323 views3 days ago
Commander
Size: 100Est cost: $561.87Salt sum: 36.27
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Market_Gnome

323 views3 days ago
Commander
Size: 100Est cost: $561.87Salt sum: 36.27

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{"ops":[{"attributes":{"italic":true},"insert":"\"Only three enchantments in a Zur deck, what is this guy even doing?\""},{"insert":"\n\nWell, my friends, I will be attempting to lock you out of the game. "},{"insert":{"card-link":"Zur, Eternal Schemer"}},{"insert":" just happens to have the perfect activated ability to make this combo work. We'll be using his animate-enchantment ability to turn "},{"insert":{"card-link":"Lunar Force"}},{"insert":" into an enchantment creature. After that, we'll be equipping Lunar Force with "},{"insert":{"card-link":"Assault Suit"}},{"insert":". With this lock in place, we'll only have to worry about activated abilities and whatever our opponents were able to put on the board before the lock. As an alternative to Assault Suit, we can also use "},{"insert":{"card-link":"Jon Irenicus, Shattered One"}},{"insert":" to prevent Lunar Force from being sacrificed. The downside to using Jon Irenicus is the potential for Lunar Force to be destroyed during combat, so we'll either need a clear board or a few protection spells handy, like "},{"insert":{"card-link":"Restoration Magic"}},{"insert":" or "},{"insert":{"card-link":"Loran's Escape"}},{"insert":".\n\nAdditionally, we can substitute Lunar Force with "},{"insert":{"card-link":"Hesitation"}},{"insert":". The downside to using Hesitation is that your own spells will be countered as well. To bypass this potential downside, I've included plenty of spells that \"can't be countered\", such as "},{"insert":{"card-link":"Eject"}},{"insert":", "},{"insert":{"card-link":"Void Rend"}},{"insert":", and "},{"insert":{"card-link":"Sphinx of the Final Word"}},{"insert":".\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"PRE-LOCK GAMEPLAY"},{"insert":"\n\nFinding your combo pieces is going to be fairly easy with the generous amount of tutors and card draw in the deck. Make sure you're hitting your land drops, get your signets and talismans out right away, and start tutoring for 2 of the 4 combo pieces, preferably Lunar Force and Assault Suit. The mana for this lock can be paid in installments by casting Assault Suit and your commander on one turn, then Lunar Force, Zur's activated ability, and Assault Suit's equip cost on the next turn. Just make sure you have the {6}{W}{U} available to initiate the lock, or your enchantment will find its way to the graveyard after countering the first spell.\n\nThe lock is usually going to come down around turn 7, so you might get slammed by your opponents until then. "},{"insert":{"card-link":"Baleful Strix"}},{"insert":", "},{"insert":{"card-link":"Fog Bank"}},{"insert":", and "},{"insert":{"card-link":"Mutated Cultist"}},{"insert":" act as good deterrents from attackers, and Mutated Cultist has the added benefit of having a cast trigger that can still be used if you're using Hesitation for the lock.\n\nThere are a few permanents that might be a good idea to try getting out before putting the lock in place. Low mana protection creatures, like "},{"insert":{"card-link":"Selfless Savior"}},{"insert":" and "},{"insert":{"card-link":"Voice of Victory"}},{"insert":" are great insurance policies that protect you from instant-speed removal while the lock is being initiated. Additionally, "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" is a great way of allowing you to cast spells if Hesitation is being used for the lock.\n\nRight after initiating the lock would be the best time to cast "},{"insert":{"card-link":"Extinguish All Hope"}},{"insert":". You'll lose Zur in the process, but this boardwipe is very likely to leave only Lunar Force (as an enchantment creature) on the board, clearing the way for a chip damage victory.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"POST-LOCK GAMEPLAY"},{"insert":"\n\nIf you were able to use Lunar Force for the lock, you shouldn't have much trouble closing out the game. Just keep casting spells while your opponents are stuck with whatever they already had on the board. Bounce spells like "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" become particularly useful here, as your opponents won't be able to recast the card without facing an automatic counterspell.\n\nIf Hesitation was used for the lock, victory will be trickier, but still within reach. Keep playing those uncounterable spells, like "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" and "},{"insert":{"card-link":"Absolute Virtue"}},{"insert":", to clear the board, get some beaters down, and reduce life totals.\n\nBesides opponents using their own uncounterable spells, another threat you may face is activated abilities. "},{"insert":{"card-link":"Drana and Linvala"}},{"insert":" is a great way to lock those out as well, and even lets you use those abilities for yourself. It may even be a good tutor target during some games.\n\nIf something happens to your lock and the pieces find their way to your graveyard, we do have a backup plan in the deck. "},{"insert":{"card-link":"Dance of the Manse"}},{"insert":" is absolutely perfect for getting you back online. If you cast it with 6 as X, you're able to get Assault Suit and Lunar Force back onto the battlefield and they'll become creatures without the need for Zur. From there you can just equip Assault Suit onto Lunar Force for 3 mana and reinitiate the lock.\n"}]}

Commander

Qty: 1 Price: $4.99
Zur, Eternal Schemer
Flying
Enchantment creatures you control have deathtouch, lifelink, and hexproof.
: Target non-Aura enchantment you control becomes a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Legendary Creature - Human Wizard
Zur, Eternal Schemer (dmu) 327

Commander

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Artifact Removal

Qty: 1 Price: $1.49
Void Rend
This spell can't be countered.
Destroy target nonland permanent.
Instant
Void Rend (snc) 230

Artifact Removal

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Combo

Qty: 4 Price: $1.88
Assault Suit
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed.
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
Artifact - Equipment
Assault Suit (cmm) 369
Hesitation
When a player casts a spell, sacrifice this enchantment and counter that spell.
Enchantment
Hesitation (sth) 33
Jon Irenicus, Shattered One
At the beginning of your end step, target opponent gains control of up to one target creature you control. Put two +1/+1 counters on it and tap it. It's goaded for the rest of the game and it gains "This creature can't be sacrificed." (It attacks each combat if able and attacks a player other than you if able.)
Whenever a creature you own but don't control attacks, you draw a card.
Legendary Creature - Wizard Elf
Jon Irenicus, Shattered One (clb) 278
Lunar Force
When an opponent casts a spell, sacrifice this enchantment and counter that spell.
Enchantment
Lunar Force (emn) 68

Combo

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Creature Removal

Qty: 4 Price: $2.08
Destined Confrontation
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Sorcery
Destined Confrontation (tla) 15
Extinguish All Hope
Destroy all nonenchantment creatures.
Sorcery
Extinguish All Hope (jou) 68
Long Goodbye
This spell can't be countered. (This includes by the ward ability.)
Destroy target creature or planeswalker with mana value 3 or less.
Instant
Long Goodbye (mkm) 92
Slice from the Shadows
This spell can't be countered. (This includes by the ward ability.)
Target creature gets -X/-X until end of turn.
Instant
Slice from the Shadows (mkm) 301

Creature Removal

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Draw

Qty: 7 Price: $17.59
Baleful Strix
Flying, deathtouch
When this creature enters, draw a card.
Creature Artifact - Bird
Baleful Strix (pca) 82
Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact
Chimil, the Inner Sun (ecc) 137
Curator of Destinies
This spell can't be countered.
Flying
When this creature enters, look at the top five cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
Creature - Sphinx
Curator of Destinies (fdn) 305
Eject
This spell can't be countered.
Return target nonland permanent to its owner's hand.
Draw a card.
Instant
Eject (fin) 52
Painful Truths
Converge — You draw X cards and lose X life, where X is the number of colors of mana spent to cast this spell.
Sorcery
Painful Truths (dmc) 116
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (dsc) 73
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (soa) 21

Draw

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Land

Qty: 40 Price: $149.29
Arcane Sanctum
This land enters tapped.
: Add
,
, or
.
Land
Arcane Sanctum (fic) 373
Bleachbone Verge
: Add
.
: Add
. Activate only if you control a Plains or a Swamp.
Land
Bleachbone Verge (dft) 250
Boggart Trawler
When this creature enters, exile target player's graveyard.
Creature - Goblin
Boggart Trawler // Boggart Bog (mh3) 243Boggart Trawler // Boggart Bog (mh3) 243
Brightclimb Pathway
: Add
.
Land
Brightclimb Pathway // Grimclimb Pathway (plst) ZNR-259Brightclimb Pathway // Grimclimb Pathway (plst) ZNR-259
Clearwater Pathway
: Add
.
Land
Clearwater Pathway // Murkwater Pathway (plst) ZNR-260Clearwater Pathway // Murkwater Pathway (plst) ZNR-260
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Contaminated Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Contaminated Landscape (mh3) 218
Darkwater Catacombs
,
: Add
.
Land
Darkwater Catacombs (fic) 384
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (inr) 276
Desolate Mire
,
: Add
.
Land
Desolate Mire (soc) 367
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (ecc) 148
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
Fetid Heath
: Add
.
,
: Add
,
, or
.
Land
Fetid Heath (soc) 372
Fetid Pools
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp
Fetid Pools (tdc) 363
Floodfarm Verge
: Add
.
: Add
. Activate only if you control a Plains or an Island.
Land
Floodfarm Verge (dsk) 259
Gloomlake Verge
: Add
.
: Add
. Activate only if you control an Island or a Swamp.
Land
Gloomlake Verge (dsk) 260
Hengegate Pathway
: Add
.
Land
Hengegate Pathway // Mistgate Pathway (khm) 260Hengegate Pathway // Mistgate Pathway (khm) 260
Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240
Irrigated Farmland
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island
Irrigated Farmland (eoc) 162
Island
(
: Add
.)
Basic Land - Island
Island (hob) 195
Mystic Gate
: Add
.
,
: Add
,
, or
.
Land
Mystic Gate (m3c) 359
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 194
Raffine's Tower
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Swamp
Raffine's Tower (snc) 254
Shattered Sanctum
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shattered Sanctum (sos) 260
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (inr) 284
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Skycloud Expanse
,
: Add
.
Land
Skycloud Expanse (eoc) 181
Sunken Ruins
: Add
.
,
: Add
,
, or
.
Land
Sunken Ruins (fic) 430
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (hob) 196
Temple of Deceit
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Deceit (drc) 176
Temple of Enlightenment
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Enlightenment (eoc) 186
Temple of Silence
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Silence (soc) 415
Waterlogged Teachings
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
Instant
Waterlogged Teachings // Inundated Archive (mh3) 261Waterlogged Teachings // Inundated Archive (mh3) 261
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Land

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Protection

Qty: 13 Price: $60.17
Absolute Virtue
This spell can't be countered.
Flying
You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.)
Legendary Creature - Warrior Avatar
Absolute Virtue (fin) 212
Chromium, the Mutable
Flash
This spell can't be countered.
Flying
Discard a card: Until end of turn, Chromium becomes a Human with base power and toughness 1/1, loses all abilities, and gains hexproof. It can't be blocked this turn.
Legendary Creature - Elder Dragon
Chromium, the Mutable (m19) 214
Conqueror's Flail
Equipped creature gets +1/+1 for each color among permanents you control.
As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn.
Equip
Artifact - Equipment
Conqueror's Flail (2x2) 302
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (war) 193
Fog Bank
Defender (This creature can't attack.)
Flying
Prevent all combat damage that would be dealt to and dealt by this creature.
Creature - Wall
Fog Bank (fdn) 591
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (vow) 63
Loran's Escape
Target artifact or creature gains hexproof and indestructible until end of turn. Scry 1.
Instant
Loran's Escape (bro) 14
Reprieve
Return target spell to its owner's hand.
Draw a card.
Instant
Reprieve (soa) 9
Restoration Magic
Tiered (Choose one additional cost.)
• Cure —
— Target permanent gains hexproof and indestructible until end of turn.
• Cura —
— Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga —
— Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant
Restoration Magic (fin) 30
Selfless Savior
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature - Dog
Selfless Savior (m21) 36
Selfless Spirit
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Creature - Cleric Spirit
Selfless Spirit (soc) 167
Sphinx of the Final Word
This spell can't be countered.
Flying
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Instant and sorcery spells you control can't be countered.
Creature - Sphinx
Sphinx of the Final Word (fdn) 597
Voice of Victory
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
Creature - Human Bard
Voice of Victory (tdm) 33

Protection

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Ramp

Qty: 10 Price: $36.30
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (dmc) 177
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (scd) 259
Dimir Signet
,
: Add
.
Artifact
Dimir Signet (scd) 263
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (cmm) 382
Mutated Cultist
Devoid (This card has no color.)
When you cast this spell, remove all counters from up to one target permanent or opponent. The next spell you cast this turn costs
less to cast for each counter removed this way.
Deathtouch
Creature - Horror Eldrazi
Mutated Cultist (m3c) 53
Orzhov Signet
,
: Add
.
Artifact
Orzhov Signet (lcc) 310
Sigarda's Aid
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment you control enters, you may attach it to target creature you control.
Enchantment
Sigarda's Aid (cmr) 384
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (scd) 280
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (soc) 358
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (scd) 283

Ramp

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Recursion

Qty: 3 Price: $4.13
Dance of the Manse
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
Sorcery
Dance of the Manse (eld) 377
Obscura Charm
Choose one —
• Return target multicolored permanent card with mana value 3 or less from your graveyard to the battlefield tapped.
• Counter target instant or sorcery spell.
• Destroy target creature or planeswalker with mana value 3 or less.
Instant
Obscura Charm (snc) 208
Unearth
Return target creature card with mana value 3 or less from your graveyard to the battlefield.
Cycling
(
, Discard this card: Draw a card.)
Sorcery
Unearth (mh1) 113

Recursion

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Stax

Qty: 2 Price: $7.78
Drana and Linvala
Flying, vigilance
Activated abilities of creatures your opponents control can't be activated.
Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.
Legendary Creature - Vampire Angel
Drana and Linvala (pmom) 222p
Vexing Bauble
Whenever a player casts a spell, if no mana was spent to cast it, counter that spell.
,
, Sacrifice this artifact: Draw a card.
Artifact
Vexing Bauble (mh3) 212

Stax

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Tutor

Qty: 15 Price: $276.17
Clutch of the Undercity
Return target permanent to its owner's hand. Its controller loses 3 life.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Clutch of the Undercity (plst) RAV-197
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (cmm) 150
Drift of Phantasms
Defender (This creature can't attack.)
Flying
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature - Spirit
Drift of Phantasms (plst) RAV-46
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 412
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (pthb) 24p
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rvr) 50
Open the Armory
Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
Sorcery
Open the Armory (cmr) 34
Perplex
Counter target spell unless its controller discards their hand.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Perplex (rav) 217
Profane Tutor
Suspend 2—
(Rather than cast this card from your hand, pay
and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Profane Tutor (mh2) 97
Scour for Scrap
Choose one or both —
• Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
• Return target artifact card from your graveyard to your hand.
Instant
Scour for Scrap (eoe) 73
Steelshaper's Gift
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
Sorcery
Steelshaper's Gift (cmm) 59
Stoneforge Mystic
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
,
: You may put an Equipment card from your hand onto the battlefield.
Creature - Artificer Kor
Stoneforge Mystic (2xm) 31
Stonehewer Giant
Vigilance
,
: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
Creature - Warrior Giant
Stonehewer Giant (2xm) 32
Transit Mage
When this creature enters, you may search your library for an artifact card with mana value 4 or 5, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Transit Mage (dft) 70
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (soa) 35

Tutor

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Deck Info

Deck stats

26 pips - 23 cards
31 mana - 27 cards
33 pips - 27 cards
36 mana - 32 cards
22 pips - 20 cards
31 mana - 27 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
7 mana - 7 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"italic":true},"insert":"\"Only three enchantments in a Zur deck, what is this guy even doing?\""},{"insert":"\n\nWell, my friends, I will be attempting to lock you out of the game. "},{"insert":{"card-link":"Zur, Eternal Schemer"}},{"insert":" just happens to have the perfect activated ability to make this combo work. We'll be using his animate-enchantment ability to turn "},{"insert":{"card-link":"Lunar Force"}},{"insert":" into an enchantment creature. After that, we'll be equipping Lunar Force with "},{"insert":{"card-link":"Assault Suit"}},{"insert":". With this lock in place, we'll only have to worry about activated abilities and whatever our opponents were able to put on the board before the lock. As an alternative to Assault Suit, we can also use "},{"insert":{"card-link":"Jon Irenicus, Shattered One"}},{"insert":" to prevent Lunar Force from being sacrificed. The downside to using Jon Irenicus is the potential for Lunar Force to be destroyed during combat, so we'll either need a clear board or a few protection spells handy, like "},{"insert":{"card-link":"Restoration Magic"}},{"insert":" or "},{"insert":{"card-link":"Loran's Escape"}},{"insert":".\n\nAdditionally, we can substitute Lunar Force with "},{"insert":{"card-link":"Hesitation"}},{"insert":". The downside to using Hesitation is that your own spells will be countered as well. To bypass this potential downside, I've included plenty of spells that \"can't be countered\", such as "},{"insert":{"card-link":"Eject"}},{"insert":", "},{"insert":{"card-link":"Void Rend"}},{"insert":", and "},{"insert":{"card-link":"Sphinx of the Final Word"}},{"insert":".\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"PRE-LOCK GAMEPLAY"},{"insert":"\n\nFinding your combo pieces is going to be fairly easy with the generous amount of tutors and card draw in the deck. Make sure you're hitting your land drops, get your signets and talismans out right away, and start tutoring for 2 of the 4 combo pieces, preferably Lunar Force and Assault Suit. The mana for this lock can be paid in installments by casting Assault Suit and your commander on one turn, then Lunar Force, Zur's activated ability, and Assault Suit's equip cost on the next turn. Just make sure you have the {6}{W}{U} available to initiate the lock, or your enchantment will find its way to the graveyard after countering the first spell.\n\nThe lock is usually going to come down around turn 7, so you might get slammed by your opponents until then. "},{"insert":{"card-link":"Baleful Strix"}},{"insert":", "},{"insert":{"card-link":"Fog Bank"}},{"insert":", and "},{"insert":{"card-link":"Mutated Cultist"}},{"insert":" act as good deterrents from attackers, and Mutated Cultist has the added benefit of having a cast trigger that can still be used if you're using Hesitation for the lock.\n\nThere are a few permanents that might be a good idea to try getting out before putting the lock in place. Low mana protection creatures, like "},{"insert":{"card-link":"Selfless Savior"}},{"insert":" and "},{"insert":{"card-link":"Voice of Victory"}},{"insert":" are great insurance policies that protect you from instant-speed removal while the lock is being initiated. Additionally, "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" is a great way of allowing you to cast spells if Hesitation is being used for the lock.\n\nRight after initiating the lock would be the best time to cast "},{"insert":{"card-link":"Extinguish All Hope"}},{"insert":". You'll lose Zur in the process, but this boardwipe is very likely to leave only Lunar Force (as an enchantment creature) on the board, clearing the way for a chip damage victory.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"POST-LOCK GAMEPLAY"},{"insert":"\n\nIf you were able to use Lunar Force for the lock, you shouldn't have much trouble closing out the game. Just keep casting spells while your opponents are stuck with whatever they already had on the board. Bounce spells like "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" become particularly useful here, as your opponents won't be able to recast the card without facing an automatic counterspell.\n\nIf Hesitation was used for the lock, victory will be trickier, but still within reach. Keep playing those uncounterable spells, like "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" and "},{"insert":{"card-link":"Absolute Virtue"}},{"insert":", to clear the board, get some beaters down, and reduce life totals.\n\nBesides opponents using their own uncounterable spells, another threat you may face is activated abilities. "},{"insert":{"card-link":"Drana and Linvala"}},{"insert":" is a great way to lock those out as well, and even lets you use those abilities for yourself. It may even be a good tutor target during some games.\n\nIf something happens to your lock and the pieces find their way to your graveyard, we do have a backup plan in the deck. "},{"insert":{"card-link":"Dance of the Manse"}},{"insert":" is absolutely perfect for getting you back online. If you cast it with 6 as X, you're able to get Assault Suit and Lunar Force back onto the battlefield and they'll become creatures without the need for Zur. From there you can just equip Assault Suit onto Lunar Force for 3 mana and reinitiate the lock.\n"}]}
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