Arcane Foundry › Commanders › Zur the Enchanter
Zur the Enchanter
Legendary Creature — Human Wizard · {1}{W}{U}{B} · Black/Blue/White commander
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.
Build a Zur the Enchanter deck →
What Zur the Enchanter actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever Zur attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.
- Keyword · flyingflying
What a Zur the Enchanter deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- enchantments with mana value 3 or less (each attack puts one onto the battlefield) — auras for Zur, enchantress engines
- haste, evasion and protection for the commander (its own attack is the engine)
The Zur the Enchanter deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 7× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 22× A permanent of the exact NON-creature type the commander counts — artifacts for an artifact commander, enchantments for an enchantress
- 5× Make the commander connect — a body that never deals combat damage never triggers
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Zur the Enchanter
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Lavaspur Boots1 mana
- Sting, the Glinting Dagger2 mana
- Haunted Cloak3 mana
- Sword of Vengeance3 mana
A permanent of the exact NON-creature type the commander counts — artifacts for an artifact commander, enchantments for an enchantress
- Mystic Remora1 mana
- Aqueous Form1 mana
- Authority of the Consuls1 mana
- Bloodchief Ascension1 mana
- Curiosity1 mana
- Kaya's Ghostform1 mana
- Land Tax1 mana
- Phyrexian Reclamation1 mana
Make the commander connect — a body that never deals combat damage never triggers
- Tetsuko Umezawa, Fugitive2 mana
- Elspeth, Sun's Champion6 mana
- Rogue Class2 mana
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Delney, Streetwise Lookout3 mana
- Akroma's Memorial7 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Damn2 mana
- Vanquish the Horde8 mana
- Toxic Deluge3 mana
- Damnation4 mana
- Supreme Verdict4 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Bontu's Last Reckoning3 mana
Refill your hand
- Esper Sentinel1 mana
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Bastion Protector3 mana
- Gold-Forged Thopteryx2 mana
- Greater Auramancy2 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Coppercoat Vanguard2 mana
- General's Enforcer2 mana
Combos with Zur the Enchanter
Known combos from Commander Spellbook that Zur the Enchanter is a piece of, and how many decks list them.
- Zur the Enchanter + Stasis + Tel-Jilad Stylus575 decks
- Zur the Enchanter + Second Chance + Tel-Jilad Stylus225 decks
- Zur the Enchanter + Stasis + Rishadan Pawnshop170 decks
- Zur the Enchanter + Second Chance + Rishadan Pawnshop119 decks