Zur the Enchanter

When someone says their Commander is Zur the Enchanter, the usual response is everyone else sighs and rolls their eyes. The most popular (and probably most efficient) use for Zur is to suit him up with a ton of powerful Auras and attack for the kill. However, not only is that strategy boring to play against, it’s also just one of a huge number of possibilities for a Zur the Enchanter Commander deck. In this article, I’m going to give a brief overview of several of those possibilities.

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Protection

In the family of long-lasting keywords, Protection has a tumultuous relationship with Magic. If Trample and Flying are our favorite siblings and Scry is our adorable younger cousin, then Protection is our uncle who is fun to have around, but he has a bad habit of making strangers uncomfortable at parties. In this article I will explain the basics, as well as the finer details, so that you can play with Protection and know how to handle any edge case the game throws at you.

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Generous Patron

Today on Gemstone Mining, we’re going to take a trip to Valor’s Reach stadium and the world of Battlebond! This set was released with a set of very valuable reprints and a cycle of dual lands that are in high demand, but the other cards in the set fell by the wayside because they weren’t played in any competitive formats. Our gemstone Generous Patron is an Elf Advisor that seems to encourage giving away +1/+1 counters to other players’ creatures, but a more insidious plan is possible if we look a little deeper…

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Zones

Magic: the Gathering has a set of rules unlike almost any other game in existence. Its rules have to cover every conceivable interaction between every card, like a piece of software needs to be thoroughly tested to make sure its users can’t exploit a bug in the code. One of the most important rules features for keeping things comprehensible is the concept of “zones.” Zones divide the cards in a game of Magic into several areas which each have their own rules. To understand why this complicated-sounding system actually makes things simpler, we first need to understand what the system is. Let’s dive in!

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Syr Konrad, the Grim

It’s that time of year again, folks: Time for Pumpkin Spiced Foodstuffs™, jack o’ lanterns, people saying the word “spooky” a little too often… What I’m trying to say is that it’s almost Halloween, and in the spirit of the season today we’re going to look at a pretty spooky new card from Throne of Eldraine: Syr Konrad, the Grim .

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Adventures

Throne of Eldraine is finally here, and with it comes a whole slew of new cards that people are hyped to brew around. Some of those cards have a brand new mechanic – Adventures! An Adventure is a special kind of instant or sorcery spell which is attached to a creature card. They work a lot like split cards, but there are a few differences. Let’s jump in:

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Mana Abilities

Last time on Eye of the Stack, I broke down exactly what it means to “cast a spell,” from the moment you announce it until all the costs are paid. In paper Magic, most players I know create their mana before casting their spells, and while this certainly isn’t wrong I think it comes from not knowing that they can activate mana abilities during the casting process. This time, I want to talk a little more about mana abilities, what defines them, and the implications of being a mana ability.

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Korvold, Fae-Cursed King

It’s spoiler season for Throne of Eldraine, and this time around there is a twist; the spoilers kicked off with a set of Brawl decks, with specially-made commanders! Although the commanders were specially designed for Brawl, they have plenty of Commander-format potential. Today, I’m going to talk about some Commander-style ways to use Korvold, Fae-Cursed King!

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Casting a Spell

Casting spells is one of the essential aspects of Magic: the Gathering. It’s something that every player does in nearly every game, and it generally occurs without issue. However, few Magic players know how casting a spell actually works from beginning to end. Knowing these minutia can help to understand a wide variety of otherwise-confusing situations, so I’m going to break it down for you. Let’s get into it!

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Isochron Scepter

Today on Synergy Chamber, we’re headed back in time to Mirrodin block. Those were the days when spells were super-powerful and artifacts could do anything. It didn’t make for great competitive play, but it did give us a lot of weird combo toys to play with! Isochron Scepter is one such toy.

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