It's Not That Annoying | Building Your Zur, The Enchanter Commander Deck
- Greg Montique
- May 1
- 3 min read
So, you’ve decided to play Zur, the Enchanter in Commander. First of all, welcome to the dark side. Second, buckle up. This isn’t your average Commander deck. This is a finely tuned enchantment-fueled death laser disguised as a 1/4 flyer. And it’s going to make your friends very upset.
Why A Zur Commander Deck? Why Now?
If you've never faced Zur across the table, count your blessings. He costs four mana, sure, but once he's on the board and swinging, he tutors any enchantment with mana value 3 or less directly onto the battlefield. Not into your hand. Not with a cost. Just, you know, right there.

You know what's three mana or less? Diplomatic Immunity. Necropotence. Phyresis. If you hear the soft shuffling of someone sleeving Zur, it's probably already too late.
Strategy: Let the Little Guy Carry Big Threats
Zur is not a fair Commander. And that's okay. Magic is a game of beautiful unfairness. Your job is to:
Protect Zur
Swing with Zur
Cheat out disgusting enchantments
Win, preferably while giggling like a Saturday morning cartoon villain
Step 1: Protect the Boy
Zur is fragile. He’s a 1/4 without hexproof, shroud, or indestructible. Basically, he’s a flying target that screams, “Please remove me before turn six.” So give him some bodyguards. Swiftfoot Boots, Diplomatic Immunity, and Counterspell backup are your friends. Play politics, act innocent, then suddenly you're attacking with Zur and the "fun" begins.
Step 2: Swing, Baby, Swing
Zur doesn’t care if the opponent has 40 life. He’s not trying to chip away. He’s here to go wide in a sneaky magical way. Every time he attacks, you’re cheating in a critical piece of your lock or combo. Bonus: this bypasses mana costs and card draw. It’s basically enchantment necromancy.
Step 3: Lock It Down or Go Infinite
Zur gives you access to oppressive pillow fort cards (Ghostly Prison, Propaganda) and win conditions (Solemnity plus Decree of Silence anyone?). You can make sure no one gets to play the game except you. It’s magical.
5 Must-Have Cards for Any Zur Deck (That Still Wants Friends... Sort Of)

1. Diplomatic Immunity
Hexproof for Zur and it can’t be targeted. This enchantment is tailor-made for keeping your combo-engine humming. And yes, it’s enchantment-flavored, so Zur can grab it himself!

2. Necropotence
Three black mana for “pay any amount of life and draw that many cards”. Zur just fetches it like it’s a snack. You’ll never run out of gas again and you can do it without paying real mana.

3. Solemnity
This innocuous little enchantment says, “No counters allowed. Ever.” It combos with Dark Depths, breaks Decree of Silence, and shuts down opponents’ +1/+1 shenanigans. It's the Swiss Army knife of ruin.

4. Steel of the Godhead
Make your commander unblockable, for free? Ok yeah, that works. Steel of the Godhead is a must-have in a Zur deck, not only for the unblockable but for the buff and lifelink to keep you alive and your engine going.

5. Blind Obedience
Slowing down your opponent and leaving holes is what Blind Obedience does, making creatures and artifacts come in tapped. Extort is also a fun mechanic for multiplayer pods that does a little ping damage while giving you life back.
The Dark Side Has Never Been So Enchanting
A Zur Commander deck rewards precise play, deck knowledge, and a touch of sadism. You’ll need to walk a line between slyly building your lock pieces and not immediately drawing the hate of the entire table. (Spoiler: you will. And you deserve it.)
But for those brave enough to wield his power responsibly (or recklessly), Zur, the Enchanter offers one of the most uniquely powerful and degenerate experiences in Commander. He’s a glass cannon, a combo engine, a control toolbox, and a flying tutor all in one.
Just remember to smile sweetly and say, “Trust me, I’m just attacking for one,” before you drop a Necropotence on turn five and take over the table.
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