Zur the Enchanter art

Art by Pete Venters

Saved commander deck

Zur the Enchanter

Lock down opposing commanders using aura-based transformation and phase-out effects like Darksteel Mutation and Oubliette while hiding behind Esper stax pieces. Win through resilient, high-impact combat threats or the classic Rest in Peace and Helm of Obedience combination.

100 cards$721.93 totalSep 3, 202633 views

Prompt: Crie um deck Esper Control/Prison/Stax focado em tornar comandantes adversários inúteis SEM matá-los. A principal inspiração é Darksteel Mutation: transformar o comandante em um Insect 0/1 indestrutível sem habilidades, deixando-o preso em campo e dificultando que volte à Command Zone. Use bastante redundância desse efeito, incluindo Darksteel Mutation, Imprisoned in the Moon, Witness Protection, Oubliette, Deep Freeze e efeitos semelhantes que removam habilidades, alterem tipo ou reduzam drasticamente o poder do comandante. Inclua também Ghostly Prison, Propaganda, Rule of Law, Blind Obedience, Rest in Peace, Helm of Obedience, counters, taxes e remoções. Quero algumas criaturas como win conditions por combate: fortes sozinhas, evasivas e difíceis de remover. Não transforme o deck em Aggro. O foco deve continuar sendo Esper Prison/Control, com comandantes adversários presos em campo e praticamente inúteis.

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Some cards were dropped or normalized during validation because of legality, duplication, or color identity checks.

Commander

1 cards
Zur the Enchanter

Zur the Enchanter

{1}{W}{U}{B}

Legendary Creature — Human Wizard

Chosen commander for the requested strategy.

Ramp

8 cards
Sol Ring

Sol Ring

{1}

Artifact

Essential fast mana staple for Commander.

Arcane Signet

Arcane Signet

{2}

Artifact

Fixes all three Esper colors efficiently.

Fellwar Stone

Fellwar Stone

{2}

Artifact

Cheap mana acceleration in multiplayer.

Talisman of Progress

Talisman of Progress

{2}

Artifact

Untapped Azorius mana rock.

Talisman of Dominance

Talisman of Dominance

{2}

Artifact

Untapped Dimir mana rock.

Talisman of Hierarchy

Talisman of Hierarchy

{2}

Artifact

Untapped Orzhov mana rock.

Smothering Tithe

Smothering Tithe

{3}{W}

Enchantment

Generates massive treasure mana while punishing card draw.

Thought Vessel

Thought Vessel

{2}

Artifact

Provides mana and removes maximum hand size limit.

Card Draw

8 cards
Rhystic Study

Rhystic Study

{2}{U}

Enchantment

Taxes opponents and draws massive amounts of cards.

Mystic Remora

Mystic Remora

{U}

Enchantment

Low-cost enchantment that draws heavily off spell casts.

Esper Sentinel

Esper Sentinel

{W}

Artifact Creature — Human Soldier

Early creature tax that fuels hand advantage.

Necropotence

Necropotence

{B}{B}{B}

Enchantment

Fills hand to full capacity on command.

Phyrexian Arena

Phyrexian Arena

{1}{B}{B}

Enchantment

Steady extra card every turn.

Fact or Fiction

Fact or Fiction

{3}{U}

Instant

Instant-speed card selection.

Ponder

Ponder

{U}

Sorcery

Efficient cantrip for smoothing draws.

Preordain

Preordain

{U}

Sorcery

Cheap topdeck manipulation.

Removal

14 cards
Darksteel Mutation

Darksteel Mutation

{1}{W}

Enchantment — Aura

Turns an opponent commander into an indestructible 0/1 Insect with no abilities.

Imprisoned in the Moon

Imprisoned in the Moon

{2}{U}

Enchantment — Aura

Traps a commander as a colorless land without abilities.

Witness Protection

Witness Protection

{U}

Enchantment — Aura

Turns a commander into a legitimate 1/1 Businessperson with no abilities.

Oubliette

Oubliette

{1}{B}{B}

Enchantment

Phases out a commander along with its attached cards, keeping it off the battlefield without sending it to the Command Zone.

Deep Freeze

Deep Freeze

{2}{U}

Enchantment — Aura

Turns a commander into a 0/4 Wall with defender and no abilities.

Frogify

Frogify

{1}{U}

Enchantment — Aura

Reduces a commander to a 1/1 Frog with no abilities.

Kasmina's Transmutation

Kasmina's Transmutation

{1}{U}

Enchantment — Aura

Turns target commander into a 1/1 vanilla creature.

Eaten by Piranhas

Eaten by Piranhas

{1}{U}

Enchantment — Aura

Flash aura turning a commander into a 1/1 Skeleton with no abilities.

Reprobation

Reprobation

{1}{W}

Enchantment — Aura

Turns a commander into a 0/1 Cow with no abilities.

Swords to Plowshares

Swords to Plowshares

{W}

Instant

Premier spot creature removal.

Cyclonic Rift

Cyclonic Rift

{1}{U}

Instant

One-sided mass bounce spell.

Supreme Verdict

Supreme Verdict

{1}{W}{W}{U}

Sorcery

Uncounterable board wipe.

Counterspell

Counterspell

{U}{U}

Instant

Standard hard counter for key spells.

Dovin's Veto

Dovin's Veto

{W}{U}

Instant

Uncounterable protection spell against noncreatures.

Threats/Wincons

20 cards
Helm of Obedience

Helm of Obedience

{4}

Artifact

Instant win condition when activated alongside Rest in Peace.

Consecrated Sphinx

Consecrated Sphinx

{4}{U}{U}

Creature — Sphinx

Evasive massive flyer that draws absurd amounts of cards.

Toxrill, the Corrosive

Toxrill, the Corrosive

{5}{B}{B}

Legendary Creature — Slug Horror

Shrinks enemy boards and generates Slug tokens while acting as a standalone threat.

Archon of Cruelty

Archon of Cruelty

{6}{B}{B}

Creature — Archon

Resilient flying threat that drains life, draws cards, and forces sacrifices.

Nezahal, Primal Tide

Nezahal, Primal Tide

{5}{U}{U}

Legendary Creature — Elder Dinosaur

Uncounterable, evasive threat that protects itself by flickering.

Dream Trawler

Dream Trawler

{2}{W}{W}{U}{U}

Creature — Sphinx

Flying, lifelink win condition that gains hexproof on demand.

Sphinx of the Second Sun

Sphinx of the Second Sun

{6}{U}{U}

Creature — Sphinx

Massive flying threat providing additional untaps and upkeep steps.

Avacyn, Angel of Hope

Avacyn, Angel of Hope

{5}{W}{W}{W}

Legendary Creature — Angel

Huge flying threat that grants indestructible to your entire board.

Elesh Norn, Grand Cenobite

Elesh Norn, Grand Cenobite

{5}{W}{W}

Legendary Creature — Phyrexian Praetor

Locks down tiny token strategies and boosts your attackers.

Dragonlord Ojutai

Dragonlord Ojutai

{3}{W}{U}

Legendary Creature — Elder Dragon

Hexproof while untapped, provides card quality on combat hit.

Sigil of the Empty Throne

Sigil of the Empty Throne

{3}{W}{W}

Enchantment

Spawns 4/4 flying Angels whenever you cast enchantment auras.

Luminarch Ascension

Luminarch Ascension

{1}{W}

Enchantment

Creates an army of 4/4 flying Angels cheaply once combat is locked down.

Court of Grace

Court of Grace

{2}{W}{W}

Enchantment

Generates flying tokens and extra card draw via Monarch.

Hullbreaker Horror

Hullbreaker Horror

{5}{U}{U}

Creature — Kraken Horror

Flash threat that turns every spell cast into board bounce control.

Inkshield

Inkshield

{3}{W}{B}

Instant

Prevents combat damage and creates an instant flying army to kill opponents.

Shark Typhoon

Shark Typhoon

{5}{U}

Enchantment

Creates flying Shark tokens whenever noncreature prison spells are cast.

Serra the Benevolent

Serra the Benevolent

{2}{W}{W}

Legendary Planeswalker — Serra

Creates Serra Angels and offers a Worship emblem.

Elspeth, Sun's Champion

Elspeth, Sun's Champion

{4}{W}{W}

Legendary Planeswalker — Elspeth

Wipes high-power threats and creates blocking/attacking tokens.

Kairi, the Swirling Sky

Kairi, the Swirling Sky

{4}{U}{U}

Legendary Creature — Dragon Spirit

Ward-protected flying threat with strong death triggers.

Sun Titan

Sun Titan

{4}{W}{W}

Creature — Giant

Vigilant combat threat that recurs destroyed 3-CMC lock-down auras.

Utility

11 cards
Ghostly Prison

Ghostly Prison

{2}{W}

Enchantment

Deters combat attacks against you.

Propaganda

Propaganda

{2}{U}

Enchantment

Forces opponents to pay mana to attack.

Rule of Law

Rule of Law

{2}{W}

Enchantment

Limits players to one spell per turn, crippling explosive decks.

Blind Obedience

Blind Obedience

{1}{W}

Enchantment

Forces opponent artifacts and creatures to enter tapped.

Rest in Peace

Rest in Peace

{1}{W}

Enchantment

Shuts down graveyards and combos with Helm of Obedience.

Drannith Magistrate

Drannith Magistrate

{1}{W}

Creature — Human Wizard

Prevents opponents from casting commanders from the Command Zone if they somehow die.

Aura of Silence

Aura of Silence

{1}{W}{W}

Enchantment

Taxes opponent artifacts/enchantments and offers instant removal.

Greater Auramancy

Greater Auramancy

{1}{W}

Enchantment

Gives shroud to your lock-down enchantments.

Teferi's Protection

Teferi's Protection

{2}{W}

Instant

Ultimate emergency phase-out survival spell.

Enlightened Tutor

Enlightened Tutor

{W}

Instant

Tutors any lock-down aura or prison enchantment.

Demonic Tutor

Demonic Tutor

{1}{B}

Sorcery

Fetches any piece needed to maintain the prison.

Lands

38 cards
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Command Tower

Command Tower

Land

Produces any color in your identity.

Exotic Orchard

Exotic Orchard

Land

Flexible multicolor fixing.

Path of Ancestry

Path of Ancestry

Land

Color fixing with scry on creature casts.

Myriad Landscape

Myriad Landscape

Land

Ramp from the mana base.

City of Brass

City of Brass

Land

Untapped five-color fixing.

Mana Confluence

Mana Confluence

Land

Untapped five-color fixing.

Reflecting Pool

Reflecting Pool

Land

Copies colors your other lands produce.

Bojuka Bog

Bojuka Bog

Land

Free graveyard hate on ETB.

Castle Locthwain

Castle Locthwain

Land

Mono-color utility land.

Mystic Sanctuary

Mystic Sanctuary

Land — Island

Recurs an instant or sorcery.

Castle Vantress

Castle Vantress

Land

Mono-color utility land.

Castle Ardenvale

Castle Ardenvale

Land

Mono-color utility land.

Adarkar Wastes

Adarkar Wastes

Land

Nonbasic dual land for color fixing.

Glacial Fortress

Glacial Fortress

Land

Nonbasic dual land for color fixing.

Temple of Enlightenment

Temple of Enlightenment

Land

Dual land with scry.

Prairie Stream

Prairie Stream

Land — Plains Island

Nonbasic dual land for color fixing.

Port Town

Port Town

Land

Nonbasic dual land for color fixing.

Plains

Plains 8x

Basic Land — Plains

Basic land allocated from mana pip counts.

Island

Island 6x

Basic Land — Island

Basic land allocated from mana pip counts.

Swamp

Swamp 3x

Basic Land — Swamp

Basic land allocated from mana pip counts.