80 views11 days ago
Commander
Size: 100Salt sum: 35.87
 avatar

draconocor

80 views11 days ago
Commander
Size: 100Salt sum: 35.87

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"insert":"Zur's House of Horrors"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Prelude"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Of the four monthly deckbuilding challenges I've done, this has definitely been the hardest to come up with an idea for. In my opinion, most creature types don't actually have a cohesive theme, being printed across thirty plus years of Magic and many many sets, leaving only a select few that can really work well together. Even the most synergistic creature types struggle to hold up to a 100-card singleton format: there are only so many functional reprints of "},{"insert":{"card-link":"Elvish Archdruid"}},{"insert":", and they can only get you so far. If you look at the top commanders for any given creature type, you're going to see fewer commanders that work within the type's theme, and more that simply reward you for having cards of that type. You could exchange their text box with "},{"insert":{"card-link":"Morophon, the Boundless"}},{"insert":", change the creature type to \"choose a creature type,\" and none would be the wiser.\n\nThis all goes to say that making a deck built around a creature type without the commander explicitly rewarding you for having those creatures is very tough. With that all aside, here's my attempt at it.\n\nOverview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is built primarily around "},{"insert":{"card-link":"Ancient Cellarspawn"}},{"insert":", a neat creature from Duskmourn's Commander supplement. It provides a 1-mana discount to Horrors, Nightmares, and Demons, as well as pinging opponents whenever you cast a spell for less than its mana value. It's a solid effect but nothing too special on its own. It is, however, a 3-mana enchantment, making it a potential build-around for a Zur deck. In fact, there are quite a few enchantment creatures (mostly from Duskmourn) (okay, all of them are from Duskmourn) that support or augment this plan in interesting ways (listed below), resulting in this Human Wizard being a pretty good fit for this cocktail of evil creature types.\n\nThe deck's ideal first few turns are as follows: ramp on 2, Zur on 3, tutor Ancient Cellarspawn on 4 with Zur. This leaves you with four untapped lands, a mana rock, and Ancient Cellarspawn's discount of 1, allowing for a 6-mana Demon/Horror/Nightmare on turn 4.\n\nIt's very important to ramp on turn 2 and execute this plan a turn earlier than the standard curve, because the deck doesn’t have the protection that most Zur decks use to keep him around as one of the more kill-on-sight commanders in the format. I have made a gamble as a deck builder that casting Zur on turn 3 will allow for at least one attack in most games, as opponents won't yet have the ability to remove him without slowing themselves significantly. \n\nRamping to 6 by turn 4 isn't earthshattering by any means but 6 is an important mana value when looking at Demons in particular, which ended up as the primary creature type in the deck. There are a lot of 6-mana Demons that pack a punch, being either strong removal or sources of card advantage, and the deck is filled with them.\n\nWhile Ancient Cellarspawn is pretty much always the first grab with Zur, the next tutor isn't set in stone. I've made a section below on some of my favorites, when to get them, and why they're in the deck.\n\nThe \"House\" (Zur Targets)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Having Zur as a commander has a strange effect on a deck. Usually, if I want to have access to any specific \"thing\" near the early stages of every game, I'm hoping to add roughly 10 to 15 pieces of that \"thing\" for each of those \"things\" I want to have. In this deck it can be seen in the 2-mana ramp slot, necessary to get Zur out by turn 3 as mentioned above, but after Zur is on the battlefield, redundancy and math take on a very different role.\n\nIf the deck doesn't require access to a specific thing before Zur hits the field, it can afford to significantly reduce the redundancy in those effects, because the commander can go fetch whatever is needed most in those moments. This frees up slots to increase odds of drawing other, non-fetchable components or to include niche one-off cards for specific game states. The cards all fall into rough \"packages\".\n\nCopy Package"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This package exists primarily to maximize the value of Cellarspawn.\n\n"},{"insert":{"card-link":"Endless Evil"}},{"insert":": The most common secondary fetch with Zur. Ancient Cellarspawn is a card that really likes being copied- even one copy makes each spell deal 4 damage, and a second copy is 9. It also happens to be a Horror, making the Evil itself more difficult to remove from play permanently. What it lacks in immediate value, it makes up for in inevitability.\n\n"},{"insert":{"card-link":"Estrid's Invocation"}},{"insert":", "},{"insert":{"card-link":"Mirrormade"}},{"insert":", "},{"insert":{"card-link":"Copy Enchantment"}},{"insert":": General enchantment-copiers, all fetchable by Zur. There are multiples because we never really mind drawing one of them as long as we have another in the deck, and because sometimes we'll get them multiple turns in a row.\n\n"},{"insert":{"card-link":"Paradox Haze"}},{"insert":": Really only in the deck for Endless Evil purposes. Once there's two Evils on the field, it's more valuable to get Haze than a third Evil (mime + baron, anyone?)\n\nReanimation Package"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This package exists to either get back Cellarspawn or another important piece, or to pivot if Cellarspawn is exiled.\n\n"},{"insert":{"card-link":"The Master of Keys"}},{"insert":": Another enchantment Horror, Master allows us to recur enchantments (the most important cards in the deck) from graveyard relatively cheaply. Turns out "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" is really good even when used \"fairly\".\n\n"},{"insert":{"card-link":"Necromancy"}},{"insert":", "},{"insert":{"card-link":"Animate Dead"}},{"insert":", "},{"insert":{"card-link":"Dance of the Dead"}},{"insert":": General reanimation enchantments, all fetchable by Zur. They're insurance for Cellarspawn, but also every now and then something lands in a graveyard that would be pretty insane to get back out of nowhere off an attack trigger.\n\n"},{"insert":{"card-link":"The Mindskinner"}},{"insert":": Yet another enchantment Horror! Convert damage to mill mid-combat. Mindskimmer allows the reanimation package to pivot to opponents' graveyards with essentially no warning.\n\nLate-Game Engine Package"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This package is included to grind out a longer game and convert it into a win. It is an engine that Zur builds one turn at a time, starting good and getting better.\n\n"},{"insert":{"card-link":"Kozilek's Unsealing"}},{"insert":": Frankly awesome card for this deck. Largely removes the need for redundant card draw effects. With Cellarspawn's cost reduction, many of the deck's cards start producing more (colorless) mana than they cost, and the 7+ mana creatures start drawing three cards each.\n\n"},{"insert":{"card-link":"Carnival of Souls"}},{"insert":": After Unsealing hits the field, doubles and filters the mana generated by Eldrazi Spawns. Risky because opponents' creatures entering gives us mana we can't use but still costs us life.\n\n"},{"insert":{"card-link":"Daxos, Blessed by the Sun"}},{"insert":": With Unsealing and Carnival, makes Eldrazi Spawns life-positive overall.\n"}]}

Commander

Qty: 1 Price: $1.49
Zur the Enchanter
Flying
Whenever Zur attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.
Legendary Creature - Human Wizard
Zur the Enchanter (dmr) 206

Commander

(CTRL to add secondary)

Copy

Qty: 5 Price: $17.55
Copy Enchantment
You may have this enchantment enter as a copy of any enchantment on the battlefield.
Enchantment
Copy Enchantment (rvr) 312
Endless Evil
Enchant creature you control
At the beginning of your upkeep, create a token that's a copy of enchanted creature, except the token is 1/1.
When enchanted creature dies, if that creature was a Horror, return this card to its owner's hand.
Enchantment - Aura
Endless Evil (clb) 665
Estrid's Invocation
You may have this enchantment enter as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."
Enchantment
Estrid's Invocation (mh3) 269
Mirrormade
You may have this enchantment enter as a copy of any artifact or enchantment on the battlefield.
Enchantment
Mirrormade (dsc) 120
Paradox Haze
Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
Enchantment - Aura
Paradox Haze (plst) TSP-71

Copy

(CTRL to add secondary)

Draw

Qty: 1 Price: $0.39
Kozilek's Unsealing
Devoid (This card has no color.)
Whenever you cast a creature spell with mana value 4, 5, or 6, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add
."
Whenever you cast a creature spell with mana value 7 or greater, draw three cards.
Enchantment
Kozilek's Unsealing (mh3) 65

Draw

(CTRL to add secondary)

Land

Qty: 42 Price: $633.78
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (m3c) 316
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 435
Caves of Koilos
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Caves of Koilos (m3c) 328
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (tmc) 62
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 234
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (msc) 239
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Fetid Heath
: Add
.
,
: Add
,
, or
.
Land
Fetid Heath (fic) 391
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 436
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (trk) 285
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (trk) 286
Island
(
: Add
.)
Basic Land - Island
Island (mh2) 483
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (soc) 382
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 438
Morphic Pool
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Morphic Pool (clb) 357
Plains
(
: Add
.)
Basic Land - Plains
Plains (mh2) 482
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 438
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (h1r) 40
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 439
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Shadowy Backstreet
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Swamp
Shadowy Backstreet (mkm) 268
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (inr) 284
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (msc) 271
Sunken Ruins
: Add
.
,
: Add
,
, or
.
Land
Sunken Ruins (fic) 430
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (mh2) 486
Undercity Sewers
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Swamp
Undercity Sewers (mkm) 270
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (fic) 439
Vault of Champions
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Vault of Champions (cmm) 436
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 440
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (trk) 306

Land

(CTRL to add secondary)

Lifegain

Qty: 1 Price: $0.39
Daxos, Blessed by the Sun
Daxos's toughness is equal to your devotion to white. (Each
in the mana costs of permanents you control counts toward your devotion to white.)
Whenever another creature you control enters or dies, you gain 1 life.
Legendary Creature Enchantment - Demigod
Daxos, Blessed by the Sun (plst) THB-9

Lifegain

(CTRL to add secondary)

Protection

Qty: 1 Price: $0.79
Etchings of the Chosen
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
, Sacrifice a creature of the chosen type: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Enchantment
Etchings of the Chosen (lcc) 269

Protection

(CTRL to add secondary)

Ramp

Qty: 16 Price: $51.90
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Carnival of Souls
Whenever a creature enters, you lose 1 life and add
.
Enchantment
Carnival of Souls (uds) 55
Charcoal Diamond
This artifact enters tapped.
: Add
.
Artifact
Charcoal Diamond (clb) 305
Coldsteel Heart
This artifact enters tapped.
As this artifact enters, choose a color.
: Add one mana of the chosen color.
Snow Artifact
Coldsteel Heart (j22) 94
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (msc) 285
Marble Diamond
This artifact enters tapped.
: Add
.
Artifact
Marble Diamond (clb) 320
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (soc) 352
Prismatic Lens
: Add
.
,
: Add one mana of any color.
Artifact
Prismatic Lens (otc) 264
Sky Diamond
This artifact enters tapped.
: Add
.
Artifact
Sky Diamond (scd) 273
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Solar Transformer
This artifact enters tapped.
When this artifact enters, you get
(three energy counters).
: Add
.
, Pay
: Add one mana of any color.
Artifact
Solar Transformer (drc) 137
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (msc) 219
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 (msc) 221
The Irencrag
: Add
.
Whenever a legendary creature you control enters, you may have The Irencrag become a legendary Equipment artifact named Everflame, Heroes' Legacy. If you do, it gains equip
and "Equipped creature gets +3/+3" and loses all other abilities.
Legendary Artifact
The Irencrag (woe) 248
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (msc) 222

Ramp

(CTRL to add secondary)

Recursion

Qty: 3 Price: $49.97
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura
Animate Dead (soc) 207
Dance of the Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay
. If the player does, untap that creature.
Enchantment - Aura
Dance of the Dead (ice) 118
Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment
Necromancy (mkc) 131

Recursion

(CTRL to add secondary)

Removal

Qty: 1 Price: $0.79
Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (who) 208

Removal

(CTRL to add secondary)

Things That Go Bump

Qty: 29 Price: $204.63
Ancient Cellarspawn
Each spell you cast that's a Demon, Horror, or Nightmare costs
less to cast.
Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
Creature Enchantment - Horror
Ancient Cellarspawn (dsc) 16
Angel of Suffering
Flying
If damage would be dealt to you, prevent that damage and mill twice that many cards.
Creature - Angel Nightmare
Angel of Suffering (snc) 67
Archfiend of Depravity
Flying
At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
Creature - Demon
Archfiend of Depravity (fic) 273
Archfiend of Despair
Flying
Your opponents can't gain life.
At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
Creature - Demon
Archfiend of Despair (cmm) 137
Archfiend of Sorrows
Flying
When this creature enters, creatures your opponents control get -2/-2 until end of turn.
Unearth
(
: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Demon
Archfiend of Sorrows (mh2) 74
Burning-Rune Demon
Flying
When this creature enters, you may search your library for exactly two cards not named Burning-Rune Demon that have different names. If you do, reveal those cards. An opponent chooses one of them. Put the chosen card into your hand and the other into your graveyard, then shuffle.
Creature - Demon Berserker
Burning-Rune Demon (khm) 81
Demonic Covenant
Whenever one or more Demons you control attack a player, you draw a card and lose 1 life.
At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice this enchantment.
Enchantment Kindred - Demon
Demonic Covenant (dsc) 19
Demonlord Belzenlok
Flying, trample
When Demonlord Belzenlok enters, exile cards from the top of your library until you exile a nonland card, then put that card into your hand. If the card's mana value is 4 or greater, repeat this process. Demonlord Belzenlok deals 1 damage to you for each card put into your hand this way.
Legendary Creature - Elder Demon
Demonlord Belzenlok (cmm) 151
Doom Whisperer
Flying, trample
Pay 2 life: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Creature - Demon Nightmare
Doom Whisperer (mkc) 128
Dusk Mangler
As an additional cost to cast this spell, sacrifice a creature, discard a card, or pay 4 life.
When this creature enters, each opponent sacrifices a creature of their choice, discards a card, and loses 4 life.
Creature - Horror
Dusk Mangler (j25) 430
Fear of Sleep Paralysis
Flying
Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
Creature Enchantment - Nightmare
Fear of Sleep Paralysis (dsc) 12
Harvester of Souls
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever another nontoken creature dies, you may draw a card.
Creature - Demon
Harvester of Souls (j25) 453
Infernal Sovereign
Flying, trample
Skip your draw step.
Whenever you play a land or cast a spell, you draw a card and you lose 1 life.
Creature - Demon
Infernal Sovereign (moc) 75
K'rrik, Son of Yawgmoth
(
can be paid with either
or 2 life.)
Lifelink
For each
in a cost, you may pay 2 life rather than pay that mana.
Whenever you cast a black spell, put a +1/+1 counter on K'rrik.
Legendary Creature - Horror Minion Phyrexian
K'rrik, Son of Yawgmoth (mh3) 274
Kothophed, Soul Hoarder
Flying
Whenever a permanent owned by another player is put into a graveyard from the battlefield, you draw a card and you lose 1 life.
Legendary Creature - Demon
Kothophed, Soul Hoarder (j22) 431
Lord of Change
Flying, ward

Architect of Deception — When this creature enters, draw three cards.
Creature - Demon
Lord of Change (40k) 24
Overlord of the Balemurk
Impending 5—
(If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Creature Enchantment - Avatar Horror
Overlord of the Balemurk (dsk) 113
Overlord of the Floodpits
Impending 4—
(If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Creature Enchantment - Avatar Horror
Overlord of the Floodpits (dsk) 68
Rakshasa Debaser
Whenever this creature attacks, put target creature card from defending player's graveyard onto the battlefield under your control.
Encore
(
, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Demon
Rakshasa Debaser (scd) 100
Razaketh, the Foulblooded
Flying, trample
Pay 2 life, Sacrifice another creature: Search your library for a card, put that card into your hand, then shuffle.
Legendary Creature - Demon
Razaketh, the Foulblooded (cmm) 181
Reaper from the Abyss
Flying
Morbid — At the beginning of each end step, if a creature died this turn, destroy target non-Demon creature.
Creature - Demon
Reaper from the Abyss (j25) 480
Rune-Scarred Demon
Flying
When this creature enters, search your library for a card, put it into your hand, then shuffle.
Creature - Demon
Rune-Scarred Demon (fdn) 184
Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror
Silent Hallcreeper (dsk) 72
The Master of Keys
Flying
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
Legendary Creature Enchantment - Horror
The Master of Keys (dsc) 4
The Mindskinner
The Mindskinner can't be blocked.
If a source you control would deal damage to an opponent, prevent that damage and each opponent mills that many cards.
Legendary Creature Enchantment - Nightmare
The Mindskinner (dsk) 66
The Speed Demon
Flying, trample
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
At the beginning of your end step, you draw X cards and lose X life, where X is your speed.
Legendary Creature - Demon
The Speed Demon (dft) 105
Toxrill, the Corrosive
At the beginning of each end step, put a slime counter on each creature you don't control.
Creatures you don't control get -1/-1 for each slime counter on them.
Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token.
, Sacrifice a Slug: Draw a card.
Legendary Creature - Horror Slug
Toxrill, the Corrosive (vow) 132
Valgavoth, Terror Eater
Flying, lifelink
Ward—Sacrifice three nonland permanents.
If a card you didn't control would be put into an opponent's graveyard from anywhere, exile it instead.
During your turn, you may play cards exiled with Valgavoth. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
Legendary Creature - Elder Demon
Valgavoth, Terror Eater (dsk) 120
Vilis, Broker of Blood
Flying
, Pay 2 life: Target creature gets -1/-1 until end of turn.
Whenever you lose life, draw that many cards. (Damage causes loss of life.)
Legendary Creature - Demon
Vilis, Broker of Blood (j25) 70

Things That Go Bump

(CTRL to add secondary)

Deck Info

Deck stats

7 pips - 5 cards
25 mana - 23 cards
17 pips - 13 cards
27 mana - 25 cards
58 pips - 30 cards
40 mana - 36 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
16 mana - 15 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Zur's House of Horrors"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Prelude"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Of the four monthly deckbuilding challenges I've done, this has definitely been the hardest to come up with an idea for. In my opinion, most creature types don't actually have a cohesive theme, being printed across thirty plus years of Magic and many many sets, leaving only a select few that can really work well together. Even the most synergistic creature types struggle to hold up to a 100-card singleton format: there are only so many functional reprints of "},{"insert":{"card-link":"Elvish Archdruid"}},{"insert":", and they can only get you so far. If you look at the top commanders for any given creature type, you're going to see fewer commanders that work within the type's theme, and more that simply reward you for having cards of that type. You could exchange their text box with "},{"insert":{"card-link":"Morophon, the Boundless"}},{"insert":", change the creature type to \"choose a creature type,\" and none would be the wiser.\n\nThis all goes to say that making a deck built around a creature type without the commander explicitly rewarding you for having those creatures is very tough. With that all aside, here's my attempt at it.\n\nOverview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is built primarily around "},{"insert":{"card-link":"Ancient Cellarspawn"}},{"insert":", a neat creature from Duskmourn's Commander supplement. It provides a 1-mana discount to Horrors, Nightmares, and Demons, as well as pinging opponents whenever you cast a spell for less than its mana value. It's a solid effect but nothing too special on its own. It is, however, a 3-mana enchantment, making it a potential build-around for a Zur deck. In fact, there are quite a few enchantment creatures (mostly from Duskmourn) (okay, all of them are from Duskmourn) that support or augment this plan in interesting ways (listed below), resulting in this Human Wizard being a pretty good fit for this cocktail of evil creature types.\n\nThe deck's ideal first few turns are as follows: ramp on 2, Zur on 3, tutor Ancient Cellarspawn on 4 with Zur. This leaves you with four untapped lands, a mana rock, and Ancient Cellarspawn's discount of 1, allowing for a 6-mana Demon/Horror/Nightmare on turn 4.\n\nIt's very important to ramp on turn 2 and execute this plan a turn earlier than the standard curve, because the deck doesn’t have the protection that most Zur decks use to keep him around as one of the more kill-on-sight commanders in the format. I have made a gamble as a deck builder that casting Zur on turn 3 will allow for at least one attack in most games, as opponents won't yet have the ability to remove him without slowing themselves significantly. \n\nRamping to 6 by turn 4 isn't earthshattering by any means but 6 is an important mana value when looking at Demons in particular, which ended up as the primary creature type in the deck. There are a lot of 6-mana Demons that pack a punch, being either strong removal or sources of card advantage, and the deck is filled with them.\n\nWhile Ancient Cellarspawn is pretty much always the first grab with Zur, the next tutor isn't set in stone. I've made a section below on some of my favorites, when to get them, and why they're in the deck.\n\nThe \"House\" (Zur Targets)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Having Zur as a commander has a strange effect on a deck. Usually, if I want to have access to any specific \"thing\" near the early stages of every game, I'm hoping to add roughly 10 to 15 pieces of that \"thing\" for each of those \"things\" I want to have. In this deck it can be seen in the 2-mana ramp slot, necessary to get Zur out by turn 3 as mentioned above, but after Zur is on the battlefield, redundancy and math take on a very different role.\n\nIf the deck doesn't require access to a specific thing before Zur hits the field, it can afford to significantly reduce the redundancy in those effects, because the commander can go fetch whatever is needed most in those moments. This frees up slots to increase odds of drawing other, non-fetchable components or to include niche one-off cards for specific game states. The cards all fall into rough \"packages\".\n\nCopy Package"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This package exists primarily to maximize the value of Cellarspawn.\n\n"},{"insert":{"card-link":"Endless Evil"}},{"insert":": The most common secondary fetch with Zur. Ancient Cellarspawn is a card that really likes being copied- even one copy makes each spell deal 4 damage, and a second copy is 9. It also happens to be a Horror, making the Evil itself more difficult to remove from play permanently. What it lacks in immediate value, it makes up for in inevitability.\n\n"},{"insert":{"card-link":"Estrid's Invocation"}},{"insert":", "},{"insert":{"card-link":"Mirrormade"}},{"insert":", "},{"insert":{"card-link":"Copy Enchantment"}},{"insert":": General enchantment-copiers, all fetchable by Zur. There are multiples because we never really mind drawing one of them as long as we have another in the deck, and because sometimes we'll get them multiple turns in a row.\n\n"},{"insert":{"card-link":"Paradox Haze"}},{"insert":": Really only in the deck for Endless Evil purposes. Once there's two Evils on the field, it's more valuable to get Haze than a third Evil (mime + baron, anyone?)\n\nReanimation Package"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This package exists to either get back Cellarspawn or another important piece, or to pivot if Cellarspawn is exiled.\n\n"},{"insert":{"card-link":"The Master of Keys"}},{"insert":": Another enchantment Horror, Master allows us to recur enchantments (the most important cards in the deck) from graveyard relatively cheaply. Turns out "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" is really good even when used \"fairly\".\n\n"},{"insert":{"card-link":"Necromancy"}},{"insert":", "},{"insert":{"card-link":"Animate Dead"}},{"insert":", "},{"insert":{"card-link":"Dance of the Dead"}},{"insert":": General reanimation enchantments, all fetchable by Zur. They're insurance for Cellarspawn, but also every now and then something lands in a graveyard that would be pretty insane to get back out of nowhere off an attack trigger.\n\n"},{"insert":{"card-link":"The Mindskinner"}},{"insert":": Yet another enchantment Horror! Convert damage to mill mid-combat. Mindskimmer allows the reanimation package to pivot to opponents' graveyards with essentially no warning.\n\nLate-Game Engine Package"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This package is included to grind out a longer game and convert it into a win. It is an engine that Zur builds one turn at a time, starting good and getting better.\n\n"},{"insert":{"card-link":"Kozilek's Unsealing"}},{"insert":": Frankly awesome card for this deck. Largely removes the need for redundant card draw effects. With Cellarspawn's cost reduction, many of the deck's cards start producing more (colorless) mana than they cost, and the 7+ mana creatures start drawing three cards each.\n\n"},{"insert":{"card-link":"Carnival of Souls"}},{"insert":": After Unsealing hits the field, doubles and filters the mana generated by Eldrazi Spawns. Risky because opponents' creatures entering gives us mana we can't use but still costs us life.\n\n"},{"insert":{"card-link":"Daxos, Blessed by the Sun"}},{"insert":": With Unsealing and Carnival, makes Eldrazi Spawns life-positive overall.\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards