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Thread: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

  1. #41
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    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    Playing a lot of EDH online lately. Only 2 creatures are Snappy and Clique. Thopter Foundry combo, and Jace are the alternate wins because swinging with Zur 21 times is kinda slow or in case Zur gets tucked/locked/stolen a millionth random way. Crucible, and Strip lock is possible but rare. Average mana cost is 2.07.

    Necro-tutor with every free counterspell gets boring after a while, and so I don't play it as much as other decks despite how powerful Zur is.

    [Artifact]
    1 Azorius Signet
    1 Crucible of Worlds
    1 Dimir Signet
    1 Lightning Greaves
    1 Mana Crypt
    1 Mana Vault
    1 Orzhov Signet
    1 Sensei's Divining Top
    1 Sol Ring
    1 Sword of the Meek
    1 Talisman of Dominance
    1 Talisman of Progress
    1 Thopter Foundry

    [Creature]
    1 Snapcaster Mage
    1 Vendilion Clique

    [Land]
    1 Academy Ruins
    1 Arid Mesa
    1 Bloodstained Mire
    1 Cavern of Souls
    1 Command Tower
    1 Drowned Catacomb
    1 Flooded Strand
    1 Glacial Fortress
    1 Hallowed Fountain
    5 Island
    1 Isolated Chapel
    1 Kor Haven
    1 Marsh Flats
    1 Misty Rainforest
    1 Mystic Gate
    2 Plains
    1 Polluted Delta
    1 Reliquary Tower
    1 Scalding Tarn
    1 Scrubland
    1 Strip Mine
    1 Sunken Ruins
    2 Swamp
    1 The Tabernacle at Pendrell Vale
    1 Tolaria West
    1 Tundra
    1 Underground Sea
    1 Verdant Catacombs
    1 Wasteland
    1 Watery Grave
    1 Windswept Heath

    [Planeswalker]
    1 Jace, the Mind Sculptor

    [Enchantment]
    1 Aura of Silence
    1 Necropotence
    1 Nevermore
    1 Oblivion Ring
    1 Seal of Doom

    [Instant]
    1 Brainstorm
    1 Condemn
    1 Counterspell
    1 Cryptic Command
    1 Daze
    1 Enlightened Tutor
    1 Fact or Fiction
    1 Flusterstorm
    1 Foil
    1 Forbid
    1 Force of Will
    1 Force Spike
    1 Hinder
    1 Intuition
    1 Mana Drain
    1 Mana Leak
    1 Mana Tithe
    1 Memory Lapse
    1 Mental Misstep
    1 Miscalculation
    1 Misdirection
    1 Mystical Tutor
    1 Negate
    1 Pact of Negation
    1 Path to Exile
    1 Remand
    1 Spell Crumple
    1 Spell Pierce
    1 Swords to Plowshares
    1 Thwart
    1 Vampiric Tutor

    [Sorcery]
    1 Ancestral Vision
    1 Demonic Tutor
    1 Duress
    1 Imperial Seal
    1 Mind Twist
    1 Ponder
    1 Preordain
    1 Terminus
    1 Thoughtseize
    1 Vindicate
    Quote Originally Posted by Cavius The Great View Post
    Respect my shine bitch!

  2. #42
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    Offler's Avatar
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    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    Contamination?

    Also you got my respect. Especially because of Spin into Myth. The deck is really impressive.

  3. #43
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    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    So heres the combo version I play

    1-9: Snow-Covered Island
    10: Tundra
    11: Underground Sea
    12: Scrubland
    13: Hallowed Fountain
    14: Watery Grave
    15: Seachrome Coast
    16: Darkslick Shores
    17: Flooded Strand
    18: Polluted Delta
    19: Misty Rainforest
    20: Scalding Tarn
    21: Bloodstained Mire
    22: Verdent Catacombs
    23: Command Tower
    24: City of Brass
    25: Sunken Ruins
    26: Ancient Tomb
    27: Mikokoru, Center of Sea
    28: Tolaria West
    29: Academy Ruins

    30: Chrome Mox
    31: Mox Diamond
    32: Mox Opal
    33: Lotus Petal
    34: Mana Crypt
    35: Sol Ring
    36: Mana Vault
    37: Land Tax
    38: Dark Ritual
    39: High Tide
    40: Grim Monolith
    41: Talisman of Progress
    42: Talisman of Dominance
    43: Azorious Signet
    44: Dimir Signet
    45: Basalt Monolith
    46: Turnabout
    47: Gilded Lotus
    48: Mind over Matter

    49: Brainstorm
    50: Ponder
    51: Preordain
    52: Sensei's Divining Top

    53: Dark Confidant
    54: Scroll Rack
    55: Phyrexian Arena
    56: Necropotence
    57: Frantic Search
    58: Intuition
    59: Thirst for Knowledge
    60: Timetwister
    61: Yawgmoth's Will
    62: Fact or Fiction
    63: Jace, the Mind Sculpter
    64: Ad Nauseum
    65: Memory Jar
    66: Future Site
    67: Magus of the Future
    68: Time Spiral
    69: Recurring Insight
    70: Mind's Desire
    71: Blue Sun's zenith

    72: Vampiric Tutor
    73: Imperial Seal
    74: Mystical Tutor
    75: Enlightened Tutor
    76: Demonic Tutor
    77: Merchent Scroll
    78: Muddle the Mixture
    79: Grim Tutor
    80: Fabricate
    81: Trinket Mage

    82: Duress
    83: Thoughtseize
    84: Spell Pierce
    85: Mana Drain
    86: Force of Will
    87: Misdirection
    88: Pact of Negation
    89: Mind Twist

    90: Chain of Vapor
    91: Rushing River
    92: Tidespout Tyrant
    93: Terminus

    94: Pithing Needle
    95: Mana Severence
    96: Power Artifact
    97: Solitary Confinement
    98: Snapcaster Mage

    99: Goblin Charbelcher

    100: Zur, the Enchanter

  4. #44
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    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    Seconding an updated list, I'm very much interested in this style of Zur deck.

  5. #45

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    I like your deck. This is the only one I can find in the entire internet that isn't completely and obviously garbage. However, I'm looking for thoughts on how to build for competitive (ie a one-time event with moderately significant prizes and no reward structure other than eliminating other players and winning the table) multiplayer - a tournament with pods of four players each round. Obviously some changes are in order. I wouldn't play Spin Into Myth, for example, as it's too mana intensive and too narrowly targeted.

    I'm not sure if it's going to be profitable to load up on more cheap (conditional) counters, or if I'll need to include cheap answers of other kinds. It may be that Delay or Mana Leak is just fine against a Hermit Druid or Show and Tell deck, but I can imagine wanting to be able to run Zur out fast significantly more often if I'm faced with multiple opposing combo decks - we may just pass the window where it's possible to tap four and survive. Any thoughts on what you'd change?

  6. #46

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    Quote Originally Posted by Malchar View Post
    Now that I think about it, it makes sense to just get necro all the time. Standstill is pretty situational.

    How about gifts ungiven? You have quite a lot of redundancy and tutors, so it seems reasonable. Then again, just drawing cards might be better since the deck has a high threat density anyway. I mostly ask because I'm thinking of making my own deck which might include gifts.

    So just to clarify, without something like reliq tower, its not possible to get more than 7 cards in hand from necropotence right? The new version of necro says they go in your hand at the beginning of the end step so you still have to discard at the end of turn? A friend pointed this out to me. I guess I was wrong to swing with zur grabbing necro, drawing 25 and swinging next turn grabbing empyrial armor on the stack killing him?

  7. #47

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    Quote Originally Posted by Bosshux View Post
    So just to clarify, without something like reliq tower, its not possible to get more than 7 cards in hand from necropotence right? The new version of necro says they go in your hand at the beginning of the end step so you still have to discard at the end of turn? A friend pointed this out to me. I guess I was wrong to swing with zur grabbing necro, drawing 25 and swinging next turn grabbing empyrial armor on the stack killing him?
    You're correct, that play doesn't work

  8. #48

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    Did we ever get an updated list for this?

    Very excited to see the 2015 version.

  9. #49

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    For a deck that is mentioned so often there is very little discussion about him.

    Here is the combo/control version I am currently running. Designed to fight Derevi which can be a really bad matchup for Zur if you're relying on Zur activating.

    General (1)
    1x Zur the Enchanter

    Creature (3)
    1x Dark Confidant
    1x Snapcaster Mage
    1x Trinket Mage

    Artifact (18)
    1x Azorius Signet
    1x Basalt Monolith
    1x Chrome Mox
    1x Dimir Signet
    1x Expedition Map
    1x Gilded Lotus
    1x Grim Monolith
    1x Lotus Petal
    1x Mana Crypt
    1x Mana Vault
    1x Mox Diamond
    1x Mox Opal
    1x Scroll Rack
    1x Sensei's Divining Top
    1x Sol Ring
    1x Spellbook
    1x Talisman of Dominance
    1x Talisman of Progress

    Instant (28)
    1x Angel's Grace
    1x Arcane Denial
    1x Boomerang
    1x Brainstorm
    1x Cabal Ritual
    1x Chain of Vapor
    1x Counterspell
    1x Cyclonic Rift
    1x Dark Ritual
    1x Enlightened Tutor
    1x Force of Will
    1x Frantic Search
    1x High Tide
    1x Mana Drain
    1x Misdirection
    1x Muddle the Mixture
    1x Mystical Tutor
    1x Pact of Negation
    1x Pongify
    1x Rapid Hybridization
    1x Rewind
    1x Silence
    1x Stroke of Genius
    1x Swords to Plowshares
    1x Thirst for Knowledge
    1x Turnabout
    1x Vampiric Tutor

    Sorcery (17)
    1x Bribery
    1x Cataclysm
    1x Demonic Tutor
    1x Duress
    1x Exsanguinate
    1x Gitaxian Probe
    1x Imperial Seal
    1x Merchant Scroll
    1x Ponder
    1x Preordain
    1x Reanimate
    1x Terminus
    1x Thoughtseize
    1x Timetwister
    1x Toxic Deluge
    1x Windfall
    1x Yawgmoth's Will

    Enchantment (7)
    1x Bitterblossom
    1x Contamination
    1x Land Tax
    1x Necromancy
    1x Necropotence
    1x Power Artifact
    1x Prison Term

    Land (26)
    1x Ancient Tomb
    1x City of Brass
    1x Command Tower
    1x Darkslick Shores
    1x Flooded Strand
    1x Hallowed Fountain
    9x Island
    1x Misty Rainforest
    1x Polluted Delta
    1x Reliquary Tower
    1x Scalding Tarn
    1x Scrubland
    1x Seachrome Coast
    1x Sunken Ruins
    1x Tolaria West
    1x Tundra
    1x Underground Sea
    1x Watery Grave

  10. #50
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    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    Looks like a multiplayer combo kill version rather than a volton one. I like it, looks good. Zur is just simply a walking necropotence or power artifact.

    I also have created the ultimate 1 card combo with Zur: Doomsday.

    Have Doomsday in hand, if Zur lives and comes back untapped, you win on the spot. Swing with Zur, get Necro. Cast Doomsday. Pile is: Flash, Lab Maniac, Street Wraith, Pact of Negation, Force of Will/ any counter.

    So basically you draw out your deck with Necro, pass the turn, get the cards. During the next players upkeep, cast flash, drop Lab Maniac with Force/Pact backup, then cycle street wraith FTW.

    It's a super nasty 1 card combo with Zur as a general. Costs Zur in play, Doomsday in hand and 6 mana. With rituals and ramp, it's really easy to pull this off early.

  11. #51

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    Good suggestion. I've been considering adding Doomsday so that I can increase my threat density. Extract, Jester's Cap and Sadistic Sacrament has been problems in the past. So far I have it down to adding only 3 cards to make it work. Breakthrough, Laboratory Maniac and Doomsday. Doomsday to pile of Breakthrough, Gitaxian Probe, Reanimate, Lab Maniac and whatever card. Wins the following turn for 2UB. Kinda sketchy because it doesn't have built in counter back up but for the addition of only three card it's nice. What to cut though...

  12. #52

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    I was happy to see intelligent discussion about Doomsday
    as I've been interested in trying it. I own
    the best version of Zur I've encountered. I've
    travelled far and wide and wreck every EDH league, GP,
    SCG OPEN EDH event in existence. I've won around $2,000
    in prizes with this broken general. I'd like to point out my strategy.
    33 land, EVERY good search card: tutors, lim-dul's vault, Tainted Pact,
    Demonic Consultation, Muddle the Mixture, etc. I win primarily by:
    swinging with Zur - fetching Mana Vortex, Contamination/Bitterblossom,
    fetching Power Artifact to suit up a Monolith and either Exsanguinating or
    Stroke of Genius (myself - play Talisman, play Laboratory Maniac, play
    Sensei's Divining Top, WIN).
    To win an uncut sheet of Theros Rares/Mythics at GP Louisville,
    I played Lab Maniac turn one with Mana Crypt and used Demonic Consultation/
    Tainted Pact at upkeep of turn 2 to deck myself and win.
    I am THEE Zur expert. I don't lose 1v1. I don't lose multiplayer. I don't fear
    another general. I win. A lot.

  13. #53

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    I'm not a huge fan of Doomsday or Labman. Once you have untapped with Zur winning from that point is usually academic anyway. You don't need additional combos that only work after you've fetched up a Necro and are essentially dead cards beforehand. (Weird consult play above notwithstanding). Same thing goes for stuff like Exsanguinate/Stroke. Admittedly this is somewhat of a metagame call and also whether you prefer 1v1 or multi but it's so hard to lose with a Necro in play (even if you have to go for your D-Sphere or something first) that it just doesn't seem worth it.

    The one combo I do like to play is RIP/Helm
    - Only needs 2 cards in play and 2 slots in your deck (Power Artifact + Monolith + X is 3 cards in play, Doomsday is a "one card combo" but causes you to brick on bizarre stuff like Labman and Flash)
    - Zur finds half of it
    - Only 1 slot is a dud because RIP is reasonable disruption on its own (nice Hermit Druid bruh)

  14. #54

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    My meta is pretty hateful so the while the "Zur swings and you've won scenario" is true most of the time (it does whiff from time to time) it doesn't happen consistently. Due to the Zur paradox (wanting to get out Zur quickly makes him difficult to protect and allowing him to be protected makes it hard to get him out quickly) he gets targeted a lot. Whether its Gilded Drake, Derevi with sac outlet tapping him down before every combat or just good old-fashioned removal, I plan for Zur to get hated on and try not to rely on him turning sideways.

    My opponents have started putting in cards like Extract which can cripple the deck because while the it is very strong if a few key cards are removed you're force into playing kingmaker for the rest of the game. Which sucks. Thus why I'm putting in additional win conditions.

    I'm not the hugest fan of Doomsday either but I'm just experimenting with secondary win conditions. I don't use RIP/Helm because it's in conflict with me using one of the most broken cards ever printed in Magic, Yawgmoth's Will. Also it's always awkward when you kill one opponent, pass the turn and try to look innocent. I early on used Goblin Charbelcher/Mana Severence and usually could only got to kill one opponent before the piece was dealt with and there was a giant target put on my forehead.

  15. #55

    Re: [EDH] Zur, the Enchanter. Ultra Competitive 1 vs 1

    Started testing Monastery Mentor as the secondary win condition and so far it seems very promising.

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