount of mana rocks I run. Generally I'd want the whole board wiped if I was to do one, which is where the Enchanted Evening combo comes in. Sure it blows up everything and I can avoid it with Vanishing but that's using 2 cards for what could be accomplished with one; furthermore, Enchanted Evening is not tutorable with Zur and is useless by itself. Thanks for the suggestion though.

@cynica: I've actually been considering it for awhile. It's massive card advantage as an instant which can (and will) one shot someone with Empyrial Armor. Can't agree with taking Daybreak Coronet out though as it works well with Stasis and gets me life back which matters even more if I'm gonna be running Ad Nauseam. I'll switch it out for Winds of Rath which I rarely if ever use and it's the same CMC. Thanks for the suggestion!

August 26, 2017 5:12 p.m.

Sadasar says... #33

Love the list I know you've said this was built mostly for 1v1 but how has it performed in multi-player games for you?

August 27, 2017 3:27 a.m.

why the inclusion of ad nauseam?, have some sinergy with any of the 2 win forms?..., play ad nauseam can full your hand of auras, and i think that you don't want that..., what is the reason of ad nauseam in this deck?

August 29, 2017 10:14 p.m.

outofnothing0 says... #35

@Sadasar: It generally performs extremely well depending on the number of players and if they all gang up on me haha. Also depends on what they're playing, how much of a threat they think I am and the amount of removal they have in hand.

@Demonio_de_Laplace:

  • Yes it works very well with either wincon as it can kill by itself. I hadn't had time to incorporate the reasoning into the description but it's up now; I'll copy it below.

  • Ad Nauseam: Let's me dig deep for counterspells/removal/tutors/mana rocks, etc. Has really good synergy with Empyrial Armor - Swing with Zur fetching the armor and using Ad Nauseam to draw enough cards equal to lethal commander damage (hopefully with lifelink). Also has really good synergy with Scroll Rack allowing me to put a bunch of lands and enchantments back into the library to be fetched, all the while drawing valuable counterspells and mana rocks.

  • Basically I'm not worried about what I draw with it as I'm highly likely to find: a way to put them back in if needed (ie. Scroll Rack), a wincon card (ie. Helm of Obedience), or a tutor for anything I need.

August 29, 2017 11:41 p.m.

@outfnothingO: all the points that are you saying can be done with necropotence..., in fact, i think with necro, its more easy to do the job, beacause Zur...

Personally, i'm not agree with the add of the dark confidant. Spellkite seems useless to me, and it's the first target to make the cut in the deck.

August 30, 2017 9:42 p.m.

outofnothing0 says... #37

@Demonio_de_Laplace: True it can be done with Necropotence; however, doing it that way is much slower and harder to pull off because you get the cards at end of turn so you'd have to discard em before they're able to buff Zur (more than 7) if Reliquary Tower is not in play. The idea is to have more than one way of doing things in case something goes wrong.

Dark Confidant is still in playtesting but definitely seems handy all around.

Spellskite is a "free" spell re-direct and also protects zur against things like Diabolic Edict. It's far too valueable to take out. It's for when I don't have a counterspell and acts as a deterrent at the very least

August 31, 2017 12:53 p.m.

@outofnothingO: yes, i know that with necro you draw the cards at the end of your turn, but ad nauseam's cost is 5, and its a lot..., i think that your deck works like a clock to put zur in play in turn 3..., i believe it's more easy put zur protect him and then put necro in play that try to play ad nauseam..., and if you play necro at the time that you have zur in play with some auras, you don't need yours cards in your hand in your turn, you only need draw counterspells...

spellskite its only situational..., 90% of the time, zur is protect by counterspells, equips or auras, if you don't play spellskite in turn 2, its a waste of time...

August 31, 2017 9:56 p.m.

Why are you using cards which give shroud, meaning you can't target zur with any aura from that point on?

September 2, 2017 11:28 p.m.

K00lDudE1 says... #40

@BattousaiYngwie

You can still attach them to Zur after searching for them, because they don't target, so it doesn't matter if Zur has shroud

September 3, 2017 7:47 a.m.

Wow that's just broken, im so making a zur deck XD

September 3, 2017 9:34 p.m.

mhegara says... #42

hey outofnothing0! i was adviced, playing your list in a multiplayer game, to runPhyresis or Battle Mastery (to swing for death my opponents faster and winning the game also with the help of helm of obedience rip combo) what would you advice? also phyresis read in the flavour text "Perfection is at hand. You have been freed of weakness and made compleat." and it seems to pair so well with zur that i wonder if it was made for him.Also i haven't bought a Mox Diamond yet but i wonder,seen the hight price, if a mana vault could replace it or not as a mana rock.thanks a lot for the advice!

September 24, 2017 4:07 p.m.

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Compare to inventory
Date added 5 years
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.17
Tokens 1/1 Bird
Folders EDH Decks, EDH Decks, Reference, Awesome, Favourites, E. fun EDH, Z, EDH, Interesting decks, Liked Decks, See all 100
Top rank #29 on 2015-12-20
Views 108329

Revision 67 (1 month ago)

-1 Isochron Scepter main
+1 Dark Confidant main

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