Your comment made no sense whatsoever.
First of all Zur costs 4, not five.
Second, I haven't claim to do it consistently (I said its a normal play, meaning that almost all Zur decks make that play, that's why its a normal Zur's play)
Third, I don't need lands if I have Zur online and I destroy all lands I will win by only fetching enchantments from my deck, this is by far the most consistent win scenario, it literally happens every day I play with the deck.
September 17, 2017 10:53 p.m.
September 8, 2017 12:54 a.m.
September 8, 2017 12:34 a.m.
yeah man i would love your input and advice on the deck.
September 7, 2017 7:36 p.m.
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Ehh this strategy is too easy to shut down for competitive edh. Without haste ZUur is too easy to remove before he gets to swing and he is the only card advantage you have access to. You are fully hoping to get to keep Zur while you lock out your opponents and when 3 people are trying to shut you down they probably will. You arn't even running Grasp of Fate or Necropotence
September 19, 2017 12:35 p.m.
And this has nothing to do with magic but in the line
It should just say Cast not Casted. English is weird and cast is the same for the past and future tense. So you say I am going to cast the spell. Or I have cast the spell. The only time the word cast changes is for the present tense. So you would say I am casting the spell but you never say casted for this word specifically. I hope that makes sense.
September 19, 2017 12:28 p.m.
So what do you do when somebody hits Zur the Enchanter with a Pongify, Rapid Hybridization, Swords to Plowshares, Pyroblast, Red Elemental Blast, or any of the other 1 drop creature removal spells that are in every single edh deck? Do you just start over as well?
September 19, 2017 12:20 p.m.
in the first line after the section titled "How do I play this"
September 18, 2017 3:42 p.m.
Uhh. Your claiming that you can consistantly get 5 mana on third 2 with this deck? How? You only have like 9 mana rocks and an ancient tomb for mana. The destroy all lands also seems like a super bad idea for the same reasons.
September 17, 2017 9:34 p.m.
Here is my "budget" storm deck and it's borderline budget.Budget Storm, Featuring Kess!
September 16, 2017 4:01 a.m.
Idk he has a point. Yes budget less decks go into 4k or more but "budget" competitive decks usually shoot for the 250-500$ range
September 16, 2017 3:49 a.m.
If your looking for cheap discard outlets add a Noose Constrictor
September 13, 2017 3:49 p.m.
So Tasigur, the Golden Fang give you some pretty large advantages over Damia, Sage of Stone. Hes an infinite mana outlet in the command zone which works well with control and his ability allows you to play your opponents off each other. Basically if someone is about to win you can activate his ability and pick a different opponent and ask him to give you back a counterspell to stop them. Being able to delve to pay his cost is also awesome.
September 9, 2017 1:04 a.m.
Why not tasigur for these colors for control? He's super powerful in the mid game where control loses steam
September 8, 2017 12:30 p.m.
Well first for the good news. You got most of the expensive cards out of the way, so that's good. Te thing is that this is both an Ad Nauseam deck and not an Ad Nauseam deck and its not a storm deck in its current state. So if you wanted to lean into both Ad Nauseam and storm (which I think you should) You would need to remove a bunch of the spells that cost more than 3 mana and include some free spells and other large instant speed card advantage spells. These are the staples of storm decks. It isn't flash, it isnt Tendrils of Agony, its cards that help you cast many spells.
Cards that Need to go. Deadeye Navigator, Mulldrifter, Dig Through Time, Gush-unless you add Doomsday which you should, Future Sight, Leyline of Anticipation, Rhystic Study-its way too slow for this strategy, Tendrils of Agony, Treasure Cruise, Gilded Lotus, Vedalken Orrery, and Tezzeret the Seeker
Other cards that should be though about hard before including.
Guttersnipe, Peregrine Drake, all the red rituals-do you really have enough red to make use of them?, Turnabout-its expensive for the effect and usually there are better choices, Same for Paradoxical Outcome, without all the expensive cards As Foretold will probably be very lackluster when it comes out especially since you are trying to win fast, Past in Flames is the last one, it's very expensive when you have access to Yawgmoth's Will and usually 1 of these effects is good enough.
Now I have some suggestions on replacements. Helm of Awakening would be great for Mind's Desire and Hurkyl's Recall. It allows all of your 2 drop signets and talismans to be mana neutral which allows you to build massive storm counts. It also turns cards like Snap and Frantic Search mana positive. Speaking of that put in all 3 signets and both the talismans. Then add some card advantage, cards like Thirst for Knowledge and Fact or Fiction and Night's Whisper are far better than Rhystic Study. With all the untapping of lands a High Tide package would be good but you would need to add like 6-9 more islands but its very worth it. I have been play testing with Into the Roil and Remand as well. I find them to be super good at raising my storm count when I use them on my own spells/permanents. The last bit of advice I have is change Faithless Looting into a Dack Fayden. He combos super well with Notion Thief and can help you ramp.
September 7, 2017 8:24 p.m.
Eww. Pls take out Chromatic Lantern
September 7, 2017 11:34 a.m.
Storm isn't a format that lends itself to "budget" very well. Unfortunatly with Kess your graveyard isn't another hand because you only get 1 extra spell a turn from it. That's nice but not enough gas for storm. What are the storm aspects of this deck exactly? Just putting a bunch of spells with the storm mechanic in doesn't make a storm deck. You need big card advantage spells and rituals. You arn't running nearly enough islands for High Tide to be effective and the win cards like Grapeshot and Tendrils of Agony are just dead most of the game until you try to win. The only good "cards right now spell" you have is Ad Nauseam. Blue Sun's Zenith and Pull from Tomorrow are just weak until you have your Isochron Scepter combo. Maybe add another infinite mana combo or take them out. What about Fact or Fiction? Why isn't Windfall in there? you also don't have enough artifacts for Mox Opal. Get a Mana Crypt, Lotus Petal, Mana Vault and maybe Helm of Awakening at minimum. Without Helm of Awakening Hurkyl's Recall is pretty pointless. Also I bet Blasphemous Act is fun to hit off Ad Nauseam
September 7, 2017 11:18 a.m.
Umm the thing is I know this is a 4v4 deck. Most of the cards I recommended are banned in 1v1 so idk why you thought that thats what I was recommending. If your deck is doing well with cards like Cryptic Command and Coalition Relic and Unburial Rites its not a competitive meta at all. In any cedh game this deck would get locked out before doing anything.
September 7, 2017 10:52 a.m.
September 7, 2017 10:10 a.m.
Off the top of my head I can't think of any in the colors that I see often. As for mana dork hate its hard to beat Earthquake especially since it doesn't hit Kess. Toxic Deluge is another I would probably say should go in most black decks and its great against mana dorks. Other cards you might want to consider are Lim-Dul's Vault for a tutor and if you are trying to go for the Mind's Desire plan Helm of Awakening makes all your mana rocks that cost 2 mana neutral so you can bounce them with Hurkyl's Recall and recast them for a huge storm count before Mind's Desire. Paradox Engine is also very good for that strategy so maybe there is a reason to leave it in.
September 7, 2017 9:59 a.m.
Ok so I have a lot of suggestions that would make this deck more competitive because its pretty far off at the moment. I'll go by each section.
First artifacts, you should take out everything you have except for Sol Ring and Sensei's Divining Top. Yes even Chromatic Lantern, especially Chromatic Lantern. Spending 3 mana on a rock that only produces 1 mana is too much of a tempo loss in a competitive game and its effect is unnecessary which I will explain when I talk about lands. Instead add some fast mana acceleration. Cards like Mox Opal, Mox Diamond, Chrome Mox, Mana Crypt, Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Azorius Signet, and Orzhov Signet. You should strive to run as much of that ramp package as you can afford.
Second lands, with a solid land base you should have no need for a card like Chromatic Lantern even in Sen Triplets. Lands like Forbidden Orchard, Exotic Orchard, Mana Confluence, City of Brass, Reflecting Pool, Gemstone Caverns, Gemstone Mine and Command Tower along with Mox Diamond and Mox Opal should be able to provide all the green or red mana you should ever need in a game. You also are running far far too mana lands. With a decent ramp package running anywhere from 29-34 lands should be more than enough.
Third instants, you are running a lot of control style interaction with counterspells and one-off removal which is sort of fine but a lot of it is simply not viable in a competitive setting. Cryptic Command is super versitile but 4 mana as a response is brutal. Needing to leave up 4 mana for an answer will cause you to not be able to play anything in the early game. There are plenty of 1 and 2 mana counterspells that you should run instead. Disallow and Render Silent have the same problem, its just too expensive on turn 2 or 3 when you are trying to play a signet or talisman to ramp you should be able to have mana for an answer as well. Pull from Tomorrow and Flash seem like super weird choices and IDK why you are running Orim's Chant and not Silence.
Fourth sorceries, the only thing here that i notice is that the triple white kind of makes it unplayable most of the time even when you do have the condition met. With all the other creature wipes I would cut it. Also no Toxic Deluge? Unburial Rites is also way expensive when you have reanimation effects like Exhume, Dance of the Dead, and Necromancy.
Fifth creatures, no this one is messy. you have WAY too many reanimation targets, you need to cut some fatties. In competitive re-animator you only need like 1-3 fatties because they should be so powerful that once they are reanimated they just win you the game essentially. You do not want to have one in your hand ever in an ideal world so you really want to limit the number of reanimation targets in the deck. The only ones i see that are worth running are Jin-Gitaxias, Core Augur and Elesh Norn, Grand Cenobite. You could add an eldrazi titan if you wanted as well. The others are simply weak in comparison.
Those are my thoughts on the cards you are currently running. Now for the second awkward part of this deck. The majority of your card advantage I notice is over time. You have a lot of engines like Phyrexian Arena and Rhystic Study and not many 1 off draw spells like Night's Whisper. That is fine in a stacks strategy when you can slow the game down enough to get the value form them but you arn't really running any stacks effects. This deck should probably run cards like Aven Mindcensor, Sphere of Resistance, Torpor Orb, Cursed Totem, Pithing Needle, Aura of Silence, Seal of Cleansing, Nihil Spellbomb, Tormod's Crypt, Phyrexian Revoker, Blind Obedience. The problem is there arn't that many hard stacks cards that don't hurt your gameplan as much as everyone else. The deck needs a lot of cleaning up and some cohesiveness in its strategy to be considered competitive.
September 7, 2017 9:48 a.m.
Commander / EDH*
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Commander / EDH*
Commander / EDH*
Commander / EDH*
Commander / EDH*
SCORE: 3 | 2 COMMENTS | 880 VIEWS | IN 2 FOLDERS
Commander / EDH*
Commander / EDH*
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