Play enchantments, take no damage, force opponents to make hard decisions, swing face with Zur, and laugh the whole time from up on your castle walls. Take glee in telling your opponents that their mothers' were hamsters and their fathers smell of elderberries.

Based off the 2015 commander enchantment deck, I swapped the commander for Zur. I know everyone hates him, but this deck doesn't use him in a broken way to force really fast wins. The purpose of the deck is to set you up as the arbiter of the game to make sure everyone is playing fairly, while ensuring that you have the final say in the outcome, even if you're not the winner.

Mainly for fun, this deck focuses on impacting game state while making sure you're not dead. Lethal Vapors, Silent Arbiter, and Eidolon of Rhetoric are the stars of the show.

Weathered Wayfarer and Land Tax are there for catching up to the ramp decks.

The deck has four board wipes: Deadly Tempest, Hallowed Burial, Winds of Rath, and Evacuation with Swords to Plowshares, Utter End, and Ethersworn Adjudicator acting as non-enchantment removal. Similarly, Banishing Light, Darksteel Mutation, Detention Sphere, Grasp of Fate, and Seal of Doom act as creature/permanent removal.

The pillow fort is built mainly from Propaganda, Ghostly Prison, and Sphere of Safety, ideally having a Necropotence + Solitary Confinement with a shout out to Blind Obedience, and Silent Arbiter.

For late game, Avacyn, Angel of Hope (THE MVP), Elesh Norn, Grand Cenobite, Luminarch Ascension, Celestial Mantle, Debtors' Knell and Sigil of the Empty Throne are doing work to get your board up and pumped.

Card draw is generated from Necropotence, Mystic Remora, Rhystic Study, and Phyrexian Arena.

The only graveyard interaction is Open the Vaults, Debtors' Knell and the amazing Sun Titan. A possibility for tweaks would be to increase the deck's ability to reanimate or shuffle it back into the library (maybe with an Elixir of Immortality, which could be tutored for with Enlightened Tutor).

Vanishing, Shielded by Faith, Greater Auramancy, Thassa, God of the Sea and the pillow fort enchantments are priority targets for Zur the Enchanter for initial board state build up, but make sure you get out a Karmic Justice before you build up too much to punish wipes.

Steel of the Godhead and Celestial Mantle are there for life gain to offset the damage from things like Necropotence and Phyrexian Arena.

The artifacts are mainly for mana fixing, with the Sol Ring and Sensei's Divining Top commander staples. The equipment is meant for Zur, to allow him to tutor the turn I play him, and hopefully avoid targeted removal.

Right now this is a work in progress, I need to get better lands (This is from my current cards) and a better land balance. In addition, the deck is vulnerable to land removal and mill. Suggestions would be helpful.

Shortlist for non-land cuts:

Changes 8/8/2018

Cleared Sideboard down to 10 Removed some less optimal cards from the maybeboard

Replaced Cloudcrest Lake with Arcane Sanctum

-Cloudcrest Lake is bad

Replaced Copy Enchantment with Disallow

-Copy Enchantment relies on a good target already existing and is useless without a target

-Disallow gives me options for unstoppable spells/abilities

Replaced an Island with Sun Titan

-Not many blue symbols in the deck and Sun Titan enables more graveyard play/recycling

Replaced Mesa Enchantress for Swiftfoot Boots

-Enchantments brought into play by Zur the Enchanter aren't count as cast

-Zur the Enchanter with haste can grab something before he's removed

Replaced Kor Sanctifiers with Pact of Negation

-Kor Sanctifiers is underwhelming and Seal of Cleansing is easily fetched

-Pact of Negation is for those 'oh $#!+' moments when you're tapped out

Removed Temple of the False God for Reliquary Tower

-Temple of the False God is too often useless.

-Reliquary Tower allows synergy with Necropotence

Cut Barren Moor, Secluded Steppe, and Lonely Sandbar

-Cycle lands are nice, but they all come into play tapped and slow the deck down

Replaced Slaughter Pact with Seal of Doom

-Same effect, but Seal of Doom synergizes with the deck, is fetchable, and can be brought back with Sun Titan or Treasury Thrull

Replaced Ghost Quarter with Darksteel Mutation

-More removal is always nice, especially when it removes abilities

Replaced Gild with Anguished Unmaking

-Anguished Unmaking has a lower CMC and offers permanent removal instead of just creature

Added in Caves of Koilos, Fetid Pools, Irrigated Farmland, Isolated Chapel and Nimbus Maze

Replaced Vow of Duty with Nevermore

Replaced Vow of Malice with Ethersworn Adjudicator

Cut Edge of Divinity and Oreskos Explorer for 2 more plains

8/15/2018 Cut Pact of Negation for Insidious Will

-This deck has a very low mana curve and I don't think the 4 mana is that big of a deal.

Cut Cage of Hands for Ethereal Armor

-The deck needed more Zur power

Cut Dimir Signet for Pithing Needle

-Dimir Signet provides the two lesser needed colors and Pithing Needle is a nice combo counter

Moved Spear of Heliod to the sideboard in favor of Greater Auramancy

-Spear of Heliod requires you to take damage before you can use its effect, Greater Auramancy is probably going to be more useful in more games.

Moved Monastery Siege to the sideboard in favor of Vanishing

-Vanishing is perfect for Zur, fast way to keep him alive and out of trouble

Cut Grand Arbiter Augustin IV and Treasury Thrull for Open the Vaults and Enlightened Tutor

-The thrull was too slow and unwieldly to use before it got removed. Likewise, the grand arbiter was useful, but the deck has a low mana curve in the first place.

Cut Salt Marsh for Thought Vessel

-Getting no maximum hand size is extremely important to combo with Necropotence and Salt Marsh is just not that good of a dual land.

Cut Oppression for Pact of Negation

-Oppression tended to hurt me more than other players, and while I had a way to cheat cards into play without casting them with Zur, it just worked as more of a win more card and not something that synergizes particularly well

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Casual

87% Competitive

Date added 5 years
Last updated 1 year
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

36 - 0 Rares

25 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.23
Tokens Angel 4/4 W, Cat 2/2 W
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