Zur the
Enchanter
Like so many things in life, it seems that Zur
the Enchanter may be an interesting creature who
happens to be in the wrong place at the wrong
time.
In limited, which pretty much means triple
Coldsnap booster draft, he doesn't really give
you access to very many enchantments. In
Standard constructed, the number of enchantments
that he can get for you is much more impressive,
but I don't really see any combos that would
make the Enchanter broken. Maybe in Extended or
1.5? The thing that really holds this card back
from being more useful is his casting cost. When
you pay three different colors for a creature,
you need more bang for the buck that you get
from Zur
the Enchanter.
CONSTRUCTED: 2.5
CASUAL: 3.5
LIMITED: 2.5
Some people seem big on this card. It might be
good in older formats, but for Standard and
Limited play, it's not that great. He's likely
to be the target of all kinds of removal. And
I'd honestly be surprised to see his ability go
off more than once per game with any
reliability. It might be OK at some point, but
for now, he's just over-hyped.
Zur the
Enchanter - Zur's one of the exciting new
legends. I say exciting because not all of them
are. Coldsnap has brought us back to the reality
of legends often being bulky and not terribly
useful for a high cost. Zur, however, does not
fit this description. He's lean and mean with a
cheap cost (even if it is color heavy). He has
an evasion ability that works well with his
triggered ability. He has a nice big back end
without costing more for some extraneous power.
And most importantly, he's very versatile. Zur
can make your board position whatever you want
it to be. That's good no matter what kind of
deck you're playing.
Um...WUB isn't really the stuff a single deck is
made of, at least not that I'm aware of at the
moment. Which makes Zur a difficult card to
play. But maybe in some whack-arse casual deck,
you could make it work. But I don't think I'd
even want to try.