Zur the Enchanter

Art by Pete Venters

Commander deckBUW

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.

$676.64for all 100 cards at today’s prices
Built Sep 3, 202673 views

Asked for“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.

Deck anatomy

What this list actually runs on: how cheaply it casts things, and whether it has enough ramp, card draw and interaction to keep up at the table. Each block is one card — hover for its name.

Mana curve · 61 nonland cards

8
20
11
6
3
6
7
01234567+
RampCard drawInteractionThreats & synergy

The working parts

Ramp10
Card draw14
Interaction21
↳ board wipes6
Tutors2

Counted from Scryfall’s community card tags, not from the builder’s own labels. A card that does two jobs counts twice, so these add up to more than the deck. The hatched band is a common rule of thumb, not a law — combo decks run leaner, battlecruiser decks heavier.

Colored mana symbols

W 38U 31B 13
38lands · rule of thumb 35–38
3.41average mana value (nonland)
$676.64whole deck, today

The list

Commander

1
Zur the Enchanter

Zur the Enchanter

1WUB

Legendary Creature — Human Wizard

Chosen commander for the requested strategy.

Ramp

8
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

3W

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
Rhystic Study

Rhystic Study

2U

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

BBB

Enchantment

Fills hand to full capacity on command.

Phyrexian Arena

Phyrexian Arena

1BB

Enchantment

Steady extra card every turn.

Fact or Fiction

Fact or Fiction

3U

Instant

Instant-speed card selection.

Ponder

Ponder

U

Sorcery

Efficient cantrip for smoothing draws.

Preordain

Preordain

U

Sorcery

Cheap topdeck manipulation.

Removal

14
Darksteel Mutation

Darksteel Mutation

1W

Enchantment — Aura

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

Imprisoned in the Moon

Imprisoned in the Moon

2U

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

1BB

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

2U

Enchantment — Aura

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

Frogify

Frogify

1U

Enchantment — Aura

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

Kasmina's Transmutation

Kasmina's Transmutation

1U

Enchantment — Aura

Turns target commander into a 1/1 vanilla creature.

Eaten by Piranhas

Eaten by Piranhas

1U

Enchantment — Aura

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

Reprobation

Reprobation

1W

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

1U

Instant

One-sided mass bounce spell.

Supreme Verdict

Supreme Verdict

1WWU

Sorcery

Uncounterable board wipe.

Counterspell

Counterspell

UU

Instant

Standard hard counter for key spells.

Dovin's Veto

Dovin's Veto

WU

Instant

Uncounterable protection spell against noncreatures.

Threats/Wincons

20
Helm of Obedience

Helm of Obedience

4

Artifact

Instant win condition when activated alongside Rest in Peace.

Consecrated Sphinx

Consecrated Sphinx

4UU

Creature — Sphinx

Evasive massive flyer that draws absurd amounts of cards.

Toxrill, the Corrosive

Toxrill, the Corrosive

5BB

Legendary Creature — Slug Horror

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

Archon of Cruelty

Archon of Cruelty

6BB

Creature — Archon

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

Nezahal, Primal Tide

Nezahal, Primal Tide

5UU

Legendary Creature — Elder Dinosaur

Uncounterable, evasive threat that protects itself by flickering.

Dream Trawler

Dream Trawler

2WWUU

Creature — Sphinx

Flying, lifelink win condition that gains hexproof on demand.

Sphinx of the Second Sun

Sphinx of the Second Sun

6UU

Creature — Sphinx

Massive flying threat providing additional untaps and upkeep steps.

Avacyn, Angel of Hope

Avacyn, Angel of Hope

5WWW

Legendary Creature — Angel

Huge flying threat that grants indestructible to your entire board.

Elesh Norn, Grand Cenobite

Elesh Norn, Grand Cenobite

5WW

Legendary Creature — Phyrexian Praetor

Locks down tiny token strategies and boosts your attackers.

Dragonlord Ojutai

Dragonlord Ojutai

3WU

Legendary Creature — Elder Dragon

Hexproof while untapped, provides card quality on combat hit.

Sigil of the Empty Throne

Sigil of the Empty Throne

3WW

Enchantment

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

Luminarch Ascension

Luminarch Ascension

1W

Enchantment

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

Court of Grace

Court of Grace

2WW

Enchantment

Generates flying tokens and extra card draw via Monarch.

Hullbreaker Horror

Hullbreaker Horror

5UU

Creature — Kraken Horror

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

Inkshield

Inkshield

3WB

Instant

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

Shark Typhoon

Shark Typhoon

5U

Enchantment

Creates flying Shark tokens whenever noncreature prison spells are cast.

Serra the Benevolent

Serra the Benevolent

2WW

Legendary Planeswalker — Serra

Creates Serra Angels and offers a Worship emblem.

Elspeth, Sun's Champion

Elspeth, Sun's Champion

4WW

Legendary Planeswalker — Elspeth

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

Kairi, the Swirling Sky

Kairi, the Swirling Sky

4UU

Legendary Creature — Dragon Spirit

Ward-protected flying threat with strong death triggers.

Sun Titan

Sun Titan

4WW

Creature — Giant

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

Utility

11
Ghostly Prison

Ghostly Prison

2W

Enchantment

Deters combat attacks against you.

Propaganda

Propaganda

2U

Enchantment

Forces opponents to pay mana to attack.

Rule of Law

Rule of Law

2W

Enchantment

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

Blind Obedience

Blind Obedience

1W

Enchantment

Forces opponent artifacts and creatures to enter tapped.

Rest in Peace

Rest in Peace

1W

Enchantment

Shuts down graveyards and combos with Helm of Obedience.

Drannith Magistrate

Drannith Magistrate

1W

Creature — Human Wizard

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

Aura of Silence

Aura of Silence

1WW

Enchantment

Taxes opponent artifacts/enchantments and offers instant removal.

Greater Auramancy

Greater Auramancy

1W

Enchantment

Gives shroud to your lock-down enchantments.

Teferi's Protection

Teferi's Protection

2W

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

1B

Sorcery

Fetches any piece needed to maintain the prison.

Lands

38
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.