Zur the Enchanter EHD (Need He..

by superdave644 on 26 September 2012

Main Deck (99 cards)

Sideboard (0 cards)

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Deck Description

Zur the Enchanter EHD

I need to cut 11 cards please help

Deck Tags

  • EDH

Deck at a Glance

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This deck has been viewed 1,012 times.

Mana Curve

Mana Symbol Occurrence

35361100

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Zur the Enchanter EHD (Need Help!!!)

I'd start with the general and go from there. Terribly unfun general.

However, I'll give other suggestions too since you probably already know it's an antisocial deck.

#1 Spellbook - if you need this effect, play Reliquary Tower or play Venser's Journal. This is too weak to include as it does nothing else.

#2 Counterbalance - 90% of your deck has a CMC of 4 or less. Commander games are designed to play big spells so most games, even with abusing the top, it will just miss every time.

#3 Stasis - I'm not seeing a single card that gives you vigiliance so it locks the board (including yourself) for a few turns and you aren't able to capitalize on it.

#4 Sorin Markov - Setting someone to 10 is useless when you're causing a commander damage kill. The other options aren't even worth mentioning.

#5 Hallowed Ground - What's the benefit of bouncing your own lands? Surviving a wrath? Why do you even need lands if you have Zur in play after a land wipe? You have tons of other bounce lands already.

#6 Ajani's Mantra - Terrible card. Gaining 1 life a turn is not relevant. I know you're trying to counter some of the life payments incurred by the deck but it's a terrible card.

#7 Arcane Denial - Causing an opponent to draw two in a lock deck is a bad idea. You just wasted your counterspell and now they drew into their board wipe of choice.

#8 Remand - If you're going to counter something, it needs to exile it or tuck it. Putting it into their hand to just recast is not strong enough in EDH.

#9 Power Sink - Time Stretch (or any major bomb), are you going to hold back 11 mana to counter it with this when you're also stuck only untapping one land a turn? If you just want to drain a mana pool and tap lands, there are better, cheaper options that could be done in an upkeep.

#10 Attrition - I see this being a dead draw most games and bottom of the priority list for a combat trigger... Yes, you can combo it with Bitterblossom but you would never really want to sac Zur to it and outside of that or Elspeth tokens, it's just going to sit there harmless while your board wipes and counters keep the board clear.

#11 Basic Swamp - 39 Lands is a ton, especially with card draw engines and filtering. You could do fine off 35-36 lands if you wanted to keep some of the other suggestions and cut more lands...

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Posted 26 September 2012 at 07:51

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