This will be my first post on this website so I apologize for any mistakes or errors in advance.
I am making this thread to ask if anyone can give me some fun win cons for my Zur The Enchanter control deck I am making for my EDH group.
The reason I am making this thread instead of scouring Google/Magiccards.info as I usually do, and already have is because most online resources I see don't really play by our house rules.
I.E. No infinite combos, No mass land destruction, No focus hate/lockdown. Things like hardcore lock down and more or less mean individual smash cards are frowned upon too in my group and,
most competitive Zur lists want these things. I have experience building outside of decklists I was just looking for some positive criticism and inpute from my friends here at MTG Salvation.
I'm debating Path to Exile for Journey To Nowhere because I can fetch Journey To Nowhere but Path is instant speed.
I am also looking to avoid winning through straight out commando' damage but I definitely don't mind smashing somebody 20 and under for lethal with my gen.
I honestly can't think of anything that has synergy with Zur that follows all of those rules. Some sort of gigantic creature like a Kozilek might do it but that's probably frowned on, too.
Mill from something like Mesmeric Orb could make sense as long as you have a way (like with Kozilek) to not die to it.
I suspect Aura Thief, Enchanted Evening and a sac outlet would not be liked by your group... but it has oblique synergy with Zur and isn't an infinite combo.
Try the beatstick route, give him shroud (diplomatic immunity) and wrath protection (flickerform, etc..) and then just add stuff that makes him bigger and stronger like Daybreak Coronet and that aura that gives +x+x equal to handsize. His ability ignores shroud so, easy come easy go.
It's the oldskool route, really.
EDIT: whoops, I totally forgot about the title, you should repeat it in your explanation, my bad.
(does your playgroup not allow voltron?)
Try the beatstick route, give him shroud (diplomatic immunity) and wrath protection (flickerform, etc..) and then just add stuff that makes him bigger and stronger like Daybreak Coronet and that aura that gives +x+x equal to handsize. His ability ignores shroud so, easy come easy go.
It's the oldskool route, really.
EDIT: whoops, I totally forgot about the title, you should repeat it in your explanation, my bad.
(does your playgroup not allow voltron?)
This is part of what I was saying. A fair non-Voltron Zur deck has no conceptual soul to it.
I would rather play literally any other Esper general than Zur including Lady Evangela if I had to comply with those conditions.
I honestly can't think of anything that has synergy with Zur that follows all of those rules. Some sort of gigantic creature like a Kozilek might do it but that's probably frowned on, too.
Mill from something like Mesmeric Orb could make sense as long as you have a way (like with Kozilek) to not die to it.
I suspect Aura Thief, Enchanted Evening and a sac outlet would not be liked by your group... but it has oblique synergy with Zur and isn't an infinite combo.
Dude thats a great idea about the mill, I've always wanted to introduce it into our meta. I'm not entirely sure what would be good because I've never run a mill deck before though.
I see that enchanted evening combo is a very powerful combo and it would probably be cool if it didn't mess with lands =[
Try the beatstick route, give him shroud (diplomatic immunity) and wrath protection (flickerform, etc..) and then just add stuff that makes him bigger and stronger like Daybreak Coronet and that aura that gives +x+x equal to handsize. His ability ignores shroud so, easy come easy go.
It's the oldskool route, really.
EDIT: whoops, I totally forgot about the title, you should repeat it in your explanation, my bad.
(does your playgroup not allow voltron?)
Oh yes I apologize for the list, but thankfully msipes hooked me up with a good list down there in the comments.
Try the beatstick route, give him shroud (diplomatic immunity) and wrath protection (flickerform, etc..) and then just add stuff that makes him bigger and stronger like Daybreak Coronet and that aura that gives +x+x equal to handsize. His ability ignores shroud so, easy come easy go.
It's the oldskool route, really.
EDIT: whoops, I totally forgot about the title, you should repeat it in your explanation, my bad.
(does your playgroup not allow voltron?)
This is part of what I was saying. A fair non-Voltron Zur deck has no conceptual soul to it.
I would rather play literally any other Esper general than Zur including Lady Evangela if I had to comply with those conditions.
Voltron is allowed just not Uril or Rafiq style 1 shot gone turn 5 shenanigans. We just try to avoid knocking people out of the game before they have a chance to play anything.
Ok your win con should be Pestilence IMO. Reverse the Sands FTW
Also, Trinisphere? Why!?
Trinisphere to help control my cousin's Izzet deck he plays like Sphinx Bone Wand or Guttersnipe and then spams Draw Card, Copy, Mana Double/Reset spells until he burns everyone down. Typically in one or two turn bursts.
This will be my first post on this website so I apologize for any mistakes or errors in advance.
I am making this thread to ask if anyone can give me some fun win cons for my Zur The Enchanter control deck I am making for my EDH group.
The reason I am making this thread instead of scouring Google/Magiccards.info as I usually do, and already have is because most online resources I see don't really play by our house rules.
I.E. No infinite combos, No mass land destruction, No focus hate/lockdown. Things like hardcore lock down and more or less mean individual smash cards are frowned upon too in my group and,
most competitive Zur lists want these things. I have experience building outside of decklists I was just looking for some positive criticism and inpute from my friends here at MTG Salvation.
Any feedback would be greatly appreciated!
1 Zur the Enchanter
1 Land Tax
1 Aura of Silence
1 Seal of Cleansing
1 Standstill
1 Nether Void
1 Azorius Signet
1 Dimir Signet
1 Sol Ring
1 Gilded Lotus
1 Orzhov Signet
1 Bojuka Bog
1 Trinisphere
1 Mana Drain
1 Twincast
1 Rite of Replication
1 Vindicate
1 Academy Ruins
1 Ancient Tomb
1 Boseiju, Who Shelters All
1 Cavern of Souls
1 Godless Shrine
1 Flooded Strand
1 Command Tower
1 City of Brass
1 Temple of the False God
1 Temple of Deceit
1 Temple of Enlightenment
1 Temple of Silence
1 Tundra
1 Scrubland
1 Underground Sea
1 Watery Grave
6 Island
1 Hallowed Fountain
1 Marsh Flats
5 Swamp
5 Plains
1 Arrest
1 Battle Mastery
1 Copy Enchantment
1 Dance of Many
1 Energy Field
1 Flickering Ward
1 Ghostly Prison
1 Greater Auramancy
1 Oblivion Ring
1 Propaganda
1 Seal of Doom
1 Telepathy
1 Unquestioned Authority
1 Vanishing
1 Vampiric Tutor
1 Academy Rector
1 Grand Arbiter Augustin IV
1 Arcane Laboratory
1 Diplomatic Immunity
1 Karmic Justice
1 Solitary Confinement
1 Lightning Greaves
1 Indestructibility
1 Rest in Peace
1 Eidolon of Rhetoric
1 Spirit of the Labyrinth
1 Mystic Remora
1 Phyrexian Arena
1 Mistveil Plains
1 Prison Term
1 Hallowed Burial
1 Bribery
1 Treachery
1 Necromancy
1 Animate Dead
1 Replenish
1 Yawgmoth's Will
1 Mystical Tutor
1 Counterspell
1 Final Judgment
1 Pariah
1 Reverse the Sands
1 Evacuation
1 Daybreak Coronet
1 Idyllic Tutor
1 Eldrazi Conscription
1 Detention Sphere
1 Path to Exile
I'm debating Path to Exile for Journey To Nowhere because I can fetch Journey To Nowhere but Path is instant speed.
I am also looking to avoid winning through straight out commando' damage but I definitely don't mind smashing somebody 20 and under for lethal with my gen.
Mill from something like Mesmeric Orb could make sense as long as you have a way (like with Kozilek) to not die to it.
I suspect Aura Thief, Enchanted Evening and a sac outlet would not be liked by your group... but it has oblique synergy with Zur and isn't an infinite combo.
Try the beatstick route, give him shroud (diplomatic immunity) and wrath protection (flickerform, etc..) and then just add stuff that makes him bigger and stronger like Daybreak Coronet and that aura that gives +x+x equal to handsize. His ability ignores shroud so, easy come easy go.
It's the oldskool route, really.
EDIT: whoops, I totally forgot about the title, you should repeat it in your explanation, my bad.
(does your playgroup not allow voltron?)
[Primer] Kozilek, Butcher with Juice.
This is part of what I was saying. A fair non-Voltron Zur deck has no conceptual soul to it.
I would rather play literally any other Esper general than Zur including Lady Evangela if I had to comply with those conditions.
1x Zur the Enchanter
Enchantment (35)
1x Animate Dead
1x Arcane Laboratory
1x Arrest
1x Aura of Silence
1x Battle Mastery
1x Copy Enchantment
1x Dance of Many
1x Daybreak Coronet
1x Detention Sphere
1x Diplomatic Immunity
1x Eldrazi Conscription
1x Energy Field
1x Flickering Ward
1x Ghostly Prison
1x Greater Auramancy
1x Indestructibility
1x Karmic Justice
1x Land Tax
1x Mystic Remora
1x Necromancy
1x Nether Void
1x Oblivion Ring
1x Pariah
1x Phyrexian Arena
1x Prison Term
1x Propaganda
1x Rest in Peace
1x Seal of Cleansing
1x Seal of Doom
1x Solitary Confinement
1x Standstill
1x Telepathy
1x Treachery
1x Unquestioned Authority
1x Vanishing
1x Academy Ruins
1x Ancient Tomb
1x Bojuka Bog
1x Boseiju, Who Shelters All
1x Cavern of Souls
1x City of Brass
1x Command Tower
1x Flooded Strand
1x Godless Shrine
1x Hallowed Fountain
6x Island
1x Marsh Flats
1x Mistveil Plains
5x Plains
1x Scrubland
5x Swamp
1x Temple of Deceit
1x Temple of Enlightenment
1x Temple of Silence
1x Temple of the False God
1x Tundra
1x Underground Sea
1x Watery Grave
Creature (4)
1x Academy Rector
1x Eidolon of Rhetoric
1x Grand Arbiter Augustin IV
1x Spirit of the Labyrinth
Sorcery (10)
1x Bribery
1x Demonic Tutor
1x Final Judgment
1x Hallowed Burial
1x Idyllic Tutor
1x Replenish
1x Reverse the Sands
1x Rite of Replication
1x Vindicate
1x Yawgmoth's Will
1x Counterspell
1x Evacuation
1x Mana Drain
1x Mystical Tutor
1x Path to Exile
1x Twincast
1x Vampiric Tutor
Artifact (7)
1x Azorius Signet
1x Dimir Signet
1x Gilded Lotus
1x Lightning Greaves
1x Orzhov Signet
1x Sol Ring
1x Trinisphere
Standard: UWG Bant Control
EDH: UArcum Dagsson
Modern: Affinity
Vintage: BUR Grixis Control
Legacy: W Mono-White : U Merfolk : BUG Esper Stoneblade : RBG Punishing Jund : B Reanimator : RU Sneak and Show : GB Infect : RG Red/Green Devotion : RUG RUG Delver
Ok your win con should be Pestilence IMO. Reverse the Sands FTW
Also, Trinisphere? Why!?
Dude thats a great idea about the mill, I've always wanted to introduce it into our meta. I'm not entirely sure what would be good because I've never run a mill deck before though.
I see that enchanted evening combo is a very powerful combo and it would probably be cool if it didn't mess with lands =[
Oh yes I apologize for the list, but thankfully msipes hooked me up with a good list down there in the comments.
Voltron is allowed just not Uril or Rafiq style 1 shot gone turn 5 shenanigans. We just try to avoid knocking people out of the game before they have a chance to play anything.
Hey thanks a lot for the list revision I really appreciate it!
Trinisphere to help control my cousin's Izzet deck he plays like Sphinx Bone Wand or Guttersnipe and then spams Draw Card, Copy, Mana Double/Reset spells until he burns everyone down. Typically in one or two turn bursts.