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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rules Q&A
Web of Inertia
Enchantment
At the beginning of each opponent's combat phase, that player may exile a card from his or her graveyard. If the player doesn't, creatures he or she controls can't attack you this turn.
theNeroTurtle on
test
1 month ago
Decree of Silence Nine Lives Rest in Peace Solemnity Web of Inertia
An Offer You Can't Refuse Counterspell Cyclonic Rift Dovin's Veto Fierce Guardianship Force of Negation Force of Will Mana Drain Oblation Pact of Negation Path to Exile Swords to Plowshares
Lightning Greaves Swiftfoot Boots
Boromir, Warden of the Tower Giver of Runes Grand Arbiter Augustin IV Mother of Runes Pippin, Guard of the Citadel Selfless Savior Skrelv, Defector Mite Vexilus Praetor
Academy Ruins
Adarkar Wastes
Ancient Tomb
Command Tower
Deserted Beach
Flooded Strand
Floodfarm Verge
Gemstone Caverns
Glacial Fortress
Hall of Heliod's Generosity
Hallowed Fountain
Island
Kor Haven
Mana Confluence
Maze of Ith
Meteor Crater
Mystic Gate
Nimbus Maze
Plains
Prahv, Spires of Order
Reflecting Pool
Rogue's Passage
Sea of Clouds
Tundra
Dovin, Grand Arbiter Land Tax Rhystic Study Smothering Tithe Tithe
Arcane Signet Chrome Mox Grim Monolith Mana Vault Mox Amber Mox Diamond Mox Opal Sol Ring
Augur il-Vec Hunted Phantasm Infiltrator il-Kor Invisible Stalker Latch Seeker Looter il-Kor Soltari Champion Soltari Crusader Soltari Foot Soldier Soltari Lancer Soltari Monk Soltari Priest Soltari Trooper Soltari Visionary Spirit en-Dal Thalakos Deceiver Thalakos Dreamsower Thalakos Mistfolk Thalakos Scout Thalakos Seer Thalakos Sentry Zealot il-Vec
Academy Rector Enlightened Tutor Idyllic Tutor Intuition Mystical Tutor
theNeroTurtle on
1 month ago
Decree of Silence Nine Lives Rest in Peace Solemnity Web of Inertia
An Offer You Can't Refuse Counterspell Cyclonic Rift Dovin's Veto Fierce Guardianship Force of Negation Force of Will Mana Drain Oblation Pact of Negation Path to Exile Swords to Plowshares
Lightning Greaves Swiftfoot Boots
Boromir, Warden of the Tower Giver of Runes Grand Arbiter Augustin IV Mother of Runes Pippin, Guard of the Citadel Selfless Savior Skrelv, Defector Mite Vexilus Praetor
Academy Ruins
Adarkar Wastes
Ancient Tomb
Command Tower
Deserted Beach
Flooded Strand
Floodfarm Verge
Gemstone Caverns
Glacial Fortress
Hall of Heliod's Generosity
Hallowed Fountain
Island
Kor Haven
Mana Confluence
Maze of Ith
Meteor Crater
Mystic Gate
Nimbus Maze
Plains
Prahv, Spires of Order
Reflecting Pool
Rogue's Passage
Sea of Clouds
Tundra
Dovin, Grand Arbiter Land Tax Rhystic Study Smothering Tithe Tithe
Arcane Signet Chrome Mox Grim Monolith Mana Vault Mox Amber Mox Diamond Mox Opal Sol Ring
Augur il-Vec Hunted Phantasm Infiltrator il-Kor Invisible Stalker Latch Seeker Looter il-Kor Soltari Champion Soltari Crusader Soltari Foot Soldier Soltari Lancer Soltari Monk Soltari Priest Soltari Trooper Soltari Visionary Spirit en-Dal Thalakos Deceiver Thalakos Dreamsower Thalakos Mistfolk Thalakos Scout Thalakos Seer Thalakos Sentry Zealot il-Vec
Academy Rector Enlightened Tutor Idyllic Tutor Intuition Mystical Tutor
Flarhoon13 on
Game of Thrones: Sylvia Brightspear's Dragons
1 year ago
Oct 25
Game of Thrones: Khorvath Brightflame and Sylvia Brightspear's other Dragons lost to Jesse's Surrak Dragonclaw deck's Primal Surge. A long 5-player game that Logan left early, down to 9 life, his Web of Inertia and goading commander Baeloth Barrityl, Entertainer
(Clan Crafter
background) definitely kept him alive and impacted the game. I had a giant air force and solid Knights on the ground. (Sylvia, White Knight and Paladin en-Vec team blocked Surrak Dragonclaw to kill Surrak Dragonclaw when Logan used a Threaten spell to attack me with Jesse's commander.) Dawson on Jared Carthalion with Umori, the Collector Companion agreed not to hit my board with Vraska, Golgari Queen but Ba played his commander, Morophon, the Boundless, named Avatar and put out Child of Alara. Vraska, Golgari Queen -3 destroyed Child of Alara and with it, about 7 of my knights and dragons. Jesse though, Primal Surged and the other instant or sorcery in his deck, Mystical Tutor, was about 5th from the bottom. Jace, Wielder of Mysteries and more than enough card draw triggers got Jesse the win.
hootsnag on
Hurkyl, Tempo Master Wizard
3 years ago
Portent, Crawlspace, Web of Inertia, Dream Tides, War Tax, Glacial Chasm, Monastery Siege, Cryptic Command, Extract, Portcullis, Dissipation Field, Overburden, Archmage Ascension, Frozen Aether, Reins of Power, Rapid Hybridization, Siren's Call, Cyclonic Rift, Mission Briefing, Reality Shift, and Resculpt are just a few you could potentially use. You can very easily go creatureless if you want to. You just have to lean on different win conditions and use cards like Ward of Bones /etc.
DreadKhan on
3 years 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.
Rocketman988 on
Screamie Dreamie, the Horror Explorer
3 years ago
@Rasaru- sorry for the super late reply! I hadn't had a chance to play with the deck in a while, but I got some good games in recently and found that Ubmris had ZERO issues becoming absolutely massive, but protecting him and surviving table aggro was the harder part. With that in mind, recent changes have been made to protect Umbris and myself more with removal of some of the weaker mill cards (Web of Inertia, Propaganda, Homeward Path, Force of Negation). Got some cool new toys in Captain N'ghathrod and Irenicus's Vile Duplication.
DreadKhan on
zur slide ( partially tuned )
3 years ago
Not sure if you want a wipe, but Slaughter the Strong is pretty synergistic with Zur, as would Retribution of the Meek, especially if you don't use Voltron.
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.




