The Deck:


Commander:
Zur the Enchanter

Creatures:
1 Esper Sentinel
1 Dauntless Dismantler
1 Dauthi Voidwalker
1 Grand Abolisher
1 Kor Spiritdancer
1 Sram, Senior Edificer
1 Auramancer
1 Eidolon of Countless Battles
1 Eriette of the Charmed Apple
1 Hanna, Ship's Navigator
1 Opposition Agent

Instants:
1 Pact of Negation
1 An Offer You Can't Refuse
1 Brainstorm
1 Enlightened Tutor
1 Swan Song
1 Swords to Plowshares
1 Counterspell
1 Cyclonic Rift
1 Dovin's Veto
1 Mana Drain
1 Fierce Guardianship
1 Force of Negation
1 Teferi's Protection
1 Force of Will

Sorceries:
1 Demonic Tutor
1 Beseech the Mirror
1 Replenish
1 Winds of Rath

Artifacts:
1 Chrome Mox
1 Lotus Petal
1 Mana Crypt
1 Mox Diamond
1 Sensei's Divining Top
1 Sol Ring
1 Talisman of Dominance
1 Talisman of Progress

Enchantments:
1 Aqueous Form
1 Combat Research
1 Ethereal Armor
1 Hyena Umbra
1 Kaya's Ghostform
1 All That Glitters
1 Blind Obedience
1 Darksteel Mutation
1 Daybreak Coronet
1 Diplomatic Immunity
1 Greater Auramancy
1 Phyresis
1 Spirit Mantle
1 Staggering Insight
1 Aura of Silence
1 Banishing Light
1 Battle Mastery
1 Curator's Ward
1 Estrid's Invocation
1 Gift of Immortality
1 Grasp of Fate
1 Imprisoned in the Moon
1 Mirrormade
1 Necropotence
1 Rhystic Study
1 Rule of Law
1 Seal from Existence
1 Shielded by Faith
1 Solitary Confinement
1 Steel of the Godhead

Lands:
1 Command Tower
1 Drowned Catacomb
1 Flooded Strand
1 Glacial Fortress
1 Godless Shrine
1 Hall of Heliod's Generosity
1 Hallowed Fountain
4 Island
1 Isolated Chapel
1 Marsh Flats
1 Morphic Pool
5 Plains
1 Polluted Delta
1 Raffine's Tower
1 Scrubland
1 Sea of Clouds
1 Serra's Sanctum
4 Swamp
1 Tundra
1 Underground Sea
1 Vault of Champions
1 Watery Grave

The Gameplan:


Enchantment?

The plan is to get Zur down and start swinging with him. With his ability to tutor out enchantments, we can quickly gain an advantage in the game either by finding answers to problems or powering Zur himself up.