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COMMANDER(S)
Zur the Enchanter
QR Code
B U W
- Esper
Bracket
6.0 - 6.5
Bracket 3
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ANALYSIS

Overview:

This Zur the Enchanter deck leverages the commander's ability to fetch disruptive or protective enchantments while building toward a voltron/infect win condition. The primary strategy involves using Zur to tutor key auras like Phyresis (enabling infect kills) or Steel of the Godhead (evasion/lifelink), supported by stax elements (Propaganda, Blind Obedience) and a lifegain subtheme with Heliod, Sun-Crowned and Vito, Thorn of the Dusk Rose. Zur acts as both the primary threat and the deck's engine, while backup plans include incremental life drain and board control via wraths and counterspells.


Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-3): Deploy mana rocks (Sol Ring, signets), protection for Zur (Giver of Runes, Mother of Runes), or stax pieces (Esper Sentinel, Authority of the Consuls). Prioritize casting Zur by Turn 3-4.
  2. Zur Activation (Turns 4+): Attack with Zur to fetch critical auras:
    • Win Condition: Phyresis (infect), Steel of the Godhead (evasion/lifegain), or Light of Promise (+1/+1 counters).
    • Protection: Diplomatic Immunity, Shielded by Faith, or Alexi's Cloak.
    • Disruption: Darksteel Mutation, Imprisoned in the Moon.
  3. Control & Sustain: Use wraths (Supreme Verdict, Toxic Deluge) and counterspells (Dovin's Veto, Fierce Guardianship) to stall opponents. Necropotence and Mystic Remora maintain card advantage.
  4. Alternative Wins: Activate Vito, Thorn of the Dusk Rose with lifegain triggers or Heliod, Sun-Crowned +1/+1 counters on evasive creatures.

Mulligan Priorities:

  • Keep hands with 2-3 lands, at least one ramp artifact, and protection (e.g., Swiftfoot Boots, Lightning Greaves).
  • Prioritize Zur enablers over reactive spells unless in highly interactive metas.
  • Avoid hands lacking Zur protection or mana fixing.

Key Tips:

  • Fetch Phyresis only when you can guarantee lethal poison damage in 1-2 attacks.
  • Use Teferi's Veil to protect attacking Zur from sorcery-speed removal.
  • Hall of Heliod's Generosity recurs key auras if disrupted.

Weaknesses:

Critical

  • Commander Dependency: Removing Zur repeatedly cripples the deck’s ability to tutor key pieces.
  • Enchantment Removal: Farewell, Cleansing Nova, or Austere Command can reset the board.
  • Infect Vulnerability: Lacks redundancy for Phyresis; if exiled, the primary wincon falters.

Moderate

  • Aggro Pressure: Struggles against wide, fast boards pre-stax setup.
  • Graveyard Hate: Rest in Peace disrupts Animate Dead and Hall of Heliod's Generosity.

Minor

  • Artifact Reliance: Signets and rocks are vulnerable to Vandalblast-effects.

Most Important Cards:

  • Phyresis (Primary win condition via infect)
  • Necropotence (Card advantage engine)
  • Diplomatic Immunity (Zur protection)
  • Steel of the Godhead (Evasion/lifegain for Zur)
  • Propaganda (Stax effect for survivability)
  • Dovin's Veto (Uncounterable interaction)
  • Heliod, Sun-Crowned (Lifegain synergy/alternative wincon)
  • Shielded by Faith (Indestructible protection)
  • Supreme Verdict (Board wipe with uncounterable clause)
  • Mystic Remora (Early-game card advantage)

Attribute Ratings:

Speed: 6/10

  • Can threaten a T4-T6 infect kill with Zur + Phyresis, but requires setup and protection.

Resilience: 5/10

  • Protection auras and counterspells help Zur stick, but the deck falters if he’s repeatedly removed.

Consistency: 7/10

  • Zur tutors key pieces, and the deck runs ample card draw, but lacks redundancy for infect.

Interaction: 7/10

  • Strong suite of counterspells, wraths, and targeted removal, but light on artifact/enchantment hate.

Rating Justification:

This deck operates as a focused control-voltron hybrid with a T4-T6 kill potential via Zur, but its reliance on the commander and vulnerability to enchantment removal caps its resilience. The interaction suite and stax elements elevate it above casual tiers, but it lacks the speed/redundancy of higher-power strategies.

Power level: 6.0 - 6.5

DECK LIST
Zur the Enchanter
Planeswalker: 1
($0.18)
1
The Wanderer
3 W
Creature: 13
($126.87)
1
Archivist of Oghma
1 W
1
Baleful Strix
U B
1
Cathar Commando
1 W
1
Esper Sentinel
W
1
Giver of Runes
W
1
Grand Abolisher
W W
1
Heliod, Sun-Crowned
2 W
1
Mother of Runes
W
1
Roaming Throne
4
1
Silent Arbiter
4
1
Vito, Thorn of the Dusk Rose
2 B
1
Voice of Victory
1 W
1
Windborn Muse
3 W
Artifact: 14
($33.12)
1
Arcane Signet
2
1
Azorius Signet
2
1
Dimir Signet
2
1
Fellwar Stone
2
1
Lightning Greaves
2
1
Lotus Petal
0
1
Mind Stone
2
1
Orzhov Signet
2
1
Sol Ring
1
1
Swiftfoot Boots
2
1
Talisman of Dominance
2
1
Talisman of Hierarchy
2
1
Talisman of Progress
2
1
Thought Vessel
2
Enchantment: 19
($46.5)
1
Alexi's Cloak
1 U
1
Animate Dead
1 B
1
Aura of Silence
1 W W
1
Authority of the Consuls
W
1
Blind Obedience
1 W
1
Darksteel Mutation
1 W
1
Diplomatic Immunity
1 U
1
Ghostly Prison
2 W
1
Grasp of Fate
1 W W
1
Imprisoned in the Moon
2 U
1
Light of Promise
2 W
1
Mystic Remora
U
1
Necropotence
B B B
1
Phyresis
1 B
1
Propaganda
2 U
1
Shielded by Faith
1 W W
1
Steel of the Godhead
2 W/U
1
Teferi's Veil
1 U
1
Twinblade Blessing
1 W W
Instant: 9
($49.16)
1
An Offer You Can't Refuse
U
1
Brainstorm
U
1
Counterspell
U U
1
Dovin's Veto
W U
1
Fierce Guardianship
2 U
1
Negate
1 U
1
Path to Exile
W
1
Render Silent
W U U
1
Swords to Plowshares
W
Sorcery: 6
($14.19)
1
Damn
B B
1
Ponder
U
1
Steelshaper's Gift
W
1
Supreme Verdict
1 W W U
1
Toxic Deluge
2 B
1
Wrath of God
2 W W
Land: 37
($61.11)
1
Adarkar Wastes
1
Bojuka Bog
1
Caves of Koilos
1
Command Tower
1
Exotic Orchard
1
Hall of Heliod's Generosity
5
Island
1
Isolated Chapel
1
Marsh Flats
1
Nimbus Maze
1
Path of Ancestry
13
Plains
1
Polluted Delta
1
Prairie Stream
1
Sea of Clouds
1
Seachrome Coast
5
Swamp

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