This is my list for Zur that has been featured here on youtube. A lot of people have been asking for a written list since its hard to see some of the stuff on the video so I'm finally putting it up. There's a couple card changes since filming the video but nothing big. If you're playing an online tourney here and want to use Zur there's quite a few cards in it that they are banning now but where I play everyone has them and uses them and plays a lot of powerful 1v1 stuff so it all works out fine in the end. Whenever anyone wants to test something new they usually want to see if it can stand up to this so I can say pretty confidently that its a very good build and I have a lot of experience with this type of deck. If anyone has any questions I'll try my best to answer them when i can.
Limited Resources - Not great in 1vs1, games r pretty quick.
Orzhov Signet - Doesn't produce blue
Talismans of Dominance & Progress - Not as good as my other 3 cost artifact mana producers
Hallowed Burial - absolutely terrible when in a deck that wants to play its general quickly
Seal of Doom - ok, but still not as good as the cheaper instant speed removal & not as flexible as O-ring
Runed Halo - Solitary Confinement is better
Thoughtseize - very good and might find room for but haven't gotten to it yet
Fact or Fiction - not necessary since i almost always get a really early Necropotence out
Energy Flux - terrible since i use a lot of artifacts that i want to keep in play
Stasis - ok, but not worth it since by the time I'm set up enough to have a lock with it, i've already won anyway
Lim-dul's Vault - ok, but not better than the tutors/darwers i already have
Treachery - too expensive
Pithing Needle - good, but haven't needed it really
Enlightened Tutor - Zur does the same thing i would use this mostly for but better and my other tutors r better
Esper charm - not powerful enough compared to the the rest of the stuff in the deck
Mystical Teaching - not good
Your list looks awesome. There are some changes I would make, but thats the same for every EDH deck =)
Condemn - I prefer Sudden Death.
Orim's Chant - Pretty narrow imo (Scepter target). Duress or thoughtseize are better most of the time.
Armageddon - Win more
Trinket Mage - I would rather play stoneforge mystic to get greaves.
Auramancer - Redundent with Replinish.
Annul - Too Narrow.
Winds of Rath - Expensive and its usually win more.
Crucible of Worlds - Great card, but not what this deck wants to do imo.
Eel Umbra - Vanishing instead cause it can avoid edicts. Or maybe both.
Everything below is to help Zur comes out with protection when 4 mana is available.
Vendillion Clique, Duress, Distress, Addle, Thoughtseize, Tidehollow Sculler - Great to clear out counterspells to clear the way to cast Zur.
Tarnished Citadel, Tendo Ice Bridge, Forbidden Orchard - Less chance to get color screwed.
Daze - Really good for helping get Zur out early.
Lim Dul Vault - 2 mana instant speed sometimes painful tutor.
Stoneforge Mystic, Enlightened Tutor - Greaves #2 and #3.
Dark Confidant - AMAZING CARD. If you havent tried him yet you must.
Remand, Memory Lapse, Arcane Denial - Low cc Counters.
Jace Beleran - More draw is good.
Merchant Scroll - FOW #2
Any thoughts on adding a planeswalker or two into this build? Either Jace would be a good fit, as would Sorin or Liliana.
I'm currently building this type of deck and have done a lot of research as far as the other builds and the slight variances between yours and theirs. I'm also toying with Erayo as a 'win more' card, but I'm trying to figure out a more consistent way to load up 4 spells without relying on countering my opponent (as I've played against Erayo, I rarely allowed her to flip, so in my line of thinking, Erayo is just another Arcane Lab IF they understand how to stop the hard lock between Erayo and Lab. I'm probably over-thinking this as Zur should be winning faster without having to worry about a prison type lock, but there are a lot of heavy permission decks floating around and I'd like to give my opponents more bait for their counterspells if the game reaches a mid- to late-game state.
In my experience with Zur, the planeswalkers, despite being powerful overall, would be quite unnecessary in the build. The general idea is that Zur will likely be the last spell that you will have to play (aside from countermagic to protect him and maybe Armageddon/Sunder to seal the deal). Planeswalkers just don't fit into the strategy.
Personally I don't like 3CC mana-producing artifacts much since they don't accelerate Zur into play. I prefer the Talismans, myself. I'm looking at you D'Steel Ingot and/or Coalition Relic. Both are fine cards but I feel don't contribute as much overall.
I also agree that Scepter Chant seems out of place though I don't doubt that it has won you a few games.
I also agree that Remand, Memory Lapse, and Arcane Denial are all bomb counters in this deck, and I second highly recommending them.
Lastly, can you elaborate a bit more in regards to what you hope to achieve with Trinket Mage and/or Auramancer for them to be worth the slots?
I'm probably going to be using more land sweepers in my build until I can afford a Mana Drain to toss in. Sunder in the first main phase would feed a potentially huge Empyrial Armor.
Another thought regarding a minor change to the mana base: has anyone used Serra's Sanctum?
I'm probably going to be using more land sweepers in my build until I can afford a Mana Drain to toss in. Sunder in the first main phase would feed a potentially huge Empyrial Armor.
Do yourself a favor and re-read Sunder...notice the card type. I'm pretty sure EOT Sunder is the right play ;). That card is an absolute bomb in this deck (IMO moreso than Geddon even).
Do yourself a favor and re-read Sunder...notice the card type. I'm pretty sure EOT Sunder is the right play ;). That card is an absolute bomb in this deck (IMO moreso than Geddon even).
Sorry, been away a while but I'll try to answer some of the questions and comments different people have brought up.
I don't think scepter and things like orim's chant r redundant or win more, if u get that combo its obviously bad for your opponent but the scepter can be used with a lot of stuff in the deck like counterspell and putting a mana drain on it or the like is also ridiculously good and having the chant in the deck really helps against any other deck that's heavy on counters as if done properly you can use it to set up a big turn that will basically win the game for you in the long run.
The only planeswalker I would probably add would be the newest Jace but I don't own one so haven't tried to fit him in yet.
I also may replace the Auramancer with something else like Dark Confidant but he's still good in the fact that its a cheap way to get back an enchantment that you may really need that your opponent has already dealt with like Necro or O-Ring, etc. and pretty much everyone knows that Sensei's Diving Top is ridiculous and any time you can help your chances to always have that card in play with a Trinket Mage you should plus there r a few other things he can also get you if you really need them.
I also had Sunder in my list early on but eventually cut it as i really ended up wanting just one land clearing effect and I settled on Armageddon for that just for being a little bit cheaper and since it makes it much harder for your opponent to come back from if you are in position to cast it. Armageddon can turn a game thats even or you only have a slight advantage in to one that is an auto-win with no chance of recovery from your opponent.
About 3CC mana artifacts, I genrally don't like them either over 2CC ones but the Ingot and Relic are far superior to any other 3CC ones and alot of 2CC ones. Both give any color mana which is amazing and neither come into play tapped which also a bonus and the indestructible aspect has come in handy sometime on the Ingot and the extra mana that the Relic gives you if you don't use it one your turn is a pseudo accelerator which pretty much always helps.
I'm only gonna say this once: Stick is weak. Sure, once in a blue moon, you're gonna get it to stick with Chant/Drain/Counterspell/Game-altering recurring instant #46. All you have to do then is hope your opponent doesn't run any instant-speed artifact destruction, or worse, Krosan Grip. And neither part is tutorable. I'd suggest something that fits well with the enchantment theme. If you're going for a combo, try Helm of Obedience + Planar Void. Half of it's tutorable, so swing once, drop Helm, end target game. Also allows for the nice Energy Field combo.
Other things that could be useful:
Suppression Field. This card straight-up shuts down half the powerful decks out there and kills most infinite mana combos.
Time Warp/variant. Plays the turn after Zur, and will seal you the game.
Several other cards that have already been listed.
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EDH FTW
Currently running:
BRG Xira Arien BRG UR Melek, Izzet Paragon UR WUG Jenara, Asura of War WUG WRG Mayael the Anima WRG WB Triad of Fates WB BG Mazirek, Kraul Death Priest BG BR Rakdos, Lord of Riots BR WR Aurelia the Warleader WR WBG Ghave, Guru of Spores WBG WUBRG Horde of Notions WUBRG
If you're going for a combo, try Helm of Obedience + Planar Void. Half of it's tutorable, so swing once, drop Helm, end target game. Also allows for the nice Energy Field combo.
Planar Void doesn't work with either Helm of Obedience or Energy Field. It's a triggered ability, not a replacement effect, so both Helm and Field will still see cards going to the graveyard. You need Leyline of the Void to make Helm work, and I don't think it's possible to make Energy Field work in these colors.
Planar Void doesn't work with either Helm of Obedience or Energy Field. It's a triggered ability, not a replacement effect, so both Helm and Field will still see cards going to the graveyard. You need Leyline of the Void to make Helm work, and I don't think it's possible to make Energy Field work in these colors.
This is exactly right. The Oracle text states the following:
Helm of Obedience
10/1/2008: If an effect like that of Leyline of the Void prevents cards from being put into your opponent's graveyard, the process described in the first sentence of Helm of Obedience's effect will never stop. Your opponent's entire library will be exiled, even if X is 1.
Leyline of the Void
2/1/2006: Leyline of the Void's effect prevents the cards from ever reaching your opponents' graveyards, so abilities such as Haunt never trigger.
Planar Void
10/4/2004: The card does go to the graveyard before it is exiled, so other triggered abilities will trigger on the card going to the graveyard.
Sorry, mixing the two cards up. I had someone misremembering the effect when I was talking earlier about building my own Zur, so I threw this in. Guess it's coming out.
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EDH FTW
Currently running:
BRG Xira Arien BRG UR Melek, Izzet Paragon UR WUG Jenara, Asura of War WUG WRG Mayael the Anima WRG WB Triad of Fates WB BG Mazirek, Kraul Death Priest BG BR Rakdos, Lord of Riots BR WR Aurelia the Warleader WR WBG Ghave, Guru of Spores WBG WUBRG Horde of Notions WUBRG
It takes a little longer, but I was curious as to everyone's thoughts about bitterblossom/contamination?
The combo (by itself) shuts down most decks, including most multiplayer matchups, while allowing you to swing for lethal unperturbed. Beyond this, if you're in a tight spot contam can generally buy you a turn to set yourself up. Bitterblossom, on the other hand, provides creatures should you ever need such a thing....*giggles* creatures in zur.
Have you thought about including a traditional Replenish package as a plan B? I might be inclined to include Attunement, Opposition, Lilting Refrain, Opalescence and a few other elements like Compulsion, Thirst and the other "draw/discard" cards. I'm just leery about someone Hindering Zur or Treachery-ing him or somehow keeping him off the board...with the entire deck so tightly focused on him you wind up being a deck full of mediocre cards if he isn't fetching them out for free. You really need to swing at least once to fetch Necro and then start drawing multiple cards a turn so the somewhat suspect card quality is outweighed by quantity. Having a Plan B makes Zur less important.
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Some people like to win MtG matches in the Red Zone. I prefer to win the way God intended: on the stack.
What if you cast Zur without haste, and someone plays Arrest? Unless you have some removal or tutors in your hand, game over?
Besides that, loving the list!
i have thought about that. there are a lot of cards that can shut Zur down. it's playing around them that makes the deck work. sometimes...it's ok to kill your own zur with an O-ring or something along those lines. but then again, you could just O-ring the arrest eh? i run a Seal of Cleansing, a Disenchant, Aura of Silence, and a Mortify just for such occasions. i also run more tutors than this decklist...not many more. i run a Vampiric, Demonic, Mystical, and a Beseech the Queen. I also run some recursion. I run a Retether and a Replenish and an Open the Vaults to get back my seals and such.
Seriously, guys, how to beat this deck? Zur has started to become a troublesome general in my meta and i'm looking for suggestions. Have you got any? Anything general will do, because i practicaly make a new deck every event.
Most zur decks are focused into getting zur out and swinging. You need to keep him from swinging to win. Some ways to do that include:
Play mono blue with a lot of counterspells.
Attack zur's fragile mana base.
Play a crap ton of spot removal which you should be anyways for 1v1.
Play cards like oblation, spin into myth, bant charm, hollowed burial.
I took it out for the Eel Umbra because usually if soemone's gonna get removal through to Zur through my counters its only gonna happen once and with the Umbra you don't have to hold back mana to activate it. I'm not saying its strictly better or anything but its worked good so far.
Quote from syndarion »
What if you cast Zur without haste, and someone plays Arrest? Unless you have some removal or tutors in your hand, game over?
You never cast Zur without haste unless you have counter backup unless you are absolutely sure your opponent absolutely can't do anything to disrupt him before he attacks.
Quote from gma »
Seriously, guys, how to beat this deck?
I've found that my toughest matchups are against mono blue decks, but if you're a better player than they are they are still definitely winnable. Zur after all is probably a top 3 or so general when it comes to edh so its not really gonna be easy in any sense to beat him if the list is good and played by a good player.
Quote from Artificial Alchemist »
How about adding Declaration of Naught,
Had it in the deck at one point and it is very nice at shuttting down opposing generals if the other deck really revolves around abusing their general but in matches where they are not trying to do that its a bit narrow so I just ended up using more cards that are good in many situations instead of ones that are great in just one situation.
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1 Zur the Enchanter
Creatures
2 Trinket Mage
3 Auramancer
Enchantments
4 Diplomatic Immunity
5 Eel Umbra
6 Standstill
7 Copy Enchantment
8 Greater Auramancy
9 Daybreak Coronet
10 Oblivion Ring
11 Solitary Confinement
12 Aura of Silence
13 Empyrial Armor
14 Prison Term
15 Steel of the Godhead
Counterspells
16 Pact of Negation
17 Annul
18 Delay
19 Mana Leak
20 Miscalculation
21 Power Sink
22 Counterspell
23 Deprive
24 Mana Drain
25 Muddle the Mixture
26 Dissipate
27 Forbid
28 Hinder
29 Dismiss
30 Last Word
31 Cryptic Command
32 Force of Will
33 Misdirection
34 Condemn
35 Path to Exile
36 Swords to Plowshares
37 Winds of Rath
38 Mortify
39 Vindicate
Card Drawing/Tutors
40 Sensei's Divining Top
41 Vampiric Tutor
42 Demonic Tutor
43 Phyrexian Arena
44 Necropotence
45 Brainstorm
46 Mystical Tutor
Artifacts
47 Chrome Mox
48 Lotus Petal
49 Mana Crypt
50 Mox Diamond
51 Sol Ring
52 Azorius Signet
53 Dimir Signet
54 Isochron Scepter
55 Lightning Greaves
56 Coalition Relic
57 Crucible of Worlds
58 Darksteel Ingot
Other Good Stuff
59 Mind Twist
60 Capsize
61 Orim's Chant
62 Armageddon
63 Replenish
Lands
64 Adarkar Wastes
65 Arcane Sanctum
66 Boseiju, Who Shelters All
67 City of Brass
68 Drowned Catacombs
69 Flagstones of Trokair
70 Flooded Strand
71 Gemstone Mine
72 Glacial Fortress
73 Godless Shrine
74 Grand Coliseum
75 Hall of the Bandit Lord
76 Hallowed Fountain
83 Maze of Ith
84 Mistveil Plains
85 Mystic Gate
86 Plains
87 Polluted Delta
88 Reflecting Pool
89 Reliquary Tower
90 Seat of the Synod
91 Scrubland
92 Strip Mine
93 Sunken Ruins
96 Tundra
97 Underground River
98 Underground Sea
99 Wasteland
100 Watery Grave
Orzhov Signet - Doesn't produce blue
Talismans of Dominance & Progress - Not as good as my other 3 cost artifact mana producers
Hallowed Burial - absolutely terrible when in a deck that wants to play its general quickly
Seal of Doom - ok, but still not as good as the cheaper instant speed removal & not as flexible as O-ring
Runed Halo - Solitary Confinement is better
Thoughtseize - very good and might find room for but haven't gotten to it yet
Fact or Fiction - not necessary since i almost always get a really early Necropotence out
Energy Flux - terrible since i use a lot of artifacts that i want to keep in play
Stasis - ok, but not worth it since by the time I'm set up enough to have a lock with it, i've already won anyway
Lim-dul's Vault - ok, but not better than the tutors/darwers i already have
Treachery - too expensive
Pithing Needle - good, but haven't needed it really
Enlightened Tutor - Zur does the same thing i would use this mostly for but better and my other tutors r better
Esper charm - not powerful enough compared to the the rest of the stuff in the deck
Mystical Teaching - not good
Condemn - I prefer Sudden Death.
Orim's Chant - Pretty narrow imo (Scepter target). Duress or thoughtseize are better most of the time.
Armageddon - Win more
Trinket Mage - I would rather play stoneforge mystic to get greaves.
Auramancer - Redundent with Replinish.
Annul - Too Narrow.
Winds of Rath - Expensive and its usually win more.
Crucible of Worlds - Great card, but not what this deck wants to do imo.
Eel Umbra - Vanishing instead cause it can avoid edicts. Or maybe both.
Everything below is to help Zur comes out with protection when 4 mana is available.
Vendillion Clique, Duress, Distress, Addle, Thoughtseize, Tidehollow Sculler - Great to clear out counterspells to clear the way to cast Zur.
Tarnished Citadel, Tendo Ice Bridge, Forbidden Orchard - Less chance to get color screwed.
Daze - Really good for helping get Zur out early.
Lim Dul Vault - 2 mana instant speed sometimes painful tutor.
Stoneforge Mystic, Enlightened Tutor - Greaves #2 and #3.
Dark Confidant - AMAZING CARD. If you havent tried him yet you must.
Remand, Memory Lapse, Arcane Denial - Low cc Counters.
Jace Beleran - More draw is good.
Merchant Scroll - FOW #2
My 2 cents.
I'm currently building this type of deck and have done a lot of research as far as the other builds and the slight variances between yours and theirs. I'm also toying with Erayo as a 'win more' card, but I'm trying to figure out a more consistent way to load up 4 spells without relying on countering my opponent (as I've played against Erayo, I rarely allowed her to flip, so in my line of thinking, Erayo is just another Arcane Lab IF they understand how to stop the hard lock between Erayo and Lab. I'm probably over-thinking this as Zur should be winning faster without having to worry about a prison type lock, but there are a lot of heavy permission decks floating around and I'd like to give my opponents more bait for their counterspells if the game reaches a mid- to late-game state.
Personally I don't like 3CC mana-producing artifacts much since they don't accelerate Zur into play. I prefer the Talismans, myself. I'm looking at you D'Steel Ingot and/or Coalition Relic. Both are fine cards but I feel don't contribute as much overall.
I also agree that Scepter Chant seems out of place though I don't doubt that it has won you a few games.
I also agree that Remand, Memory Lapse, and Arcane Denial are all bomb counters in this deck, and I second highly recommending them.
Lastly, can you elaborate a bit more in regards to what you hope to achieve with Trinket Mage and/or Auramancer for them to be worth the slots?
Current EDH Decks:
G Multani, Maro-Sorcerer
B Xiahou Dun, the One-Eyed
GU Momir Vig, Simic Visionary
I'm assuming he's using Necropotence to keep his hand full to work well with Empyrial Armor and keep his hand full to feed Solitary Confinement.
I'm probably going to be using more land sweepers in my build until I can afford a Mana Drain to toss in. Sunder in the first main phase would feed a potentially huge Empyrial Armor.
Another thought regarding a minor change to the mana base: has anyone used Serra's Sanctum?
Do yourself a favor and re-read Sunder...notice the card type. I'm pretty sure EOT Sunder is the right play ;). That card is an absolute bomb in this deck (IMO moreso than Geddon even).
Current EDH Decks:
G Multani, Maro-Sorcerer
B Xiahou Dun, the One-Eyed
GU Momir Vig, Simic Visionary
You are correct sir, EOT it is.
I don't think scepter and things like orim's chant r redundant or win more, if u get that combo its obviously bad for your opponent but the scepter can be used with a lot of stuff in the deck like counterspell and putting a mana drain on it or the like is also ridiculously good and having the chant in the deck really helps against any other deck that's heavy on counters as if done properly you can use it to set up a big turn that will basically win the game for you in the long run.
The only planeswalker I would probably add would be the newest Jace but I don't own one so haven't tried to fit him in yet.
I also may replace the Auramancer with something else like Dark Confidant but he's still good in the fact that its a cheap way to get back an enchantment that you may really need that your opponent has already dealt with like Necro or O-Ring, etc. and pretty much everyone knows that Sensei's Diving Top is ridiculous and any time you can help your chances to always have that card in play with a Trinket Mage you should plus there r a few other things he can also get you if you really need them.
I also had Sunder in my list early on but eventually cut it as i really ended up wanting just one land clearing effect and I settled on Armageddon for that just for being a little bit cheaper and since it makes it much harder for your opponent to come back from if you are in position to cast it. Armageddon can turn a game thats even or you only have a slight advantage in to one that is an auto-win with no chance of recovery from your opponent.
About 3CC mana artifacts, I genrally don't like them either over 2CC ones but the Ingot and Relic are far superior to any other 3CC ones and alot of 2CC ones. Both give any color mana which is amazing and neither come into play tapped which also a bonus and the indestructible aspect has come in handy sometime on the Ingot and the extra mana that the Relic gives you if you don't use it one your turn is a pseudo accelerator which pretty much always helps.
Other things that could be useful:
Suppression Field. This card straight-up shuts down half the powerful decks out there and kills most infinite mana combos.
Time Warp/variant. Plays the turn after Zur, and will seal you the game.
Several other cards that have already been listed.
Currently running:
BRG Xira Arien BRG
UR Melek, Izzet Paragon UR
WUG Jenara, Asura of War WUG
WRG Mayael the Anima WRG
WB Triad of Fates WB
BG Mazirek, Kraul Death Priest BG
BR Rakdos, Lord of Riots BR
WR Aurelia the Warleader WR
WBG Ghave, Guru of Spores WBG
WUBRG Horde of Notions WUBRG
Planar Void doesn't work with either Helm of Obedience or Energy Field. It's a triggered ability, not a replacement effect, so both Helm and Field will still see cards going to the graveyard. You need Leyline of the Void to make Helm work, and I don't think it's possible to make Energy Field work in these colors.
This is exactly right. The Oracle text states the following:
Helm of Obedience
10/1/2008: If an effect like that of Leyline of the Void prevents cards from being put into your opponent's graveyard, the process described in the first sentence of Helm of Obedience's effect will never stop. Your opponent's entire library will be exiled, even if X is 1.
Leyline of the Void
2/1/2006: Leyline of the Void's effect prevents the cards from ever reaching your opponents' graveyards, so abilities such as Haunt never trigger.
Planar Void
10/4/2004: The card does go to the graveyard before it is exiled, so other triggered abilities will trigger on the card going to the graveyard.
Currently running:
BRG Xira Arien BRG
UR Melek, Izzet Paragon UR
WUG Jenara, Asura of War WUG
WRG Mayael the Anima WRG
WB Triad of Fates WB
BG Mazirek, Kraul Death Priest BG
BR Rakdos, Lord of Riots BR
WR Aurelia the Warleader WR
WBG Ghave, Guru of Spores WBG
WUBRG Horde of Notions WUBRG
The combo (by itself) shuts down most decks, including most multiplayer matchups, while allowing you to swing for lethal unperturbed. Beyond this, if you're in a tight spot contam can generally buy you a turn to set yourself up. Bitterblossom, on the other hand, provides creatures should you ever need such a thing....*giggles* creatures in zur.
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EDH
UWBZur the EnchanterBWU
i have thought about that. there are a lot of cards that can shut Zur down. it's playing around them that makes the deck work. sometimes...it's ok to kill your own zur with an O-ring or something along those lines. but then again, you could just O-ring the arrest eh? i run a Seal of Cleansing, a Disenchant, Aura of Silence, and a Mortify just for such occasions. i also run more tutors than this decklist...not many more. i run a Vampiric, Demonic, Mystical, and a Beseech the Queen. I also run some recursion. I run a Retether and a Replenish and an Open the Vaults to get back my seals and such.
EDH
UWBZur the EnchanterBWU
Most zur decks are focused into getting zur out and swinging. You need to keep him from swinging to win. Some ways to do that include:
Play mono blue with a lot of counterspells.
Attack zur's fragile mana base.
Play a crap ton of spot removal which you should be anyways for 1v1.
Play cards like oblation, spin into myth, bant charm, hollowed burial.
I took it out for the Eel Umbra because usually if soemone's gonna get removal through to Zur through my counters its only gonna happen once and with the Umbra you don't have to hold back mana to activate it. I'm not saying its strictly better or anything but its worked good so far.
You never cast Zur without haste unless you have counter backup unless you are absolutely sure your opponent absolutely can't do anything to disrupt him before he attacks.
I've found that my toughest matchups are against mono blue decks, but if you're a better player than they are they are still definitely winnable. Zur after all is probably a top 3 or so general when it comes to edh so its not really gonna be easy in any sense to beat him if the list is good and played by a good player.
Had it in the deck at one point and it is very nice at shuttting down opposing generals if the other deck really revolves around abusing their general but in matches where they are not trying to do that its a bit narrow so I just ended up using more cards that are good in many situations instead of ones that are great in just one situation.