Saturday, March 5, 2011

Zur the Enchanter EDH

So I was messing around with some generals for Commander (EDH for those like myself who still call it by its older name) and stumbled across Zur the Enchanter.  Whenever he attacks, you get an enchantment with a CMC of 3 or less from your deck.  Attach Vanishing and he's unkillable.  Attach Steel of the Godhead and he can deal some serious damage.  Fetch up Oblivion Ring or Seal of Doom to kill stuff.  There are also two "cute" little combos he can assemble in EDH: Grim Poppet with Torture and Triskelion with Daily Regimen.  My favorite trick is to swing, attach Arcanum Wings, get through due to flying, and Aura Swap it for an Eldrazi Conscription.  Here's the list I'm testing.  It has some combos that use Zur to set up, namely Reality Acid and Vedalken Mastermind and Grim Poppet with Torture.

General:  Zur the Enchanter

Creatures (14):
Auratog
Cantivore
Celestial Ancient
Evershrike
Grim Poppet
Kor Spiritdancer
Lost Auramancers
Mesa Enchantress
Mindleech Mass
Nomad Mythmaker
Sovereigns of Lost Alara
Tidespout Tyrant
Umbra Mystic
Vedalken Mastermind

Noncreature Spells (45):
Arcanum Wings
Arrest
Aura of Silence
Azorius Signet
Battle Mastery
Celestial Mantle
Circle of Protection:  Artifacts
Cloak of Mists
Compulsion
Conviction
Daybreak Coronet
Declaration of Naught
Demonic Collusion
Diabolic Tutor
Dimir Signet
Diplomatic Immunity
Dragon Shadow
Eldrazi Conscription
Empyrial Armor
Enslave
Flickerform
Infiltrator's Magemark
Journey to Nowhere
Journeyer's Kite
Lingering Death
Mark of Eviction
Mind Control
Obelisk of Esper
Oblation
Oblivion Ring
Orzhov Signet
Pillory of the Sleepless
Prison Term
Prophetic Prism
Reality Acid
Seal of Cleansing
Seal of Doom
Sleeper's Robe
Sphere of the Suns
Spirit Loop
Steel of the Godhead
Three Dreams
Torture
Vanishing
Volition Reins

Land (40):
Ancient Spring
Azorius Chancery
Bad River
Calciform Pools
Cloudcrest Lake
Dimir Aqueduct
Dreadship Reef
Esper Panorama
Evolving Wilds
Flood Plain
Island (8)
Jwar Isle Refuge
Orzhov Basilica
Plains (7)
Prahv, Spires of Order
Rootwater Depths
Rupture Spire
Sejiri Refuge
Swamp (6)
Terramorphic Expanse
Thalakos Lowlands
Waterveil Cavern

There are still some cards I want to fit in: Corrupted Conscience, Copy Enchantment, Dance of the Dead,  Pemmin's Aura, Phyresis, and Phyrexian Reclamation (mainly because sending your general to the General Zone upon death is optional).  I wasn't sure what to cut, to be honest.  I like Pyresis because the deck has a hard time getting in for 21 Zur damage, which is mainly how it wins.  The rest give me some redundancy or other options for fighting.  Any suggestions?

Until next time, play on.

1 comment:

  1. It would probably help readers if you linked the cards to pictures (I use gatherer) so they can click on the ones that they don't know to see what they do.

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