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Zur, Eternal Schemer

Zur, Eternal Schemer

Legendary Creature — Human Wizard

Zur wants a deck that plays lots of enchantments and draws a card for each one. It also works in a deck built around Humans or Wizards.

  • Mana costwhiteblueblack
  • White, Blue, Black ()
  • Power / toughness1 / 4
  • RarityMythic

Flying

Enchantment creatures you control have deathtouch, lifelink, and hexproof.

1 genericwhite: Target non-Aura enchantment you control becomes a creature in addition to its other types and has base power and base toughness each equal to its mana value.

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Archetypes
Themes

Cards That Fit Zur, Eternal Schemer

Picked for what they do in Zur's deck. When two cards do the same job, the one with the lower comes first. All of them fit Zur's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Zur, Eternal Schemer does6

The 6 Cards

Rulings for Zur, Eternal Schemer

explain how Zur works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 9 Sep 2022

If a permanent on the battlefield has an {X} in its mana cost, X is zero when determining its mana value.

Wizards of the Coast 9 Sep 2022

Zur, Eternal Schemer’s last ability does not have a duration. Once it resolves the target enchantment will be a creature until it leaves the battlefield or another effect causes it to stop being a creature.

2 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Zur, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWUBPlayers write colors as letters: W for white, U for blue, B for black. Blue is U because B was already taken by black.Aura/EnchantressEnchantress decks fill the battlefield with enchantments and use cards that draw you an extra card every time you cast one. An Aura is an enchantment that attaches to something, usually a creature, and changes it.Open the Aura/Enchantress pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageAnimate EnchantmentTurns enchantments into creatures. The same trade as animating artifacts: they gain a body, and they stop being safe from creature removal. Starfield of Nyx, OpalescenceOpen the Animate Enchantment pageType ChangerAdds a type to permanents on top of the types they already have. Making everything an artifact or a land switches on cards that only interact with that type. Liquimetal Torque, Phyrexian MetamorphOpen the Type Changer page