(Zur the EnchanterZur the Enchanter | Art by Pete Venters)
The Enchanted World of Faeries
Hello, everyone, and welcome back to Recross the Paths, the series that gives commanders a typal twist.
Today's commander is a creature that has got an enormous target on its head ever since it hit commander tables: Zur the EnchanterZur the Enchanter. As a matter of fact, almost everyone in the EDH community seems to have a traumatic ZurZur story to tell. Either because of a super early NecropotenceNecropotence hitting the battlefield, or because of the sheer amount of value it generates through multiple combat steps. As a consequence, my plan today is to give this commander a whole new look, using it as a tool to empower a pretty unexpected army: Faeries.
Stage One: The Deck
Step One: Magical Powers
As mentioned before, today's deck tech will be a Faerie deck lead by Zur the EnchanterZur the Enchanter. In particular, I'll try to change the way in both this commander and this typal strategy are usually played.
Starting with the latter, a typical Faerie deck wants to play most of the game at instant speed. It uses counterspells and removal spells to control your opponents' board and features commanders such as Alela, Cunning ConquerorAlela, Cunning Conqueror, which reward you for playing during other people's turns.
Nonetheless, I think there's a pretty different way to play this same typal strategy. A more aggressive gameplan, that revolves arround swarming the board with cheap evasive creatures that will keep on pressuring our opponents' life totals. For this reason, we run cards such as Faerie DreamthiefFaerie Dreamthief, Faerie SeerFaerie Seer and Snaremaster SpriteSnaremaster Sprite, which are all one-mana creatures that come with an added benefit.
Moreover, we can count on a number of creatures that will grant additional effects to our Faeries. Obyra, Dreaming DuelistObyra, Dreaming Duelist will slowly-but-steadily chip away opponents' life totals. Scion of OonaScion of Oona will pump our creatures while also protecting them from targeted removals or interaction. Lastly, Tegwyll, Duke of SplendorTegwyll, Duke of Splendor will add to their stats as well as rewarding us for playing more aggressively.
Regarding our more combat-centric gameplan, there are quite a few creatures that want us to follow this strategy. For example, Faerie BladecrafterFaerie Bladecrafter is the perfect tool to take advantage of early aggressions which later becomes troublesome to remove as well. Then, Nettling NuisanceNettling Nuisance will force our opponents to damage one another, which will add quickly to the life loss caused by our aggro plan. Lastly, Shadow PuppeteersShadow Puppeteers is a late-game payoff that is capable of winning us the game out of nowhere with an unexpectedly large attack.
Step Two: Enchanting Spells
The second area in which this deck tries to differ from more traditional builds is the enchantment pool. In fact, it seems as if every single ZurZur deck is always tutoring for the same targets: either NecropotenceNecropotence, Rhystic StudyRhystic Study or, if you are lucky enough, All That GlittersAll That Glitters.
Anyhow, given the innovation that this build tries to bring about, none of these (extremely powerful) cards are present in the decklist, nor any similar card. Quite the opposite: Our ZurZur triggers are all aimed at tutoring anthem effects that will empower our faeries. For example, we want to easily get access to effects such as Favorable WindsFavorable Winds, Rally the RanksRally the Ranks or Shared TriumphShared Triumph.
Obviously, we can get our hands on more powerful enchantments as well, like Flowering of the White TreeFlowering of the White Tree, which will pump our creatures as well as giving our commander some sort of protection. We can count on Etchings of the ChosenEtchings of the Chosen as well, which lets us sacrifice some expendable creatures to protect more important ones. Lastly, we can take advantage of Backgrounds as well, with cards such as Agent of the Shadow ThievesAgent of the Shadow Thieves and Feywild VisitorFeywild Visitor synergizing perfectly with our commander attacking.
Step Three: Tactical Formation
There aren't really a lot of cards that explicitly care about Faeries (if not Faeries themselves), but this deck can really take advantage of a number of typal staples. For example, cards like Herald's HornHerald's Horn and Icon of AncestryIcon of Ancestry can really make a difference, given that we run 34 creatures that share the Faerie creature type. The high concentration of creatures with the same type also allows us to take full advantage of Roaming ThroneRoaming Throne, which can be a powerful value engine in conjunction with some of our creatures. On a sidenote, it can also name "Human" or "Wizard" to double up on ZurZur triggers.
Also, we get a few pieces to support our go-wide strategy. Feywild CaretakerFeywild Caretaker introduces the Initiative into the game, rewarding us with additional Faeries if we are able to keep it. On the same note, Ancient Gold DragonAncient Gold Dragon is able to spawn a huge number of creatures with each swing, adding on to the huge number we are already playing. Lastly, Coat of ArmsCoat of Arms works as the perfect glue, as it becomes more and more powerful as we flood the board.
Step Four: The Complete Decklist
Zur Faeries
View on ArchidektCommander (1)
- 1 Zur the EnchanterZur the Enchanter
Faeries (34)
- 1 Alela, Artful ProvocateurAlela, Artful Provocateur
- 1 Alela, Cunning ConquerorAlela, Cunning Conqueror
- 1 Archmage of EchoesArchmage of Echoes
- 1 Barrow NaughtyBarrow Naughty
- 1 Brazen Borrower // Petty TheftBrazen Borrower // Petty Theft
- 1 Dimir StrandcatcherDimir Strandcatcher
- 1 Faerie ArtisansFaerie Artisans
- 1 Faerie BladecrafterFaerie Bladecrafter
- 1 Faerie DreamthiefFaerie Dreamthief
- 1 Faerie FormationFaerie Formation
- 1 Faerie HarbingerFaerie Harbinger
- 1 Faerie MastermindFaerie Mastermind
- 1 Faerie SeerFaerie Seer
- 1 Glen Elendra ArchmageGlen Elendra Archmage
- 1 Glen Elendra LiegeGlen Elendra Liege
- 1 HushbringerHushbringer
- 1 Hypnotic Sprite // Mesmeric GlareHypnotic Sprite // Mesmeric Glare
- 1 Malleable ImpostorMalleable Impostor
- 1 Mistbind CliqueMistbind Clique
- 1 Nettling NuisanceNettling Nuisance
- 1 Nightveil SpriteNightveil Sprite
- 1 Obyra, Dreaming DuelistObyra, Dreaming Duelist
- 1 Rankle, Master of PranksRankle, Master of Pranks
- 1 Scion of OonaScion of Oona
- 1 Shadow PuppeteersShadow Puppeteers
- 1 Snaremaster SpriteSnaremaster Sprite
- 1 Sower of TemptationSower of Temptation
- 1 Spellstutter SpriteSpellstutter Sprite
- 1 Sprite NobleSprite Noble
- 1 Talion's MessengerTalion's Messenger
- 1 Talion, the Kindly LordTalion, the Kindly Lord
- 1 Tegwyll, Duke of SplendorTegwyll, Duke of Splendor
- 1 Twining Twins // Swift SpiralTwining Twins // Swift Spiral
- 1 Vendilion CliqueVendilion Clique
Enchantment (9)
- 1 [Typal][Typal]
- 1 Ancient Gold DragonAncient Gold Dragon
- 1 And They Shall Know No FearAnd They Shall Know No Fear
- 1 Coat of ArmsCoat of Arms
- 1 Cosmic InterventionCosmic Intervention
- 1 Feywild CaretakerFeywild Caretaker
- 1 Herald's HornHerald's Horn
- 1 Icon of AncestryIcon of Ancestry
- 1 Roaming ThroneRoaming Throne
Artifact (6)
- 1 Arcane SignetArcane Signet
- 1 Azorius SignetAzorius Signet
- 1 Dimir SignetDimir Signet
- 1 Sol RingSol Ring
- 1 Talisman of DominanceTalisman of Dominance
- 1 Talisman of ProgressTalisman of Progress
Land (38)
- 1 Arcane SanctumArcane Sanctum
- 1 Command TowerCommand Tower
- 1 Drowned CatacombDrowned Catacomb
- 1 Exotic OrchardExotic Orchard
- 1 Glacial FortressGlacial Fortress
- 1 Godless ShrineGodless Shrine
- 1 Hall of Heliod's GenerosityHall of Heliod's Generosity
- 1 Hallowed FountainHallowed Fountain
- 14 IslandIsland
- 1 Isolated ChapelIsolated Chapel
- 1 Minas TirithMinas Tirith
- 1 Mistveil PlainsMistveil Plains
- 1 Morphic PoolMorphic Pool
- 1 PlainsPlains
- 1 Prairie StreamPrairie Stream
- 1 Raffine's TowerRaffine's Tower
- 1 Sea of CloudsSea of Clouds
- 1 Secluded CourtyardSecluded Courtyard
- 1 Secluded GlenSecluded Glen
- 1 Sunken HollowSunken Hollow
- 2 SwampSwamp
- 1 Unclaimed TerritoryUnclaimed Territory
- 1 Vault of ChampionsVault of Champions
- 1 Watery GraveWatery Grave
Stage Two: The Data Room
We're on to the last part of this deck tech: the data room. Was this deck idea actually unique? Let's compare this list against both the average ZurZur and the average Ooze deck to see what we gained (and lost) in the process.
Step One: The Average ZurZur Deck
Zur the EnchanterZur the Enchanter is currently the 5th most popular Esper commander, with 9863 decks registered on EDHREC. This also means that it is the 51st most built general overall.
Of course, when approaching ZurZur as commander, enchantments are the name of the game, so let's see if anyone has ever been down the same road we are walking.
Clearly, nobody until now has ever showed interest in this kind of build. In particular, it is worth noticing how typal-matters cards such as Rally the RanksRally the Ranks and Radiant DestinyRadiant Destiny are at the bottom of the list. This shows us how Zur the EnchanterZur the Enchanter is not at all perceived as a typal commander. On the other hand, BitterblossomBitterblossom is the only card that sees some kind of play. I guess it's mostly because of its status as a cheap enchantment that can provide attackers and/or blockers reliably.
Instead, the way to go with this commander seems to be the same through the years. People are just much more interested in tutoring enchantments such as NecropotenceNecropotence (present in 39% of the decks), Rhystic StudyRhystic Study (present in 55% of the decks) and Mystic RemoraMystic Remora (present in 42% of the decks).
Also, it is worth noticing that 24% of the Zur the EnchanterZur the Enchanter decks play all three of these cards. This means that basically one quarter of the lists led by this general revolve around the same three cards. While it is perfectly understandable to include these specific enchantments in your deck (as they are among the most powerful in the format), this decision also comes with a downside. In fact, as soon as the other players at the table realize that your are playing that Zur the EnchanterZur the Enchanter deck, you'll instantly get an enormous target on your head. All in all, you may be fine with it (as a high power level implies drawing the attention of all the players at the table), but it could could also create a bias in others' threat assessment. This means that, no matter what you do, the mere threat of being that deck will make them use a good portion of their resources against you.
Step Two: The Average Faerie Deck
The most popular Faerie commander is Alela, Cunning ConquerorAlela, Cunning Conqueror, which has 6062 decks registered in EDHREC. This is pretty staggering, given that it was printed very recently. Also, this means that Faeries as a typal strategic have recently recieved newer creatures and spells to play with. So, let's see how popular the ones we play are in the context of maximum competition.
The graph represents the usage rate of 30 of the Faeries we run in today's list in Alela, Cunning ConquerorAlela, Cunning Conqueror decks. The ones that don't appear are Alela, Cunning ConquerorAlela, Cunning Conqueror herself and those that include white in their color identity (and, therefore, aren't playable in Alela, Cunning ConquerorAlela, Cunning Conqueror decks). Moreover, the orange columns are the cards that are present in the Faerie-typal pre-constructed deck that came out with Wilds of Eldraine.
What's staggering to notice is that 17 out of the 30 cards taken in consideration (57%) were actually present in said Precon. On an even more surprising note, among the 10 most played ones, 8 of them were included in that list. This can lead us to two different conclusions. On one hand, it means that the newer creatures are powerful and players are willing to include them in their typal decks. Such cards are, for example, Obyra, Dreaming DuelistObyra, Dreaming Duelist, Tegwyll, Duke of SplendorTegwyll, Duke of Splendor and Malleable ImpostorMalleable Impostor.
On the other hand, such high inclusion rates signal a lack of innovation. In fact, we can notice how the absolute majority of Faerie decks are based on the Precon decks, with very few changes. The only cards that manage to break this core are Spellstutter SpriteSpellstutter Sprite and Faerie MastermindFaerie Mastermind, with the first being an extremely synergistic card and the latter a very powerful standalone card that also happens to be a Faerie. To find another creature not present in the pre-built deck, we have to look at Faerie HarbingerFaerie Harbinger, which is present in less than half of the decks considered despite its positive synergy.
All in all, the picture is that of a typal strategy that's just undergone a renovation and just constructed a new central core. For this reason, there is pretty consistent group of solid-to-good cards that are present in almost every deck, with little room for innovation. These spots are represented by cards such as Talion, the Kindly LordTalion, the Kindly Lord, Vendilion CliqueVendilion Clique and Mistbind CliqueMistbind Clique, which are all between 47% and 33% inclusion rate. They represent a small group of cards that are being considered and may end up replacing some of the cards considered fundamental now.
Takeaways From Today's Article
- Zur the EnchanterZur the Enchanter can be played in a new and innovative way! Of course, most of the player will still build and expect those decks to be centred around the same powerful enchantments, but there is room for a different build. The ability to reliably get on the battlefield anthem effects is a sweet deal in typal decks, as it makes the whole aggro plan flow smoothly. In fact, there is no need to take the foot off the gas to set up and play those enchantments: we can get directly to the point in which our creatures hit like trucks.
- This idea seems to fit perfectly with an innovation regarding how Faeries decks are played. In fact, rather than being a control draw-go list that only plays during our opponents' turns, it can become an actual aggro deck. It can swarm the sky since the first turns and later use Zur the EnchanterZur the Enchanter to make sure each creature can deal significant damage.
- The only point in which there isn't really much room for innovation is the creature pool. In fact, Faeries have recently recieved a ton of attention, with both the main Wilds of Eldraine set and the commander preconstructed decks offering new tools to play with. This lead to a renovation of the usually played creatures which is still going on. For this reason, while there are some cards that may find a place in this new panorama, it is seems as if a new solid core is forming around the newly-printed Faeries. Hence, the only way to make something new out of this is to cooperate in the innovation, trying to see if some of these newer staples aren't actually so essential.
That’s all from me for the moment. I hope you enjoyed this deck tech, but now it’s on to you: what do you think of it? Would you have changed anything? Or there’s something you particularly liked? Most importantly, do you believe this was a true innovation? Let me know in the comments below!
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