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

Commander
(CTRL to add secondary)
Combo
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
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

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.
Whenever a creature you own but don't control attacks, you draw a card.
Legendary Creature - Wizard Elf

Combo
(CTRL to add secondary)
Creature Removal
Creature Removal
(CTRL to add secondary)
Draw
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.)
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

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.
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

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
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.
• 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

Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Stax
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.
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

Stax
(CTRL to add secondary)
Tutor
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.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery

Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}






























































































