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COMMANDER(S)
Zur the Enchanter
QR Code
B U W
- Esper
Created by  Energyman
Bracket
5.0 - 5.5
Bracket 3
Combo Combo(s) Found: Loading...
Average CMC Average CMC
Info
2.42
Cost Cost
Info
$92.12
Salt Score Salt Score
Info
SPD 5
RES 6
CON 7
INT 6
ANALYSIS

Overview:

This Zur the Enchanter deck focuses on enchantment-based stax and voltron strategies. The primary win conditions involve locking opponents with Rule of Law effects while building an unblockable Zur with game-ending auras like All That Glitters. Secondary plans include incremental life drain through constellation triggers and graveyard recursion with Resurgent Belief. The deck lacks infinite combos but leverages strong synergy between Zur's tutoring and enchantment protection.

Primer:

Core Strategy:

  1. Early Game (Turns 1-3):
    • Deploy mana rocks (Sol Ring, Arcane Signet) and stax pieces (Authority of the Consuls, Deafening Silence)
    • Protect Zur with 1-2 mana auras like Ethereal Armor if cast early
  1. Mid Game (Turns 4-6):

    • Attack with Zur to fetch key auras: Steel of the Godhead (evasion), Diplomatic Immunity (protection), All That Glitters (power boost)
    • Establish hard locks via Rule of Law + Archon of Emeria or Eidolon of Rhetoric
  2. Late Game:

    • Close with commander damage (Zur becomes 10+ power easily)
    • Recur key enchantments via Hall of Heliod's Generosity if disrupted

Mulligan Priorities:

  • Keep hands with 2-3 lands and Zur-protection (Alseid of Life's Bounty, Vanishing)
  • Prioritize stax pieces in creature-heavy metas
  • Avoid hands without white mana sources

Key Interactions:

  • Greater Auramancy makes all enchantments (including itself) untargetable
  • Energy Field + Rest in Peace creates a damage prevention shield
  • Grasp of Fate exiles threats while dodging most removal

Critical Sequencing:

  1. T3 Zur → T4 attack for Diplomatic Immunity → T5 fetch All That Glitters
  2. Resurgent Belief suspend on T2 → Reanimate 4+ enchantments by T5

Weaknesses:

Critical:

  • No backup win condition if Zur is repeatedly removed (relies on 3.5 average CMC creatures for damage)
  • Rest in Peace conflicts with own graveyard recursion

Moderate:

  • Limited card draw engines (only 3 repeat sources)
  • Vulnerable to enchantment wipes (only Hall of Heliod's Generosity for recursion)

Minor:

  • Mana base struggles with triple-colored costs (e.g., Necropotence)
  • No answer to indestructible threats

Most Important Cards:

  • All That Glitters
  • Greater Auramancy
  • Rule of Law
  • Rest in Peace
  • Steel of the Godhead
  • Diplomatic Immunity
  • Resurgent Belief
  • Grasp of Fate
  • Archon of Emeria
  • Hall of Heliod's Generosity

Attribute Ratings:

Speed: 5/10

  • Earliest kill: T6 (Zur + 3 auras + evasion)
  • Stax locks typically operational by T5-6

Resilience: 6/10

  • Multiple protection auras (4x Shroud/Hexproof sources)
  • Weak to repeated board wipes but can rebuild with suspend recursion

Consistency: 7/10

  • 6 enchantment tutors (Zur counts as repeatable tutor)
  • Redundant stax effects (3x Rule of Law variants)

Interaction: 6/10

  • A-Tier: Swords to Plowshares, Counterspell, Dovin's Veto
  • Stax acts as proactive interaction
  • Lacks board wipes beyond Divine Reckoning

Rating Justification:

This deck exceeds precon-level synergy (4.0) with its stax package and commander-focused plan but lacks the fast mana and infinite combins of optimized builds (6.0). The T6 kill speed and T5-6 stax locks align with 5.0-5.5 ("Optimized Casual"), but its reliance on combat damage and vulnerability to removal prevent higher ratings. It outpaces focused casual decks but can't race true combo lists.

Power level: 5.0 - 5.5

DECK LIST
Zur the Enchanter
Creature: 13
($4.01)
1
Abdel Adrian, Gorion's Ward
4 W
1
Alseid of Life's Bounty
W
1
Archon of Emeria
2 W
1
Archon of Sun's Grace
2 W W
1
Auramancer
2 W
1
Aven Mindcensor
2 W
1
Balemurk Leech
1 B
1
Eidolon of Rhetoric
2 W
1
Grim Guardian
2 B
1
Inquisitive Glimmer
W U
1
Mesa Enchantress
1 W W
1
Transcendent Envoy
1 W
1
Vile Entomber
2 B B
Artifact: 2
($1.49)
1
Arcane Signet
2
1
Sol Ring
1
Enchantment: 37
($59.63)
1
All That Glitters
1 W
1
Animate Dead
1 B
1
Aqueous Form
U
1
Arcane Laboratory
2 U
1
Arrest
2 W
1
Authority of the Consuls
W
1
Battle Mastery
2 W
1
Blind Obedience
1 W
1
Chains of Custody
2 W
1
Copy Enchantment
2 U
1
Daybreak Coronet
W W
1
Deafening Silence
W
1
Diplomatic Immunity
1 U
1
Eaten by Piranhas
1 U
1
Edge of the Divinity
W/B
1
Energy Field
1 U
1
Energy Flux
2 U
1
Ethereal Armor
W
1
Ghostly Prison
2 W
1
Gift of Immortality
2 W
1
Grasp of Fate
1 W W
1
Greater Auramancy
1 W
1
Lawmage's Binding
1 W U
1
Mantle of the Ancients
3 W W
1
Necropotence
B B B
1
Phyresis
1 B
1
Propaganda
2 U
1
Rest in Peace
1 W
1
Rule of Law
2 W
1
Seal from Existence
1 W W
1
Spirit Link
W
1
Staggering Insight
W U
1
Steel of the Godhead
2 W/U
1
Stony Silence
1 W
1
Suppression Field
1 W
1
Timely Ward
2 W
1
Vanishing
U
Instant: 6
($6.24)
1
Angelsong
1 W
1
Counterspell
U U
1
Dovin's Veto
W U
1
Opt
U
1
Path to Exile
W
1
Swords to Plowshares
W
Sorcery: 7
($10.73)
1
Buried Alive
2 B
1
Divine Reckoning
2 W W
1
Final Parting
3 B B
1
Idyllic Tutor
2 W
1
Open the Armory
1 W
1
Resurgent Belief
1
Ringsight
1 U B
Land: 34
($10.02)
1
Arcane Sanctum
1
Command Tower
1
Contaminated Landscape
1
Emergence Zone
1
Exotic Orchard
1
Hall of Heliod's Generosity
7
Island
1
Myriad Landscape
1
Mystic Gate
12
Plains
1
Prairie Stream
1
Rogue's Passage
1
Sunken Hollow
4
Swamp

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