The cards with **** means im not sure its the optimal card for this deck. I would like to add more counters and more ramp (tried signets and didnt care for them). Let me know if you guys have any suggestions. Thanks!
First suggestion is you get rid of Tolarian Academy because you're only running 12 artifacts you'll hardly ever get any benefit from it.
As for Mana ramp in this deck you really should use at least Azorius Signet and Dimir Signet for having more U sources if you plan on having lots of counters in this deck. Leaden Myr is bad compared to the signets because it only produces black and its a creature which can die a lot easier. If you really want to run one of the Myr run the Silver Myr for another U source to make sure you can cast your counters.
I think where you have Darksteel Heart (which I've never heard of and couldn't find on gatherer) in your list of Artifact Mana you must have meant Darksteel Ingot the indestructible taps for 1 of any color. Or you were confusing it with Coldsteel Heart which enters the battlefield tapped and you choose a color that it will always produce 1 of when you tap it.
Hopefully, this should make Tolarian Academy more consistant. As for Foil ... I hardly ever keep land in hand so from my experience Thwart has been better. I like the Myr's partially because they are creatures and can be sacrificed to edicts. I've never had anyone kill the Myr (not counting wrath effects).
I like Scroll Rack in my semi-casual multiplayer Zur because it allows me to get cards for putting Zur's target enchantments back in the deck or lets me manage what I'm holding onto with Teferi's Puzzle Box, but I doubt in a 1v1 competitive setting it's worth the slot.
There are four cards you really should find room for, from my own experience: Solitary Confinement - It protects you from pretty much everything, and is easy to upkeep thanks to Necropotence, Phyrexian Arena and such. Counterbalance - Great with Top and Scroll Rack. Raven's Crime - This card is such a beating at times. With Necro out you can easily strip their hand every turn, to make sure they can't break through your counterwall by hoarding several must-counter spells in their hand. Mistveil Plains - You'll likely want to get back some enchantments for Zur to tutor up, and it's nice to get some counterspells shuffled back in. That it can be searched for with a fetchland is just gravy.
Now, for the cards I would cut... Some of these will go against the generally accepted norms for a Zur deck, so feel free to disregard them Vanishing - I see this in most Zur lists, but personally I really don't like it. It puts too much of a strain on your blue mana. I prefer to play just Diplomatic Immunity for protection, and rather counter their sweepers. Lightning Greaves - This is a staple in most EDH decks, but I don't think it's needed in Zur. It's pretty much only good if you get it out before Zur, which won't be that often. (However, you run more creatures than me, I only run Teferi, which might make it slightly more useful.) Daybreak Coronet - This is a win-more card. You shouldn't need anything more than Steel of the Godhead and Empyrial Armor for beefing up Zur, leaving you valuable room for other cards. (Personally, I'm considering cutting Empyrial Armor as well in my deck, but that's another story) Oblivion Ring - You have more specific answers to search out, and you don't want to risk your opponent getting back their best permanent after a sweeper. The only thing you can't answer with Prison Term/Seal of Doom/Aura of Silence is a planeswalker, but they can generally be smashed to pieces with 1-2 attacks from Zur.
All and any Myr - You don't want your artifact mana to be susceptible to creature hate. Dismal Failure, Dismiss, Rewind - In general, I feel you should try to have your countermagic at 3cc or less to improve your ability in counterwars and to counter several spells per turn. Coalition Relic - You likely want to power out Zur on turn two or three, or at the least four, and your accell should be focused towards that.
In addition, I think you should work a bit on your manabase a you currently lose hard to Back to Basics or Blood Moon. At the least get in a single basic swamp and a single basic plains, so that you have some out to these cards.
If you add Raven's Crime as I suggest above, you should try to find room for a Urborg, Tomb of Yawgmoth to maximize it's efficiency.
I'd also take a look at your countersuite, and in particular try to find room for a couple more 2cc counters, to make sure you have something to imprint on Isochron's Scepter. Memory Lapse - An awesome card when imprinted, and when not it's still great for tempo. Negate - Creatures generally shouldn't be very problematic for you, especially if you add Solitary Confinement, so this card will take care of most of the spells that are really dangerous for you. Muddle the Mixture - See Negate. Also tutors for Isochron Scepter.
And finally, other cards you might want to consider including: Mystical Teachings - It searches for Teferi and most of your best cards. Enlightened Tutor - Searches for the rest of your best cards. Almost like a one-shot Zur that can also fetch Top or Sol Ring. Armageddon, Ravages of War and/or Sunder - Any of these after Zur comes down should ensure victory. Vindicate/Mortify/Recoil - Good removal, not much else to say.
All on-color signets - Helps you towards a turn 2 or 3 Zur. Winds of Rath - You probably don't need it, but if at some point you want a creature sweeper this one works wonders in a Zur deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
1 Zur the Enchanter
-----CREATURES (3)-----
1 Dark Confidant
1 Vendilion Clique ****
1 Teferi, Mage of Zhalfir
-----REMOVAL (4)-----
1 Path to Exile
1 Swords to Plowshares
1 Sudden Death
1 Oblation
-----ENCHANTMENTS (11)-----
1 Phyrexian Arena
1 Necropotence
1 Vanishing
1 Diplomatic Immunity
1 Greater Auramancy ****
1 Daybreak Coronet
1 Empyrial Armor
1 Steel of the Godhead
1 Oblivion Ring
1 Prison Term
1 Aura of Silence
-----DISRUPTION (6)-----
1 Duress
1 Thoughtseize
1 Distress
1 Addle
1 Hymn to Tourach ****
1 Mind Twist
-----COUNTERS (20)-----
1 Faerie Trickery
1 Cryptic Command
1 Remand
1 Counterspell
1 Delay
1 Misdirection
1 Power Sink
1 Logic Knot
1 Daze ****
1 Mana Drain
1 Mana Leak ****
1 Rewind
1 Dismiss
1 Pact of Negation
1 Arcane Denial
1 Forbid
1 Dismal Failure
1 Thwart
1 Hinder
1 Force of Will
1 Jace Beleren
1 Mystical Tutor
1 Demonic Tutor
1 Vampiric Tutor
1 Isochron Scepter
1 Lightning Greaves
1 Sensei's Divining Top
-----Land (39)-----
1 Verdant Catacombs
1 Misty Rainforest
1 Bloodstained Mire
1 Marsh Flats
1 Windswept Heath
1 Arid Mesa
1 Flooded Strand
1 Polluted Delta
1 Scalding Tarn
1 Sunken Ruins
1 Fetid Heath
1 Mystic Gate
1 Underground Sea
1 Scrubland
1 Tundra
1 Watery Grave
1 Hallowed Fountain
1 Godless Shrine
1 Underground River
1 Adarkar Wastes
1 Tarnished Citadel
1 Arcane Sanctum
1 Grand Coliseum
1 Tendo Ice Bridge
1 Gemstone Mine
1 Reflecting Pool
1 City of Brass
1 Forbidden Orchard
1 Wasteland
1 Tolaria West
1 Seat of the Synod
1 Tolarian Academy ****
1 Boseiju, Who Shelters All
1 Strip Mine
1 Hall of the Bandit Lord
4 Island
1 Mana Crypt
1 Sol Ring
1 Lotus Petal
1 Talisman of Progress
1 Leaden Myr ****
1 Coalition Relic
1 Coldsteel Heart
1 Fellwar Stone ****
1 Talisman of Dominance
like so...
1 Zur the Enchanter
1 Island
1 Plains
1 Swamp
Misspellings in your deck list (I'm only pointing these out because they won't pull up the correct card otherwise):
Hymn to Tourach
Jace Beleren
Isochron Scepter
Sensei's Divining Top
Verdant Catacombs
Boseiju, Who Shelters All
Strip Mine
As for Mana ramp in this deck you really should use at least Azorius Signet and Dimir Signet for having more U sources if you plan on having lots of counters in this deck. Leaden Myr is bad compared to the signets because it only produces black and its a creature which can die a lot easier. If you really want to run one of the Myr run the Silver Myr for another U source to make sure you can cast your counters.
I think where you have Darksteel Heart (which I've never heard of and couldn't find on gatherer) in your list of Artifact Mana you must have meant Darksteel Ingot the indestructible taps for 1 of any color. Or you were confusing it with Coldsteel Heart which enters the battlefield tapped and you choose a color that it will always produce 1 of when you tap it.
Other mana ramp that are not signets:
Mox Diamond
Chrome Mox
On to counter magic:
Faerie Trickery should be replaced with Dissipate
Thwart should be replaced by Foil
Other counters you may want to consider:
Dromar's Charm
Memory Lapse
Muddle the Mixture
Vindicate
Mortify
Orim's Chant
Scroll Rack
Cataclysm
Armageddon
I think i'll
cut
- 1 Greater Auramancy
- 1 Island
- 1 Sudden Death
add
- 1 Silver Myr
- 1 Dimir Signet
- 1 Chaos Orb
Hopefully, this should make Tolarian Academy more consistant. As for Foil ... I hardly ever keep land in hand so from my experience Thwart has been better. I like the Myr's partially because they are creatures and can be sacrificed to edicts. I've never had anyone kill the Myr (not counting wrath effects).
I will replace Faerie Trickery with Dissipate as soon as I get a Dissipate =). I will also replace Mystical Tutor with Merchant Scroll since I almost always tutor for Force of Will.
Cards I would like to find room for:
- Coercion
- Jace, The Mind Sculptor
Have you thought of exile over sudden death, or is it to conditional for your deck?
Hi Mosiah,
Thanks for the suggestions. I'll definitly have to try out rethink over mana leak.
I'm not too high on exile to be honest. Id rather play condemn. I like sudden death because it cant be countered.
Glissa, the Traitor, Ulasht, the Hate Seed, The Mimeoplasm
There are four cards you really should find room for, from my own experience:
Solitary Confinement - It protects you from pretty much everything, and is easy to upkeep thanks to Necropotence, Phyrexian Arena and such.
Counterbalance - Great with Top and Scroll Rack.
Raven's Crime - This card is such a beating at times. With Necro out you can easily strip their hand every turn, to make sure they can't break through your counterwall by hoarding several must-counter spells in their hand.
Mistveil Plains - You'll likely want to get back some enchantments for Zur to tutor up, and it's nice to get some counterspells shuffled back in. That it can be searched for with a fetchland is just gravy.
Now, for the cards I would cut... Some of these will go against the generally accepted norms for a Zur deck, so feel free to disregard them
Vanishing - I see this in most Zur lists, but personally I really don't like it. It puts too much of a strain on your blue mana. I prefer to play just Diplomatic Immunity for protection, and rather counter their sweepers.
Lightning Greaves - This is a staple in most EDH decks, but I don't think it's needed in Zur. It's pretty much only good if you get it out before Zur, which won't be that often. (However, you run more creatures than me, I only run Teferi, which might make it slightly more useful.)
Daybreak Coronet - This is a win-more card. You shouldn't need anything more than Steel of the Godhead and Empyrial Armor for beefing up Zur, leaving you valuable room for other cards. (Personally, I'm considering cutting Empyrial Armor as well in my deck, but that's another story)
Oblivion Ring - You have more specific answers to search out, and you don't want to risk your opponent getting back their best permanent after a sweeper. The only thing you can't answer with Prison Term/Seal of Doom/Aura of Silence is a planeswalker, but they can generally be smashed to pieces with 1-2 attacks from Zur.
All and any Myr - You don't want your artifact mana to be susceptible to creature hate.
Dismal Failure, Dismiss, Rewind - In general, I feel you should try to have your countermagic at 3cc or less to improve your ability in counterwars and to counter several spells per turn.
Coalition Relic - You likely want to power out Zur on turn two or three, or at the least four, and your accell should be focused towards that.
In addition, I think you should work a bit on your manabase a you currently lose hard to Back to Basics or Blood Moon. At the least get in a single basic swamp and a single basic plains, so that you have some out to these cards.
If you add Raven's Crime as I suggest above, you should try to find room for a Urborg, Tomb of Yawgmoth to maximize it's efficiency.
I'd also take a look at your countersuite, and in particular try to find room for a couple more 2cc counters, to make sure you have something to imprint on Isochron's Scepter.
Memory Lapse - An awesome card when imprinted, and when not it's still great for tempo.
Negate - Creatures generally shouldn't be very problematic for you, especially if you add Solitary Confinement, so this card will take care of most of the spells that are really dangerous for you.
Muddle the Mixture - See Negate. Also tutors for Isochron Scepter.
And finally, other cards you might want to consider including:
Mystical Teachings - It searches for Teferi and most of your best cards.
Enlightened Tutor - Searches for the rest of your best cards. Almost like a one-shot Zur that can also fetch Top or Sol Ring.
Armageddon, Ravages of War and/or Sunder - Any of these after Zur comes down should ensure victory.
Vindicate/Mortify/Recoil - Good removal, not much else to say.
All on-color signets - Helps you towards a turn 2 or 3 Zur.
Winds of Rath - You probably don't need it, but if at some point you want a creature sweeper this one works wonders in a Zur deck.