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Gameplan

  1. Ideally put out a haste enabler such as Lightning Greaves , Swiftfoot Boots or Hall of the Bandit Lord to get Zur the Enchanter swinging as fast as possible.
  2. Extra credit for doubling down on Zur's ability with Strionic Resonator . Tribute Mage or Enlightened Tutor can fish it out for you.
  3. Play Energy Field + Rest in Peace to prevent damage while tutoring out the rest of what you need while also shutting down graveyard shenanigans. This also sets up Luminarch Ascension to quickly start popping out angel tokens.
  4. Phyrexian Unlife + Solemnity can also be used to prevent damage.
  5. Play Necropotence to generate card draw. You can draw a ton of cards, and then on your next turn put Empyrial Armor onto Zur for a big (ideally lethal) hit.
  6. Vanishing or Diplomatic Immunity can be played if necessary to protect Zur the Enchanter . Although Swiftfoot Boots or Lightning Greaves are your best bet. Don't forget to make him indestructible too! Shielded by Faith and Gift of Immortality will do the trick.
  7. Nevermore can be put out to shut down an enemy commander if necessary.
  8. Stasis is another way to deal with a problematic creature if you have the mana to spare for the activation cost to phase out each turn.
  9. Barren Glory + Oblivion Ring + Worldpurge is the dumbest possible way to win, but it's amazing.
  10. Dark Depths + Solemnity can be used to drop a big threat if Zur gets shut down.
  11. You also have tons of removal options for dealing with various threats.

Win Cons:

  1. Play Barren Glory , then exile it with Oblivion Ring . Next play World Purge to remove all permanents from the battlefield. Barren Glory will return to the battlefield when Oblivion Ring leaves the battlefield, and you will win the game at the beginning of your next upkeep, as long as opponents can't remove it (unlikely without any land or other permanents).
  2. Voltron Zur the Enchanter and swing for commander damage. Gauntlets of Light is a first good step as this increases Zur's damage by 5 right off the bat, putting opponents on a four turn clock right away. If necessary, you can blast the table with Armageddon once you have Zur out. This will slow them down while you are free to keep dropping new enchantments.

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Comments

Casual

94% Competitive

Top Ranked
Date added 2 years
Last updated 1 month
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

53 - 0 Rares

22 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.63
Tokens 4/4 Angel, 20/20 Avatar
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