First time poster long time Commander player here and I am working on a semi-competitive deck that focuses around Zur the Enchanterand Astral Slide and so far the deck plays pretty consistent, I can dig for cards, draw is not an issue and I enjoy the cycle mechanic as it provides some neat tricks and ways to abuse ETB triggers on my creatures or bounce my opponents problematic creatures. My biggest issue is win-cons, I really don't have a way to win the game outright besides incremental and chip damage, the perfect point was being able to bounce Rune-Scarred Demon multiple times and not being able to find a win. So I am looking for some advice on some cards that I can cut and add for potential win-cons.
I am thinking about dropping; Solemn Simulacrum as I only run 6 basic lands and I am not sure he is worth a slot for those Ghostly Prison or Propaganda as I think having one on the field is enough of a creature deterrent at times
I am open to any and all suggestions to improve the deck list for any type of added win con.
I agree that you probably don't need both Ghostly Prison and Propaganda. You only need to tutor one, usually. Oketra's Attendant is very weak. Street Wraith seems better, if anything.
I don't think Zur needs a "win condition" per se, as the deck can pillowfort and control the game and win through small increments. But, I agree that this is long and sometimes you end up losing to a Cyclonic Rift.
Safe Haven should help your deck. I would watch out on your non-basic lands one blood moon will end it for you.
You could to the stax route also, but if you do I would lower your mana base. Cheap ETB go along ways if done right. If you do go the stax route look up koskun falls.
I like the infinite combos using Martyr's Cause as that is tutorable and I should be able to draw into the creature combos I need fairly easily. I would only have to free up about 3 slots in my deck to add in both infinite combos too.
Does the Sun Titan/second chance combo work like this? Use Necropotence to get down to 5 life, with Second Chance out, on my upkeep sacrifice it for the extra turn, play Sun Titan to return Second Chance to the battlefield, take my extra turn, sac Second Chance for a third turn but how do I bring it back to the battlefield for infinite turns? Wouldn't I have to bounce Sun Titan or rely on attacking with him every turn to bring back Second Chance?
Does the Sun Titan/second chance combo work like this? Use Necropotence to get down to 5 life, with Second Chance out, on my upkeep sacrifice it for the extra turn, play Sun Titan to return Second Chance to the battlefield, take my extra turn, sac Second Chance for a third turn but how do I bring it back to the battlefield for infinite turns? Wouldn't I have to bounce Sun Titan or rely on attacking with him every turn to bring back Second Chance?
Sun Titan triggers when he enters the battlefield OR attacks. So all you have to do each turn is attack with Titan, and use the trigger to recur Second Chance.
I like the infinite combos using Martyr's Cause as that is tutorable and I should be able to draw into the creature combos I need fairly easily. I would only have to free up about 3 slots in my deck to add in both infinite combos too.
Does the Sun Titan/second chance combo work like this? Use Necropotence to get down to 5 life, with Second Chance out, on my upkeep sacrifice it for the extra turn, play Sun Titan to return Second Chance to the battlefield, take my extra turn, sac Second Chance for a third turn but how do I bring it back to the battlefield for infinite turns? Wouldn't I have to bounce Sun Titan or rely on attacking with him every turn to bring back Second Chance?
If you don't like relying on Sun Titan attacking every turn without being blocked and killed, you can tutor up Shielded by Faith or Unquestioned Authority on the first Sun Titan attack.
This is a soft lock. Anybody who has removal or a way to deal 5 damage can stop you.
But not everyone wants to go infinite, and I think this combo is pretty original.
Of course, the better way to do it is to do more set up and have Greater Auramancy, etc, in play.
1 Adarkar Wastes
1 Ash Barrens
1 Barren Moor
1 Blasted Landscape
1 Caves of Koilos
1 Command Tower
1 Desert of the Glorified
1 Desert of the Mindful
1 Desert of the True
1 Drifting Meadow
1 Drowned
1 Glacial Fortress
1 Godless Shrine
1 Fetid Pools
1 Hallowed Fountain
1 Irrigated Farmland
2 Island
1 Isolated Chapel
1 Lonely Sandbar
1 Marsh Flats
2 Plains
1 Polluted Mire
1 Reliquary Tower
1 Reflecting pool
1 Remote Isle
1 Scrubland
1 Secluded Steppe
1 Sunken Ruins
2 Swamp
1 Tundra
1 Underground River
1 Watery Grave
1 Archfiend of Ifnir
1 Auramance
1 Brago, King Eternal
1 Clever Impersonator
1 Cloudblazer
1 Curator of Mysteries
1 Eldrazi Displacer
1 Gonti, Lord of Luxury
1 Jhessian Zombies
1 Mulldrifter
1 Nimble Obstructionist
1 Oketra's Attendant
1 Phyrexian Metamorph
1 Reflector Mage
1 Rune-Scarred Demon
1 Solemn Simulacrum
1 Sun Titan
1 Thassa, God of the Sea
1 Undead Gladiator
Artifact (8)
1 Azorius Signet
1 Dimir Signet
1 Fluctuator
1 Orzhov Signet
1 Panharmonicon
1 Sol RIng
1 Strionic Resonator
1 Sundial of the Infinite
Enchantment (17)
1 Astral Slide
1 Aura of Silence
1 Cast Out
1 Copy Enchantment
1 Decree of Silence
1 Detention Sphere
1 Drake Haven
1 Faith of the Devoted
1 Ghostly Prison
1 Grasp of Fate
1 Monastery Siege
1 Oblivion Ring
1 Phyrexian Arena
1 Phyrexian Reclamation
1 Propaganda
1 Rhystic Study
1 Rule of Law
1 Akroma's Vengeance
1 Damnation
1 Decree of Justice
1 Decree of Pain
1 Demonic Tutor
1 Migratory Route
1 Replenish
1 Unearth
Instant (12)
1 Ancient Excavation
1 Censor
1 Complicate
1 Enlightened Tutor
1 Forsake the Worldly
1 Miscalculation
1 Radiant's Judgment
1 Scarab Feast
1 Wipe Clean
1 Rewind
1 Traumatic Visions
1 Vampiric Tutor
I am thinking about dropping;
Solemn Simulacrum as I only run 6 basic lands and I am not sure he is worth a slot for those
Ghostly Prison or Propaganda as I think having one on the field is enough of a creature deterrent at times
I am open to any and all suggestions to improve the deck list for any type of added win con.
Oketra's Attendant is very weak. Street Wraith seems better, if anything.
I don't think Zur needs a "win condition" per se, as the deck can pillowfort and control the game and win through small increments. But, I agree that this is long and sometimes you end up losing to a Cyclonic Rift.
You can do a combo around sacrificing things. You can go infinite with Martyr's Cause. With Reveillark and Karmic Guide added to the deck, you can infinitely loop Gonti, Lord of Luxury to exile everyone else's libraries. Or you can do Martyr's cause with Sun Titan and Gift of Immortality. Grim Guardian for the win?
You can also do Sun Titan + second chance for infinite turns. Necropotence can get you to 5 life.
Alternatively, with all of the cycling, you might be able to cast Emrakul, the Promised end pretty cheaply.
You can also tutor Entomb/Buried Alive, throw your fatty of choice into the graveyard, and use Animate Dead / Necromancy to bring it back.
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You could to the stax route also, but if you do I would lower your mana base. Cheap ETB go along ways if done right. If you do go the stax route look up koskun falls.
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Does the Sun Titan/second chance combo work like this? Use Necropotence to get down to 5 life, with Second Chance out, on my upkeep sacrifice it for the extra turn, play Sun Titan to return Second Chance to the battlefield, take my extra turn, sac Second Chance for a third turn but how do I bring it back to the battlefield for infinite turns? Wouldn't I have to bounce Sun Titan or rely on attacking with him every turn to bring back Second Chance?
Sun Titan triggers when he enters the battlefield OR attacks. So all you have to do each turn is attack with Titan, and use the trigger to recur Second Chance.
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Melira PodRIP 1/19/15GWHatebearsIf you don't like relying on Sun Titan attacking every turn without being blocked and killed, you can tutor up Shielded by Faith or Unquestioned Authority on the first Sun Titan attack.
This is a soft lock. Anybody who has removal or a way to deal 5 damage can stop you.
But not everyone wants to go infinite, and I think this combo is pretty original.
Of course, the better way to do it is to do more set up and have Greater Auramancy, etc, in play.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
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