finest hour will do it, but because its green it wont work in an EDH build. but realistically you don't need it. first attack with zur should pull diplomatic immunity to protect zur. second pull should either be nevermore to block the other commander, or mana breach to screw them up from building to a workable field. after that, you are free to play out whatever win method you want
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you have too much creature enhancement in here. zur ehds work best if you do it from a control standpoint. also, you need more lands. as long as you have zur out and protected, it wont matter what you draw each turn cause you will be searching out what you need. I run 42 in my zur build. check it out for more ideashttp://www.mtgvault.com/dknight27/decks/zur-edh/
I made another build of this deck that incorporates life from the loam/retrace spellshttp://www.mtgvault.com/dknight27/decks/leg-rg-manipulation/
now I know. how quaint. let me break down exactly whats happening here for you, so that you too can now know. first of all, this isn't a tournament quality deck. im well aware that its too slow and vulnerable to stand up in legacy, the raper of all combos and innovative but costly play. this one is for table top magic that people play for fun. the vast majority of your comments are directed at this deck if it were to be played in a legacy format at tournaments. your comment about it having no card costing 2- doesn't need them. plenty of turn 1 drops anyway, sensei's divining top takes care of the 2 drop problem anyway. pacifism- why on earth would I want to have pacifism. am I going to play it turn 2? on their 1 drop or 2 drop? that is just going to slam me with ever so much damage that there will never be any way to deal with it? no. pacifism is useless in a deck that runs no creatures and 6 board sweeping spells. on top of that, once you get the shrines going, infinite rage takes over that job anyway. on top of all this, pacifism isn't even the best choice. journey to nowhere is ridiculously better. ramp- this is a reactionary deck. its meant to be slower on purpose, so that it can react to whatever the opponent does. for example, if they run a fast creature deck, drop wrath on turn 4 or 5 and they lose. if they run a combo piece or control element, drop vindicate. reactionary decks are designed to take whatever the opponent can do early game, and then recover and take control in the middle game. if they manage to get me down on life, big deal. ill drop cleansing fire and build back up. get the picture? ramp is a waste of card space and would end up costing me the game because of lack of card advantage. on top of this, im running 22 lands, 4 tops, and 4 chromatic lanterns. I wont have a problem producing mana. burning earth rapes my deck- 1 card, in the thousands of cards that can be plaid, rapes my deck. this is the most useless objection possible in this game. burning earth rapes every multi-colored deck of any quality. no one runs it outside of a side deck in legacy, and since this isn't legacy, and has no side deck, big deal. if I run into it a time or too, big deal. I lose a game. there has never been a deck built that isn't raped by some card waiting out there. I could go through every deck you have posted and show you at least 3 cards that would singularly rape them. mtg isn't a game that you win by trying to prepare for every possible situation. its about balance. I would much rather be prepared for 4,999 cards and be unprepared for 1 than be moderately prepared for 5000. lets pretend, for fun, that I am actually facing 4 copies of burning earth. I have 4 vindicates to take care of that, with 4 ponder, 4 tops, 4 concentrates, and 2 sweeping winds to search it out. unless my opponent is running butt loads of search, which is impossible in a mono-red deck, im in much better position. so, to sum up- all of your suggestions have been a waste of time, and I more than appreciate your incredibly condescending way of letting me know that not only are you a better magic player than me, but by extension, much smarter and deserving of reverence and acknowledgment. now you know. less noob analysis and you should be ok.
mind twist is too slow unfortunately. by the time you play it with 4 or 5 mana, your other discard spells will render the big drop useless.
braid of fire is there to either pump Olivia or gemstone array. the whole deck revolves around Olivia being able to either destroy or take control of the opponents creatures. braid of fire is the absolute best condition for the deck as it gives so much potential to ping everything the opponent has.
I don't use planeswalkers. they hurt the game
kind of a cunt arnt you
gone in 60 seconds
24 lands is WAY too much
_______ has infinite potential
im using seething song to ramp for dragonstorm rather then the individual dragons, so geosurge wont work unfortunately. great card though
because i am apparently having an off day, fixed
damn, i was unaware
here is your big game turn 1- land and birds turn 2- land and stoneforge mystic turn 3- tap out the mystic and lay batterskull then swing away
whats up BFM, im diggin the deck here. ive got a few suggestions. youv got 10 creatures for the combo to go off, i dont think this is necessary, especially with 4 demonic tutors in the deck. 8 should be more then fine. 4 stifle and 4 torpor orbs is good as well. mana drain is an amazing card! in this deck it is a killer, but its 100 bucks a pop so unless you have them already or have some serious dow u might want to try some simple counterspells instead. kflicks is right about force of will, but its also quite expensive so if not no worries. daze is a good replacement to handle turn 1, 2, and 3 spells the opponent will play, as is spell pierce. have you considered making a sideboard for this? if not no big deal. keep it up
whats up BFM, hows it goin. i finished the deck you asked for and it was fun to make. im glad you like my work. im almost halfway done. if you have any other requests or just wanna talk hit me up. here is the link to the deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=190314
there are lots of ways to pull this kind of deck off. this is just one of them
force and daze handle the early game, set up counterbalance and top and your in business
turn 1 swamp, dark ritual, thoughtseize, hymn to tourach, surgical extraction
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