









Overview:
This is an enchantment-focused deck built around Zur the Enchanter's ability to tutor and deploy key enchantments, utilizing a combination of protection, control elements, and incremental advantage through enchantment synergies.
Primer:
The deck's primary strategy revolves around protecting and enhancing Zur while using his attack trigger to fetch crucial 3-CMC or less enchantments. The deck includes several protective elements like Swiftfoot Boots and various counterspells to ensure Zur stays on the battlefield. Key enchantments like Ethereal Armor, All That Glitters, and Steel of the Godhead can quickly turn Zur into a lethal threat.
The secondary strategy involves establishing a strong defensive position through cards like Propaganda, Ghostly Prison, and Nine Lives, while generating card advantage through enchantress effects like Mesa Enchantress. The deck can also create powerful lockdown situations using Rule of Law effects and protection pieces. The combination of Solemnity with Nine Lives provides a potential lock against damage-based strategies.
Weaknesses:
- Heavy reliance on the commander makes the deck vulnerable to repeated removal
- Limited board wipe recovery options outside of commander-based rebuilding
- Relatively slow to establish its winning position without fast mana
- Vulnerable to mass enchantment removal and cards like Back to Nature
Most Important Cards:
- Ethereal Armor
- Steel of the Godhead
- Solemnity
- Nine Lives
- Counterspell
- Propaganda
- Ghostly Prison
- Phyrexian Arena
- Mesa Enchantress
- Grasp of Fate
Attribute Ratings:
- Speed: 5/10
- Resilience: 7/10
- Consistency: 6/10
- Interaction: 7/10
Rating Justification:
This deck operates at a focused casual to optimized casual level. While it has strong protective elements and can establish good board control, it lacks the explosive speed and fast mana typically seen in higher-powered decks. The interaction suite is solid but not overwhelming, and the win conditions require multiple turns to execute. The deck's strength lies in its ability to create difficult-to-answer board states rather than quick wins.
Final power level rating: 5.5 - 6.0
The deck sits in this range because it has a clear strategy and good protection pieces but lacks the speed and efficiency of higher-powered decks. It's stronger than typical casual decks due to its tutor commander and control elements but doesn't reach the consistency or speed needed for truly competitive play. The deck can create powerful board states but typically needs 7-8 turns to establish its winning position.