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"}]}
Copy
Copy
(CTRL to add secondary)
Draw
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.
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

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

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

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.
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

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.
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

Recursion
(CTRL to add secondary)
Things That Go Bump
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.)
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

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.
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

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.
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

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.
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

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.)
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

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.
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 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.
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Creature Enchantment - Avatar Horror

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.)
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

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.
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

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.)
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 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.
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

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.
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

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.
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

Things That Go Bump
(CTRL to add secondary)
Deck Info
Deck stats
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"}]}







































































