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  • posted a message on [[Competitive]] New take on Zur 1V1
    Hey everyone! I've seen a lot of posts here about Zur decks and construction ideas. Basically, I've recieved a lot of great ideas along the way to help my construction of the deck with many opportunities to win WITHOUT using gen damage or beefing up Zur! Most, if not all deck constructions for Zur have been associated with getting Zur to achieve wins in 7 or 8 turns, however; my deck construction within my meta group produces wins within 4-6 turns and multiple win variations based on combo and lockdown. That being said, I've been doing rigorous deck construction and testing to achieve the fastest victories possible, while maintaining a relatively fresh take on Zur deck building itself. I would like some feedback and to share my deck build. Though the cost of this deck is expensive, it does generate consistent wins. I live in a place where some of the best magic players reside (which is definitely not me!) and so far, this deck remains undefeated. Please comment below on what you think and any ideas you would like to share. Conversely, this Zur deck build is not based around Gen damage but rather combos and mana ramping while thwarting virtually any threat Zur may incur on its road to victory. Thus I present: Zur, the friend maker! P.S., forgive my inability to link cards, I'm new to the site and still need to work on troubleshooting! Lands: plains:2 island:4 temple of enlightenment, temple of silence, temple of deceit, marsh flats, polluted delta, scalding tarn, bloodstained mire, Serra's sanctum, underground sea, tundra, scrubland, godless shrine, hallowed fountain, watery grave, command tower, academy ruins, arcane sanctum, reliquary tower, reflecting pool, urborg, tomb of yawgmoth, maze of ith, Shizo,deaths storehouse, sunken ruins, fetid Heath, mystic gate. Total: 31 lands. Creatures: Hanna, ship's navigator, Erayo, Soratami Ascendant/ Erayo's Essance, Linvala, keeper of Silence, Academy rector Total:4 Plainswalkers: Jace, the Mind Sculptor, Tezzeret the seeker, Liliana Vess Total:3 Sorcery: Portent, Demonic tutor, Armageddon, Damnation, Diabolic tutor, Wrath of God, Vindicate Total: 7 Instants: dark ritual, vampiric tutor, brainstorm, swords to plowshares, path to exile, condemn, insidious dreams(to be replaced with grim tutor), enlightened tutor, mystical tutor, Lim-Dul's vault, counterspell, force of will, cryptic command, mana drain, muddle the mixture, remand, forbid,silence Total: 18 Artifacts: helm of obedience, mana vault, chromatic lantern, sol ring, gilded lotus, orzhov signet, Azorius signet, dimir signet, mana crypt, mix opal, lotus petal, lotus bloom, chrome mox, mox diamond, ivory tower, spell book, scroll rack, sensi's diving top Total: 18 Enchantments: solitary confinement/necropotence, rest in peace, second chance, arcane laboratory,copy artifact, copy enchantment, overburden, rhystic study, aura of silence, prison term, greater auramancy, leyline of anticipation, leyline of the void, phytexian arena, empyrial armor, nevermore, diplomatic immunity Total: 18. I'll keep adding to this thread and post as it goes along but as you can see the deck manipulation and tutor power is thick. Most of the cards won't see play ever because of the speed in which you summon Zur and tutor for a combination win. Tezzeret is there for helm, as is Vess, second chance with Hanna and you have infinite turns by depleting with necro. Erayo and. Arcane laboratory, is an instant victory while the mana ramp allows Zur to show up as early as turn two! So far, this deck appears to respond to any threat but mana generation allows to Zur to end the game before your opponent drops the 4th or fifth land. A note on Zur; after the triggered ability goes on the stack, fetch your enchantment then use maze of ith to remove him from combat. I personally fetch rest in peace and by turn three or four I have a tutor into helm for the win. The process moves quick with Zur usually not fetching more than two or three times. Further, the deck manipulation early in the game typically allows Zur on the field consistently by turn 3. Please share your comments below and I'll work on cleaning up this post and systematically going over my list to provide reasons for each card presented in the deck. I just wanted to have this deck published so it would provoke conversation on constrictive ideas to make this deck even faster and more resistant to threats if possible. Thank you!
    Posted in: 1 vs 1 Commander
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