Hi everyone! I am fairly new to EDH. Only been playing actively for a few weeks, after having started playing it at my LGS using the owners decks. This deck is actually one of those decks, which I had bought from the owner. (Has a few changes I have made) I am looking for ways to possibly improve it. It is already a highly competitive build (based on what I have learned and understand about EDH) but I feel like there are ways out there to push it even further that I am not aware of. This deck is mainly used for commander pod nights, as I find the power level of it a little too high for casual play. I don't like the idea of using it for casual, so I want to try to figure out ways to make it even more competitive within the competitive scene.
My local EDH meta is fairly tough. This deck is well known within the community since before I bought it, it was used by the LGS owner I bought it from quite often in competitive play. This makes it a big target at the table, so I am hoping to figure out more ways to have answers and be able to not have to worry as much about the table hate this deck often receives by those that know it.
Being a newer EDH player, I am not as familiar with what to look out for as far as EDH cards go. So I would be extremely appreciative of any feedback on cards I could remove, and the best replacements for them. I feel like there are possibly some enchantments that could be removed, but I am not sure what to replace them with. An I have no idea what could be added to help push it even further in the competitive scene.
Thank you in advance for any feedback and advice. I would love the chance to get to discuss ways I can improve this deck, to make it even more competitive and be able to stand up to the table hate better.
You could cut more than a dozen of those enchantments. At best you're gonna fetch 5 or 6 times with Zur in a game. Having a toolbox is fine but 34 is overkill.
At a competitive table you need ways to protect Zur and guarantee to cast turn 3. More lands and mana acceleration, card disadvantage doesn't matter when Necropotence is what you're fetching for every time. Chrome Mox, Mox Diamond, Lotus Petal, if you have the necessary artifact count a Mox Opal does it as well.
No cavern of souls makes playing the expedition map almost pointless. Some haste enablers are missing as well, why no Lightning Greaves?
There's a lack of land destruction, Zur can deal with everything that's not a land already. Boseiju is one of those cards giving Zur decks lots of troubles. Strip Mine, Ghost Quarters and Wasteland give you access to a lock in conjunction with Crucible of Worlds.
If you don't get the Ad Nauseam combo deck then you are a control deck.
What are some enchantments you'd recommend dropping? I was afraid 34 might be a lot, but the deck has worked quite well at competitive tables making me hesitant to cut a lot as I am still learning which are best for utility purposes. But I am absolutely up for making some cuts where needed. One cut I have been thinking of making is Stasis which would allow me to also cut Forsaken City in favor of another land. But that is the only enchantment cut I have really thought about.
I am definitely interested in getting more mana rocks. I was running a mana crypt for awhile, but it ended up hurting me a lot more than it helped. I am going to look into a Chrome Mox and Lotus Petal.
Lightning Greaves is in my list, you might have missed it when you were going through. I do not run the other boots though.
I never really thought of land destruction as a option. I don't see Boseiju, Who Shelters All much at the competitive tables so it really hasn't been something that has crossed my mind. If I remove the Stasis/Forsaken City combo I will definitely look into putting one of those lands in the place of Forsaken City.
Does anyone else have some thoughts on things I could cut and change around? Would greatly appreciate additional feedback.
Someone mentioned it before, but the Ad Nauseam combo is typically where Zur wants to be. Also running the Bitterblossom + Contamination lock is hard for most people to stop. I cannot express just how good having Force of Will and Pact of Negation to protect the Ad Nauseam combo if you decide to run it ( also just really good to have otherwise). I believe that with Zur more stax is always better and one of the best is Winter Orb as you tutor most things to play and everyone else gets hit hard and also Trinisphere for most of the same reasons.
For a board wipe you have wrath of god but I would recommend Winds of Rath instead as it will probably not hit Zur. For things to take out I would suggest Battle Mastery and Triclopean Sight just because they seem like the weakest cards you have slotted.
Someone mentioned it before, but the Ad Nauseam combo is typically where Zur wants to be. Also running the Bitterblossom + Contamination lock is hard for most people to stop. I cannot express just how good having Force of Will and Pact of Negation to protect the Ad Nauseam combo if you decide to run it ( also just really good to have otherwise). I believe that with Zur more stax is always better and one of the best is Winter Orb as you tutor most things to play and everyone else gets hit hard and also Trinisphere for most of the same reasons.
For a board wipe you have wrath of god but I would recommend Winds of Rath instead as it will probably not hit Zur. For things to take out I would suggest Battle Mastery and Triclopean Sight just because they seem like the weakest cards you have slotted.
I am interested in the possibility of the Ad Nauseam combo, but I will be honest in saying that I am not sure how it works. Also, based on the original comment about Ad Nauseam, does it take me away from the control style of gameplay? Control is my preferred play-style in competitive magic play (any format) so I want to try and make sure it still feels like a solid control deck while still having some solid win conditions that I do not already play.
Force of Will is something I have been looking at a lot. I am just unsure of how good it might be over the counters I already have, since I am running so few blue cards. Wouldn't this be somewhat of a drawback if I had to sac one of them in order to use Force of Will? And Pact of Negation is something I am definitely interested in. My only concern is that it is a card I have never really played with, so I am a little unsure as to how I can always make sure to have the mana available to pay the upkeep cost.
Winter Orb is such a fun card, I will definitely look into making this an addition to the deck. I had looked at it before, but I was a little hesitant because I feel like I don't have enough rocks that tap for colored mana. Would it be beneficial to add more if I plan to put in the Winter Orb? Trinisphere is also something I will look into adding. It seems like it could be a beneficial card to have in order to protect my board from counters and such.
I will also look into the possibility of switching out Wrath of God for Winds of Wrath I am just worried about the additional mana cost. Typically I can have indestructible on Zur before a board wipe hits, which then protects it. The only things in my meta that usually worries me are things such as Toxic Deluge.
I could definitely remove Battle Mastery. The only reason I have Triclopean Sight in the deck is because of the Stasis/Forsaken City combo, allowing me to continue to fetch each turn. But since I am considering removing that combo, I could remove Triclopean Sight at that point.
With Ad Nauseum you need to run a bunch of cards to enable it and win, which cuts into the space for control cards. You're playing combo at that point and you're gonna run counters to protect the combo and not care much for what everyone else is doing.
You can easily cut all but 2 O-Ring effects. I chose to run grasp of fate and detention sphere, furthermore I have darksteel mutation to deal with commanders but imprison in the moon also achieves that more versatile. I don't expect to fetch spot removal with Zur more than once a game really and I don't like to run non permanet removal quite as much.
Recently took out Arcane Laboratory (Rule of Law) out of my deck because it'd impact myself too much opponents could collude to kill my Zur with me unable to counter since it's a symmetric effect.
This version of Zur is more a Stax deck than control though so my observations don't apply wholly. On a staxed table you could fetch a dozen times with Zur since by himself he doesn't end games quickly.
What would be good enablers for Ad Nauseam? If I went that route, would it be more beneficial to build that as more of a second shell, versus just switching to that completely? That would give me more options to adjust with my local meta too.
The main reason I have kept the taxing effects in, is due to my meta having some really aggressive creature focused decks. A few Atraxa decks, one of them being infect. So I try to use those as ways to prevent being overrun until I can set things up to better deal with the threats. I can definitely see removing one of them though, maybe two. I just feel like it can be highly beneficial late game if I need to do a mana wipe with Armageddon, and that leaves me sitting comfortably since I really don't have to worry about being attacked until people build back their mana base, if they even can at that point (aside from rocks).
I can see Rule of Law having downsides. I haven't personally ran into an issue with it on my end, but it's something I would be willing to remove it for something else. What did you replace it with?
For Ad Nauseum you run angel's grace and/or phyrexian unlife to draw your whole deck. You then need some rituals a la Dark Ritual, Cabal Ritual, some ways to make Blue Mana and play a Laboratory Maniac and win by Gushing or otherwise drawing cards, ideally multiple instant speed draw spells since you can react with one if they try to kill the Lab Maniac while it's on the stack. If budget is no issue, you can also play Lion's Eye Diamond with Yawgmoth's Will.
I will have to look into trying this! I will likely build it as a second shell just to test out. It sounds like a fun way of going about it.
Though I do not think this is the best build for Zur, you do seem to have a lot of enchantments, you might want Mesa Enchantress for card draw.
..
What build do you feel is best for Zur? I'd love to hear any input you have!
And as far as card draw, would it be beneficial to include more options? I am definitely planning to remove some of the enchantments that have been discussed above in favor of other cards. But I am trying to figure out how important more card draw would be, especially since I can fetch Necropotence or Phyrexian Arena with Zur if I really feel like I need the card draw.
Though I do not think this is the best build for Zur, you do seem to have a lot of enchantments, you might want Mesa Enchantress for card draw.
..
What build do you feel is best for Zur? I'd love to hear any input you have!
And as far as card draw, would it be beneficial to include more options? I am definitely planning to remove some of the enchantments that have been discussed above in favor of other cards. But I am trying to figure out how important more card draw would be, especially since I can fetch Necropotence or Phyrexian Arena with Zur if I really feel like I need the card draw.
It really depends on $$$ and how competitive you want to go, it can get pretty costly.
Though I do not think this is the best build for Zur, you do seem to have a lot of enchantments, you might want Mesa Enchantress for card draw.
..
What build do you feel is best for Zur? I'd love to hear any input you have!
And as far as card draw, would it be beneficial to include more options? I am definitely planning to remove some of the enchantments that have been discussed above in favor of other cards. But I am trying to figure out how important more card draw would be, especially since I can fetch Necropotence or Phyrexian Arena with Zur if I really feel like I need the card draw.
It really depends on $$$ and how competitive you want to go, it can get pretty costly.
..
Could you recommend a few key replacements? The only thing I am really wanting to stay away from until I have more expendable income is the original duals. I might eventually cheap up the cheapest esper one, but that's about it. So I'd prefer to stay under the $100 range on individual cards.
Though I do not think this is the best build for Zur, you do seem to have a lot of enchantments, you might want Mesa Enchantress for card draw.
..
What build do you feel is best for Zur? I'd love to hear any input you have!
And as far as card draw, would it be beneficial to include more options? I am definitely planning to remove some of the enchantments that have been discussed above in favor of other cards. But I am trying to figure out how important more card draw would be, especially since I can fetch Necropotence or Phyrexian Arena with Zur if I really feel like I need the card draw.
Astral Slide Zur looked pretty fun in a video I watched, not sure if it's as strong as you want it to be.
Maybe this could be the version you use for casual play.
Though I do not think this is the best build for Zur, you do seem to have a lot of enchantments, you might want Mesa Enchantress for card draw.
..
What build do you feel is best for Zur? I'd love to hear any input you have!
And as far as card draw, would it be beneficial to include more options? I am definitely planning to remove some of the enchantments that have been discussed above in favor of other cards. But I am trying to figure out how important more card draw would be, especially since I can fetch Necropotence or Phyrexian Arena with Zur if I really feel like I need the card draw.
Astral Slide Zur looked pretty fun in a video I watched, not sure if it's as strong as you want it to be.
Maybe this could be the version you use for casual play.
Thank you for sharing this! Did you see videos of it played on YouTube? I will have to see if I can find some gameplay footage of it. It definitely seems like an interesting approach to Zur, and it doesn't look to be overly difficult to piece together. I might look into building this as more of a casual shell, like you mentioned. That way if I am playing a more casual games, I don't have to worry about people getting frustrated with some of the board lock combos and such in my current build.
Could you recommend a few key replacements? The only thing I am really wanting to stay away from until I have more expendable income is the original duals. I might eventually cheap up the cheapest esper one, but that's about it. So I'd prefer to stay under the $100 range on individual cards.
You are a new player, so I guess step one would be, how do you want to win? Zur in most of the competitive decks is used to grab Necropotence, Grasp of Fate, and Oblivion Ring. Which give you answers and card draw, with Necro you usually draw into Doomsday or Laboratory Maniac combos.
Your typical DD/AdNauseam Zur deck looks something like :this:
Though I do not think this is the best build for Zur, you do seem to have a lot of enchantments, you might want Mesa Enchantress for card draw.
..
What build do you feel is best for Zur? I'd love to hear any input you have!
And as far as card draw, would it be beneficial to include more options? I am definitely planning to remove some of the enchantments that have been discussed above in favor of other cards. But I am trying to figure out how important more card draw would be, especially since I can fetch Necropotence or Phyrexian Arena with Zur if I really feel like I need the card draw.
Astral Slide Zur looked pretty fun in a video I watched, not sure if it's as strong as you want it to be.
Maybe this could be the version you use for casual play.
Thank you for sharing this! Did you see videos of it played on YouTube? I will have to see if I can find some gameplay footage of it. It definitely seems like an interesting approach to Zur, and it doesn't look to be overly difficult to piece together. I might look into building this as more of a casual shell, like you mentioned. That way if I am playing a more casual games, I don't have to worry about people getting frustrated with some of the board lock combos and such in my current build.
Though I do not think this is the best build for Zur, you do seem to have a lot of enchantments, you might want Mesa Enchantress for card draw.
..
What build do you feel is best for Zur? I'd love to hear any input you have!
And as far as card draw, would it be beneficial to include more options? I am definitely planning to remove some of the enchantments that have been discussed above in favor of other cards. But I am trying to figure out how important more card draw would be, especially since I can fetch Necropotence or Phyrexian Arena with Zur if I really feel like I need the card draw.
Astral Slide Zur looked pretty fun in a video I watched, not sure if it's as strong as you want it to be.
Maybe this could be the version you use for casual play.
Thank you for sharing this! Did you see videos of it played on YouTube? I will have to see if I can find some gameplay footage of it. It definitely seems like an interesting approach to Zur, and it doesn't look to be overly difficult to piece together. I might look into building this as more of a casual shell, like you mentioned. That way if I am playing a more casual games, I don't have to worry about people getting frustrated with some of the board lock combos and such in my current build.
Also - if anyone else has suggestions on how I can change around the current shell of my deck (without switching to a completely new one) I would love to hear!
I am definitely going to build separate shells for the Ad Naseum build, and the Astral Slide build if I end up liking how it plays in the video. But I would love to hear what people think some more possible edits to my current shell could be.
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My local EDH meta is fairly tough. This deck is well known within the community since before I bought it, it was used by the LGS owner I bought it from quite often in competitive play. This makes it a big target at the table, so I am hoping to figure out more ways to have answers and be able to not have to worry as much about the table hate this deck often receives by those that know it.
Being a newer EDH player, I am not as familiar with what to look out for as far as EDH cards go. So I would be extremely appreciative of any feedback on cards I could remove, and the best replacements for them. I feel like there are possibly some enchantments that could be removed, but I am not sure what to replace them with. An I have no idea what could be added to help push it even further in the competitive scene.
1 Zur the Enchanter
Lands (33):
1 Sunken Ruins
1 Caves of Koilos
1 Godless Shrine
1 Isolated Chapel
1 Flooded Strand
3 Island
4 Plains
3 Swamp
1 Marsh Flats
1 Nimbus Maze
1 Mystic Gate
1 Adarkar Wastes
1 Hallowed Fountain
1 Glacial Fortress
1 Arcane Sanctum
1 Serra's Sanctum
1 Polluted Delta
1 Forsaken City
1 Watery Grave
1 River of Tears
1 Reflecting Pool
1 Mana Confluence
1 Ancient Tomb
1 Hall of the Bandit Lord
1 City of Brass
1 Command Tower
Enchantments (34):
1 Copy Enchantment
1 Rest in Peace
1 Diplomatic Immunity
1 Ethereal Armor
1 Empyrial Armor
1 Prison Term
1 Phyrexian Arena
1 Blind Obedience
1 Ghostly Prison
1 Propaganda
1 Nevermore
1 Detention Sphere
1 Daybreak Coronet
1 Imprisoned in the Moon
1 Suppression Field
1 Stony Silence
1 Stasis
1 Enchanted Evening
1 Steel of the Godhead
1 Underworld Dreams
1 Back to Basics
1 Darksteel Mutation
1 Solitary Confinement
1 Triclopean Sight
1 Banishing Light
1 Rule of Law
1 Grasp of Fate
1 Battle Mystery
1 Necropotence
1 Sphere of Safety
1 Energy Field
1 Oblivion Ring
1 Shielded by Faith
1 Greater Auramancy
1 Arcane Denial
1 Brainstorm
1 Enlightened Tutor
1 Mystical Tutor
1 Negate
1 Counterspell
1 Swan Song
1 Swords to Plowshares
1 Vampiric Tutor
1 Path to Exile
1 Cyclonic Rift
1 Dispel
1 Return to Dust
Artifacts (10):
1 Orzhov Signet
1 Isochron Scepter
1 Dimir Signet
1 Lightning Greaves
1 Sol Ring
1 Expedition Map
1 Helm of Obedience
1 Elixir of Immortality
1 Strionic Resonator
1 Chromatic Lantern
Sorcery (5):
1 Damnation
1 Armageddon
1 Wrath of God
1 Toxic Deluge
1 Demonic Tutor
Creatures (4):
1 Linvala, Keeper of Silence
1 Hanna, Ship's Navigator
1 Avacyn, Angel of Hope
1 Snapcaster Mage
Thank you in advance for any feedback and advice. I would love the chance to get to discuss ways I can improve this deck, to make it even more competitive and be able to stand up to the table hate better.
What are some enchantments you'd recommend dropping? I was afraid 34 might be a lot, but the deck has worked quite well at competitive tables making me hesitant to cut a lot as I am still learning which are best for utility purposes. But I am absolutely up for making some cuts where needed. One cut I have been thinking of making is Stasis which would allow me to also cut Forsaken City in favor of another land. But that is the only enchantment cut I have really thought about.
I am definitely interested in getting more mana rocks. I was running a mana crypt for awhile, but it ended up hurting me a lot more than it helped. I am going to look into a Chrome Mox and Lotus Petal.
Lightning Greaves is in my list, you might have missed it when you were going through. I do not run the other boots though.
As far as Expedition Map goes, isn't it still good for getting things like Hall of the Bandit Lord out?
I never really thought of land destruction as a option. I don't see Boseiju, Who Shelters All much at the competitive tables so it really hasn't been something that has crossed my mind. If I remove the Stasis/Forsaken City combo I will definitely look into putting one of those lands in the place of Forsaken City.
Does anyone else have some thoughts on things I could cut and change around? Would greatly appreciate additional feedback.
For a board wipe you have wrath of god but I would recommend Winds of Rath instead as it will probably not hit Zur. For things to take out I would suggest Battle Mastery and Triclopean Sight just because they seem like the weakest cards you have slotted.
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I am interested in the possibility of the Ad Nauseam combo, but I will be honest in saying that I am not sure how it works. Also, based on the original comment about Ad Nauseam, does it take me away from the control style of gameplay? Control is my preferred play-style in competitive magic play (any format) so I want to try and make sure it still feels like a solid control deck while still having some solid win conditions that I do not already play.
Force of Will is something I have been looking at a lot. I am just unsure of how good it might be over the counters I already have, since I am running so few blue cards. Wouldn't this be somewhat of a drawback if I had to sac one of them in order to use Force of Will? And Pact of Negation is something I am definitely interested in. My only concern is that it is a card I have never really played with, so I am a little unsure as to how I can always make sure to have the mana available to pay the upkeep cost.
Winter Orb is such a fun card, I will definitely look into making this an addition to the deck. I had looked at it before, but I was a little hesitant because I feel like I don't have enough rocks that tap for colored mana. Would it be beneficial to add more if I plan to put in the Winter Orb? Trinisphere is also something I will look into adding. It seems like it could be a beneficial card to have in order to protect my board from counters and such.
I will also look into the possibility of switching out Wrath of God for Winds of Wrath I am just worried about the additional mana cost. Typically I can have indestructible on Zur before a board wipe hits, which then protects it. The only things in my meta that usually worries me are things such as Toxic Deluge.
I could definitely remove Battle Mastery. The only reason I have Triclopean Sight in the deck is because of the Stasis/Forsaken City combo, allowing me to continue to fetch each turn. But since I am considering removing that combo, I could remove Triclopean Sight at that point.
What would be good enablers for Ad Nauseam? If I went that route, would it be more beneficial to build that as more of a second shell, versus just switching to that completely? That would give me more options to adjust with my local meta too.
The main reason I have kept the taxing effects in, is due to my meta having some really aggressive creature focused decks. A few Atraxa decks, one of them being infect. So I try to use those as ways to prevent being overrun until I can set things up to better deal with the threats. I can definitely see removing one of them though, maybe two. I just feel like it can be highly beneficial late game if I need to do a mana wipe with Armageddon, and that leaves me sitting comfortably since I really don't have to worry about being attacked until people build back their mana base, if they even can at that point (aside from rocks).
I can see Rule of Law having downsides. I haven't personally ran into an issue with it on my end, but it's something I would be willing to remove it for something else. What did you replace it with?
I will have to look into trying this! I will likely build it as a second shell just to test out. It sounds like a fun way of going about it.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
What build do you feel is best for Zur? I'd love to hear any input you have!
And as far as card draw, would it be beneficial to include more options? I am definitely planning to remove some of the enchantments that have been discussed above in favor of other cards. But I am trying to figure out how important more card draw would be, especially since I can fetch Necropotence or Phyrexian Arena with Zur if I really feel like I need the card draw.
It really depends on $$$ and how competitive you want to go, it can get pretty costly.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Could you recommend a few key replacements? The only thing I am really wanting to stay away from until I have more expendable income is the original duals. I might eventually cheap up the cheapest esper one, but that's about it. So I'd prefer to stay under the $100 range on individual cards.
Astral Slide Zur looked pretty fun in a video I watched, not sure if it's as strong as you want it to be.
Maybe this could be the version you use for casual play.
1 Zur the Enchanter
Creatures
1 Noxious Gearhulk
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Archaeomancer
1 Clever Impersonator
1 Cloudblazer
1 Eldrazi Displacer
1 Eternal Dragon
1 Jhessian Zombies
1 Karmic Guide
1 Mulldrifter
1 Palace Jailer
1 Recruiter of the Guard
1 Reflector Mage
1 Reveillark
1 Shriekmaw
1 Sun Titan
1 Undead Gladiator
1 Vedalken AEthermage
1 Eidolon of Rhetoric
1 Brago, King Eternal
1 Gonti, Lord of Luxury
1 Venser, Shaper Savant
1 Thassa, God of the Sea
Planeswalkers
1 Venser, the Sojourner
Lands
5 Island
6 Plains
1 Swamp
1 Wastes
1 Adarkar Wastes
1 Arcane Sanctum
1 Ash Barrens
1 Azorius Chancery
1 Barren Moor
1 Blasted Landscape
1 Caves of Koilos
1 Command Tower
1 Dimir Aqueduct
1 Drifting Meadow
1 Dust Bowl
1 Esper Panorama
1 Godless Shrine
1 Hallowed Fountain
1 Lonely Sandbar
1 Mistveil Plains
1 Orzhov Basilica
1 Polluted Mire
1 Prairie Stream
1 Remote Isle
1 Secluded Steppe
1 Sunken Hollow
1 Underground Sea
1 Watery Grave
1 Azorius Signet
1 Dimir Signet
1 Orzhov Signet
1 Panharmonicon
1 Sol Ring
1 Strionic Resonator
1 Sundial of the Infinite
1 Talisman of Dominance
1 Talisman of Progress
Enchantments
1 Astral Slide
1 Copy Enchantment
1 Decree of Silence
1 Detention Sphere
1 Ghostly Prison
1 Grasp of Fate
1 Imprisoned in the Moon
1 Karmic Justice
1 Monastery Siege
1 Phyrexian Arena
1 Steel of the Godhead
1 Ancient Excavation
Spells
1 Complicate
1 Enlightened Tutor
1 Expunge
1 Miscalculation
1 Radiant's Judgment
1 Renewed Faith
1 Resounding Wave
1 Traumatic Visions
1 Vampiric Tutor
1 Akroma's Vengeance
1 Decree of Justice
1 Decree of Pain
1 Demonic Tutor
1 Migratory Route
1 Replenish
1 Supreme Verdict
BGGRock
Modern
BRGJund
BBGRock
Thank you for sharing this! Did you see videos of it played on YouTube? I will have to see if I can find some gameplay footage of it. It definitely seems like an interesting approach to Zur, and it doesn't look to be overly difficult to piece together. I might look into building this as more of a casual shell, like you mentioned. That way if I am playing a more casual games, I don't have to worry about people getting frustrated with some of the board lock combos and such in my current build.
You are a new player, so I guess step one would be, how do you want to win? Zur in most of the competitive decks is used to grab Necropotence, Grasp of Fate, and Oblivion Ring. Which give you answers and card draw, with Necro you usually draw into Doomsday or Laboratory Maniac combos.
Your typical DD/AdNauseam Zur deck looks something like :this:
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
https://www.youtube.com/watch?v=629eG9GzCds
Here it is
BGGRock
Modern
BRGJund
BBGRock
Awesome, I will take a look!
Also - if anyone else has suggestions on how I can change around the current shell of my deck (without switching to a completely new one) I would love to hear!
I am definitely going to build separate shells for the Ad Naseum build, and the Astral Slide build if I end up liking how it plays in the video. But I would love to hear what people think some more possible edits to my current shell could be.