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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Prevent all damage that would be dealt to you by sources you don't control.
When a card is put into your graveyard, sacrifice Energy Field.
3 months ago
I love this! It's very similar to the only Commander deck I've ever built, which was a lot of fun to play (for me, if not for my opponents). A couple of possible inclusions are Energy Field and Back to Basics to help buy time. And Polymorph and Chaos Warp are solid, chaotic removal if you find yourself in need of that.
3 months ago
I play Zur in cEDH, I used to use Web of Inertia with Rest in Peace to make me immune to attacks, handy vs stuff like Eldrazi (or Najeela) where even a single swing can be a disaster, even if I don't take damage. There is also Energy Field that works with Rest in Peace fwiw. At the moment I use Solitary Confinement to be immune to a lot of stuff, and I give it Shroud via Greater Auramancy. Confinement is a bit more onerous than Island Sanctuary, but it's also a much bigger effect.
I also like using Dovescape and Malevolent Hermit Flip (well, Benevolent Geist) to turn off a lot of my opponent's spells while not affecting my own (other than giving me birds now), all of your 'tax on attack' effects make those birds feel very bad. Hermit by itself is a pretty handy card to have down, U to counter anything big, and it's an ability so it's hard to interact with. Dovescape is a really big deal if you can resolve it, even if you don't have Geist down. If you're worried about Zur getting blocked, there are some Unblockable auras you can run, or even Thassa, God of the Sea if you want to run something really weird.
I find the card War Tax is a surprisingly relevant effect to have around when a game is going badly for me, I can sink spare mana into it to make sure a player cannot swing, technically at anyone. You can use the card as a politics piece, taxing anyone who won't agree to attack who you choose, which is a very annoying ability to have. Duelist's Heritage and Michiko's Reign of Truth Flip are nice ways to help close a game out with Zur.
Grasp of Fate is a really funny card Zur has access to, it feels like one of the 'they made this card for Zur players, didn't they' cards. The Restoration of Eiganjo Flip is probably worth a look, at it's worst it's an enchantment that finds you a land drop, it's ability to recur anything small can be useful (and can be land ramp in white) as well, and the body it becomes is just big enough to matter.
4 months ago
Rest in Peace and Web of Inertia as well as Energy Field are pretty good protection, while Rest in Peace is just a great card for Zur to have in the toolbox IMHO, many players are big on graveyard stuff, Zur's fetch means you don't have to be as dependent.
If your meta has big scary creatures that take over the game by themselves, Dance of Many is pretty funny.
6 months ago
7 months ago
DreadKhan, these are great suggestions! I agree wholeheartedly. Out of Time really does work well with Vanishing and can be used with Zur the Enchanter's ability. Should protection like Energy Field fail, it can pick up the slack! Mirrormade is essentially another copy of All That Glitters in this deck.
Never thought of these cards, thanks!
7 months ago
7 months ago
11 months ago
Glen Elendra Archmage is a very useful card if you're running Solemnity, which prevents it from getting a Persist counter, so it's just a lot of cheap countermagic.
Rest in Peace + Web of Inertia can stop people from attacking you, relevant vs stuff like Eldrazi mostly, not sure if you face them much. There is also Energy Field which can prevent damage too with RiP.
Greater Auramancy is pricey but can be useful, works nicely with a Grasp of Fate to give Zur access to a reasonably safe mini-wipe, or to make your Protection enchantments secure. I find Luminarch Ascension pretty funny in Zur with protection included, you can generate a pretty big army with that, and you don't need to draw into anything to do it.