No, I am not a competitive player. However, I consider my build competitive. I have been running this deck for quite a while now, and tweaking it / tinkering with cards ever since. Without further ado, here comes my list:
The gameplan is pretty straight forward.. Get Zur out as fast as possible via manarocks, protect him (if possible give him haste so he can swing right away). Due to the fact that this is a multiplayer deck that has to prove itself in a game of 4-5 players usually, we will not just start "necropotenceing" and beating down everybody right away...
Instead we try to slowly secure our viability, while also countering threats / protecting Zur, by trying to establish the protection lock: (preferably with the help of Strionic Resonator)
From now on, we are pretty much invincible, unless of course someone decides to go all in and bord wipe our enchantments and we are unable to counter..
After securing our bord presence this way, we can now proceed to getting Necropotence out in order to keep the lock going and draw through the deck, buffing Zur and start doing business as usual.
Things I am currently thinking about: Bitterblossom + Contamination - Lock (seems faster than protection lock, as we can get both right away in one swing with Strionic Resonator or in two swings without)
In 1 on 1 matchups I tend to go:
- 1 Copy Enchantment
- 1 Karmic Justice
- 1 Shielded by Faith
(no need for a protection lock, vanishing+counters are more reliable thus cutting shield)
+ 1 Nevermore
+ 2 other cards (depending on the matchup.. thinking about putting peace+helm-combo in)
I'm playing a similar deck but my first pick is almost always Curator's Ward, second one Shielded by Faith.
My friends play removals and if Zur is removed even just once the game is probably lost.
I have to admit that it's hard, sometimes, protect both myself and Zur.
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1 Zur the Enchanter
Lands (34)
1 Ancient Tomb
1 Arid Mesa
1 Bloodstained Mire
1 Cavern of Souls
1 City of Brass
1 Command Tower
1 Flooded Strand
1 Godless Shrine
1 Hall of the Bandit Lord
1 Hallowed Fountain
5 Island
1 Marsh Flats
1 Mistveil Plains
1 Misty Rainforest
3 Plains
1 Polluted Delta
1 Prairie Stream
1 Reliquary Tower
1 Scalding Tarn
1 Scrubland
1 Serra's Sanctum
1 Sunken Hollow
1 Swamp
1 Tundra
1 Underground Sea
1 Verdant Catacombs
1 Watery Grave
1 Windswept Heath
Creatures (2)
1 Snapcaster Mage
1 Sun Titan
1 Azorius Signet
1 Chromatic Lantern
1 Chrome Mox
1 Dimir Signet
1 Mana Crypt
1 Mox Diamond
1 Orzhov Signet
1 Sol Ring
1 Talisman of Dominance
1 Talisman of Progress
Zur's Toolbox (9)
1 Animate Dead
1 Battle Mastery
1 Daybreak Coronet
1 Detention Sphere
1 Empyrial Armor
1 Ethereal Armor
1 Grasp of Fate
1 Imprisoned in the Moon
1 Steel of the Godhead
Protect Zur (5)
1 Vanishing
1 Diplomatic Immunity
1 Shielded by Faith
1 Lightning Greaves
1 Swiftfoot Boots
Protection Lock (5)
1 Greater Auramancy
1 Copy Enchantment
1 Karmic Justice
1 Necropotence
1 Solitary Confinement
Counters (14)
1 Arcane Denial
1 Counterspell
1 Flusterstorm
1 Force of Will
1 Mana Drain
1 Mana Leak
1 Memory Lapse
1 Misdirection
1 Muddle the Mixture
1 Negate
1 Pact of Negation
1 Remand
1 Spell Pierce
1 Swan Song
1 Anguished Unmaking
1 Cyclonic Rift
1 Path to Exile
1 Swords to Plowshares
1 Vindicate
Hayemakers (4)
1 Armageddon
1 Cataclysm
1 Replenish
1 Winds of Rath
Tutor / Draw (7)
1 Brainstorm
1 Demonic Tutor
1 Enlightened Tutor
1 Fabricate
1 Lim-Dûl's Vault
1 Mystical Tutor
1 Vampiric Tutor
More trickery (3)
1 Isochron Scepter
1 Scroll Rack
1 Strionic Resonator
Planeswalker (1)
1 Jace, the Mind Sculptor
The gameplan is pretty straight forward.. Get Zur out as fast as possible via manarocks, protect him (if possible give him haste so he can swing right away). Due to the fact that this is a multiplayer deck that has to prove itself in a game of 4-5 players usually, we will not just start "necropotenceing" and beating down everybody right away...
Instead we try to slowly secure our viability, while also countering threats / protecting Zur, by trying to establish the protection lock: (preferably with the help of Strionic Resonator)
Swing, strionic, get Greater Auramancy+Karmic Justice
Swing, strionic, get Copy Enchantment+Solitary Confinement
Withouth Strionic it goes more like this:
Greater Auramancy, Copy Enchantment and then everything else...
From now on, we are pretty much invincible, unless of course someone decides to go all in and bord wipe our enchantments and we are unable to counter..
After securing our bord presence this way, we can now proceed to getting Necropotence out in order to keep the lock going and draw through the deck, buffing Zur and start doing business as usual.
Things I am currently thinking about:
Bitterblossom + Contamination - Lock (seems faster than protection lock, as we can get both right away in one swing with Strionic Resonator or in two swings without)
More Landdestruction in the likes of Ravages of War etc.(yes I'm evil, I play Zur.. what did you expect?)
Also: Crucible of Worlds + Strip Mine, Wasteland.. would also go great with the fetches
Furthermore: Rest in Peace + Helm of Obedience - combo
In 1 on 1 matchups I tend to go:
- 1 Copy Enchantment
- 1 Karmic Justice
- 1 Shielded by Faith
(no need for a protection lock, vanishing+counters are more reliable thus cutting shield)
+ 1 Nevermore
+ 2 other cards (depending on the matchup.. thinking about putting peace+helm-combo in)
Let me know what you think!
In search of a foil french Dromar, the Banisher, pm me if you have one you want to part with, also foil Stratadon's.
My friends play removals and if Zur is removed even just once the game is probably lost.
I have to admit that it's hard, sometimes, protect both myself and Zur.