Hi! I'm trying to get extra eyes on my first combo deck, IntruZur Alarm | Zur EDH, and I'm hoping you can help me out!
I've already gotten a ton of great feedback but I still think I need a ton of help haha! Thanks in advance!
December 6, 2017 7:58 p.m.
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I do agree that generating mana during the combo is not all that useful, but 2-cmc ramp that lets you play Zur a turn early is always good.
I'm also not sold on the 5-cmc tutors, but I'm not sure if there are any better options... Dark Petition might be better for occasionally generating some mana (and fixing it to black if that's what you need). Beseech the Queen might also be a better option. You'd probably never get the chance to cast it for 3, but a slightly worse Diabolic Tutor might be better than one of the other options. Sidisi, Undead Vizier is another possibility, and can be recurred via Karmic Guide.
I think Altar of Dementia might be better than Altar of the Brood. While costing another mana, it works the same in your Intruder Alarm combos, and also works with Fiend Hunter + Sun Titan and Karmic Guide + Reveillark . Finally, I think Animate Dead is probably a great inclusion. You can tutor it with Zur to recur your stuff, and it can combo with Sun Titan.
December 12, 2017 5:45 a.m.
Both Kytheon, Hero of Akros Flip and Liliana, Heretical Healer Flip feel like they don't really do much in a superfriends deck, though Lili would be ok if you upped your creature count a bit. Nissa, Worldwaker also feels fairly weak without many forests. Thrummingbird is a great way to tick up your planeswalkers. Nevinyrral's Disk is definitely the best board wipe for a superfriends deck, since it basically destroys all nonplaneswalkers. Fogs get much better in superfriends, since you can protect them long enough to ult. Druid's Deliverance also proliferates, which can help them ult even quicker. Constant Mists is a great repeatable fog, as is Dawnstrider. Sphere of the Suns and Pentad Prism are some great pieces of ramp with Atraxa.
December 12, 2017 2:43 a.m.
Really sweet list! I would consider Plague Myr as another fast ramp card, and Ulvenwald Tracker is one of the best forms of instant-speed creature removal in Ezuri. Also, I've run into the problem that Swan Song doesn't do anything against artifact-based combo, which shows up a lot in my meta. I run Stubborn Denial instead, since with Ezuri it's usually just the same thing, but hits more and doesn't give them a token. For more inspiration, check out my Ezuri list (We're Gonna Need a LOT of Dice). I really like all your explanations of card choices, and it will definitely help me with my list.
December 11, 2017 11:52 p.m.
Lifebane Zombie and Augur of Skulls both feel like they are very low-impact, with the zombie being very limited in what it can hit, and the augur only being a single-use discard effect only hitting one opponent. Obviously the augur is better in a 1v1 situation, but having it in multiplayer just feels bad. I would recommend Syphon Mind, but it suffers from the opposite problem of being great in multiplayer but bad in 1v1. I believe that the specters and specter-like cards are plenty of discard.
You've got a pretty good amount of strong etb-abilities, so Deadeye Navigator would be a great inclusion. Another great and fun card in decks packing a lot of removal is Grave Betrayal to let you steal the things you kill.
December 10, 2017 12:19 a.m.
First off, I think all the mana dorks with cmc greater than 1 that only produce 1 mana are bad. Voyaging Satyr is a great alternative with lots of synergy with your mana doublers and auras. In a similar vein, Krosan Restorer starts out as a Voyaging Satyr but later in the game generates tons of mana. Gaea's Touch is a great budget Exploration for mono-green, and can refund its cost once it's no longer useful.
Next, I think you need to cut back a bit on the artifact/enchantment hate and throw in a bit more creature removal. Ulvenwald Tracker is a repeatable fight effect, while Cartouche of Strength is a fight that doubles as a trample-enabler.
You might also want to find some backup big creatures for if Omnath gets permanently removed (or maybe turned into a forest). Ulvenwald Hydra can tutor up your Nykthos, Shrine to Nyx, and also can be a massive beater. World Breaker is another interesting inclusion, since it's a fairly powerful self-recurring threat and great piece of removal. However, the need for colorless mana may make it not fit well with the rest of the deck. Steel Hellkite is another great creature that works well with your mana production, and doubles as fantastic removal.
Finally, you might need to find space for some more draw. Life's Legacy and Momentous Fall may seem like weird options, but with all the ramp in this deck, you can probably sacrifice Omnath for cards, and then immediately recast him for a slight reduction in size. Soul's Majesty is another option if you don't want to be sacrificing Omnath. Drumhunter is a slightly weird option, that's probably not worth it because it doesn't produce green mana, but serves as ramp and a draw engine, which is ok I suppose.
December 10, 2017 12:07 a.m.
I think you need to cut back a bit on token producers, and add some more removal. I don't think Artifact Mutation or Aura Mutation are worth it, since they are greatly lacking in versatility. If there's even one moment when you need to remove a powerful artifact/enchantment and have the wrong one in hand, you'll regret running them. Sundering Growth, while producing much fewer tokens on average, fills a similar role but is easier to cast and hits both permanent types. Krosan Grip is just a great removal spell that hits lots of problematic artifacts/enchantments. Like the mutations, Entrapment Maneuver may seem like a removal spell with upside, there are lots of relevant creatures that won't be attacking that need to die. Swords to Plowshares and Path to Exile are some of the best removal spells in the format, there's no reason you should pass on them.
December 9, 2017 11:45 p.m.
This is a big change to the deck, but I like the idea of switching the deck to be more focused on repeatable sources of mill, namely Sphinx's Tutelage, Jace's Erasure, and Consuming Aberration. With this change, cantrips like Ponder, Preordain, and Brainstorm would be more powerful for their low cmc, allowing you to cast lots of spells in a turn, cycling through your deck and milling people out quickly. Your current game plan of pairing utility creatures with mill seems a bit weak, since the ingest plan is very slow, as are Stern Mentor and Vedalken Entrancer.
Whether you stick to your current game plan or decide to switch it up, there are some cards that I believe feel out of place. The x-costing damage-based removal spells (Heat Ray and Fanning the Flames) are incredibly slow, especially with how little ramp in your list. Thunderous Wrath is another very low-impact card I see here.
I believe your removal package is very strong already, you just need to add more instant/sorcery-based draw/cycle, which synergizes with Kess for lots of draw power. I mentioned the cantrips earlier, another great option is Impulse, while Fact or Fiction is an incredibly powerful draw spell that also fills your graveyard with spells to flashback. Forbidden Alchemy is another great spell that cantrips while filling your yard, and has flashback in case you don't have access to Kess. Mind Grind is a great mill finisher, and can be reused with Kess for incredible amounts of mill.
I would suggest adding a little more ramp to your list as well. Izzet Signet, Dimir Signet, and Rakdos Signet are some of the best mana rocks, and I try to fit signets into every multicolored deck I play.
Finally, there's a very powerful combo you can run in mill decks that I think would fit in well here with Kess's ability to recur instants/sorceries. Using a counterspell that puts the countered spell on the bottom of its owner's library (Hinder or Spell Crumple), then casting Tunnel Vision naming the countered card, you can mill a player out completely.
December 7, 2017 12:19 p.m.
I second the suggestion of the talismans and Fellwar Stone, since ramping out a t3 Zur is always nice. I'm not a huge fan of Stern Mentor as a tap outlet, since it doesn't get around summoning sickness like most of the others, and is very slow. In addition, it feels like you may be overcommiting to the Stonybrook Schoolmaster combos. I would consider adding some more free sac outlets, since they not only enable your recursion combos, but also work with the infinite tokens you create with your other combos. Altar of Dementia is a great way to kill with infinite tokens, while Martyr's Cause and Fanatical Devotion are decent protection pieces that are tutorable by Zur. I would also definitely recommend including some counterspells to protect your combos. Maybe cutting back a bit on token producers, especially the worse ones like Drana's Chosen and adding some great cheap counterspells like Swan Song, Dispel, and Arcane Denial would be good to shift you away from being all in on your combo. In that case, you could tutor up Necropotence first as a draw engine, and be more resilient against disruption. Rule of Law is a decent piece of disruption, that doesn't affect you greatly, since all of your combos focus on activated abilities.
December 6, 2017 10:27 p.m.
Is Ishkanah, Grafwidow worth it in this deck? I don't see anything else that would be producing spiders, so its ability would be paying 7 mana to make opponents lose 4 life. Besides that, it's just a 3/5 that makes 3 1/2s, which doesn't feel strong enough on its own. I like Angel of Invention or Grave Titan better, since they have relevant abilities in addition to generating tokens.
December 4, 2017 2:19 a.m.
Yawgmoth's Will is basically just a strictly better Past in Flames with Kess, especially since it's not red. Also, Mana Flare could be good as a ritual effect during a combo turn, and to generate mana with "free" spells. Another great finisher that is often run alongside dramatic scepter is Copy Artifact with Swan Song, which gives you infinite bird tokens by stacking copies of swan song on top of one another.
December 4, 2017 2:12 a.m.
Maybe try Carrion Feeder as another sac-outlet tutorable via Ranger of Eos in case Viscera Seer gets exiled. Yavimaya Elder helps make sure you're hitting your land drops and costs down Karador from the grave.
December 3, 2017 10:50 p.m.
Deploy to the Front and Hallowed Spiritkeeper feel like they might not have enough of an impact to justify their inclusion. I really like Angelic Accord and Crested Sunmare as token producers, since once they get going, you don't need to put in any mana to produce a decent-sized token every turn. Adorned Pouncer is also pretty good, since it eternalizes as a 4/4 double-striker, which is a nice token to populate. In addition, its initial state works well with the anthem effects.
Next, there are some lands you should consider running. Krosan Verge is one of the best lands, since it can both fix your mana and ramp you. Canopy Vista and Scattered Groves are both cheap lands with basic land types to be fetched by Krosan Verge or Farseek.
December 3, 2017 10:45 p.m.
I think you definitely need to find room for more lands. All the ramp in the world is basically useless if you're using it to make up for land drops instead of in addition to land drops. I would go up to between 35 and 38 lands. In addition, some great changeling cards like Chameleon Colossus, Mirror Entity, and Taurean Mauler would probably be better than some of the weaker dinos.
December 3, 2017 6:18 p.m.
Viridian Joiner is another great mana dork that generates tons of mana with Ezuri. Intruder Alarm could serve as a redundant copy of Paradox Engine, as well as enabling some infinite combos. Ulvenwald Tracker is a great piece of creature removal. Awakening Zone and From Beyond could be good to build up experience counters and store mana for an explosive combo turn. Do you have enough creatures that don't already tap for mana to justify running Cryptolith Rite?
December 1, 2017 4:26 a.m.
I really like Whirler Rogue as a token generator and something to make your buffed up stuff unblockable. Cultivator of Blades is a great elf that makes tokens and pumps your team for massive swings. I'm not a huge fan of one-off effects like Strength in Numbers in edh, Dragon Throne of Tarkir is a great repeatable version of the effect that goes much better with Ezuri's ability. Lys Alana Huntmaster and Wirewood Hivemaster both generate tokens off of each elf you play. Gyre Sage and Viridian Joiner are some great mana dorks that can generate huge amounts of mana once pumped up with Ezuri. I don't really like Lightning Greaves in Ezuri because it turns off your ability to buff the creature it's attached to, but it's probably just good enough for letting your mana dorks tap for mana on the turn you play them. Lifecrafter's Bestiary is a great way to draw cards off of all the cheap elves in your deck. If you don't mind infect, Viridian Corrupter is basically a strictly better version of Viridian Shaman, and doubles as a win condition. Your deck feels a bit light on draw. Some great tribal draw engines are Kindred Discovery and Distant Melody. In addition, Fathom Mage is a great draw engine with Ezuri.
Sorry if this was a bit of an incoherent ramble. If you'd like, check out my Ezuri list (We're Gonna Need a LOT of Dice) for more inspiration. In addition, I'm working on an elfball Ezuri list. Once it's done I'll post it here so you can check out a deck more like this one.
December 1, 2017 4:16 a.m.
Zoetic Cavern seems decent as a morph to trigger Ezuri and then flip to serve as a land. Willbender is one of the best morphs for its ability to protect your stuff from targeted removal. Kheru Spellsnatcher is very mana intensive, but offers a very powerful flip ability. Ainok Survivalist is a decent piece of artifact/enchantment removal. Broodhatch Nantuko is a decent way to produce a bunch of tokens off of people attacking you. I really like Temur Sabertooth as a repeatable bounce outlet. I would also suggest Kodama's Reach and Viridian Joiner as some great pieces of ramp. Fathom Mage is an incredibly powerful card draw engine in any Ezuri deck.
I'm not really sure what Thran Turbine is doing in here. Simic Cluestone seems ok, but I like Simic Keyrune much better for its ability to turn into a difficult to kill creature that can accumulate counters. In this same vein, Lumbering Falls is a great land for this deck.
Check out my Ezuri list (We're Gonna Need a LOT of Dice) for more inspiration. It may not have a morph package, but there are lots of great options for your deck.
December 1, 2017 3:54 a.m.
Try Whirler Rogue and Rogue's Passage as some great unblockable enablers. I'm not sure Cryptolith Rite is strong enough ramp, maybe Cultivate or Viridian Joiner would be better. Also, I really like Reality Shift as creature removal over Pongify. Letting them manifest is worse than giving them a token, but I think the ability to deal with indestructible stuff makes it worth it.
Check out my Ezuri list (We're Gonna Need a LOT of Dice) for more inspiration. It doesn't run infect, but a lot of the general utility cards would fit in nicely here.
December 1, 2017 3:37 a.m.
First off, you've got 2 of Verdant Confluence in your deck.
In addition, some of your token generation (admittedly all ones you classified as weak) doesn't feel very impactful for its cost. Hornet Nest is an ok rattlesnake card, but you don't have any way to ensure that it generates tokens. Sekki, Seasons' Guide doesn't really feel like it does enough to justify its huge mana cost. Followed Footsteps is a really cool card, but it feels like it would too often just be 5 mana to do nothing, since you need to wait a whole turn cycle before it does anything, and gets 2-for-1ed incredibly easily. I'm also not sure if you have enough instants/sorceries to justify Docent of Perfection Flip.
There are a bunch of great token generators that synergize very nicely with your deck. Cultivator of Blades gives a repeatable Overrun-style effect (albeit without trample) and brings with it some tokens to pump. Whirler Rogue lets you tap the tokens it creates to make your stuff unblockable. They may not exactly fit well with your deck, but I've found Awakening Zone and From Beyond to be incredibly effective token producers.
You suggested to replace Mosswort Bridge from the precon, but I feel that that's a big mistake. With Ezuri, you can easily meet its condition, and not only does it let you play the card for free, but also at instant speed. Imagine flashing in a Consecrated Sphinx in response to a wheel, or maybe Edric, Spymaster of Trest after your opponent decides not to block your team. Another great land for this deck is Rogue's Passage, giving you another unblockable effect on a land.
For more inspiration, check out my Ezuri deck (We're Gonna Need a LOT of Dice).
December 1, 2017 3:17 a.m.
Yeah I get what you're saying about the mana base. I was just talking about the power level of various cards in comparison to the amount of mana symbols. For instance, you're running Feldon of the Third Path even though it's a 3-drop with double red in its mana cost. It is obviously incredibly powerful with etb/death triggers on lots of your stuff. I have realized that Hammer of Purphoros actually doesn't really do enough to justify its 2 red symbols, but Siege-Gang Commander is a very powerful token producer that also acts as targeted removal and a sac outlet for goblins. It might be better than something like Mitotic Slime in your list, I'm just not sure how much the differing mana costs would impact their power level in this specific deck.
November 28, 2017 2:02 a.m.
Commander / EDH
SCORE: 3 | 6 COMMENTS | 492 VIEWS | IN 5 FOLDERS
|Playing since||Battle for Zendikar|
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