multiplayer enchantments?

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I'm wanting to build a Zur the enchanter deck but i want to build it multiplayer controle deck and i was wondering if you guys could help me find some multiplayer enchantments that cost 3 or less.
Hmm. Well, I'll make this post quick because I have work in the morning, but people are definitely going to suggest Propaganda and Ghostly Prison. Rule of Law/Arcane Lab might also be kind of cute, but I've found that it's not an easy Enchantment to build around. Still, Zur is giving you a free Enchantment every turn on top of your one spell, so that's a start. I'd also look at something like Snake Umbra in the interests of making sure Zur doesn't immediately die. And, uh, Writ of Passage so he can attack safely? There must be something better than that. But hey, Forecast gives you a way around the Lab, so uh Pride of the Clouds... I dunno. That's a very specific direction to take it.
 ..... in the interests of making sure Zur doesn't immediately die.

Damn straight.
Zur IS in the best colours for enchantments, WUB have some very good control options, and thanks to white your can recur that **** with Replenish, or which I'd want two in there.
Seeing how Zur's colour requirements make the card pretty hard to cast on turn 4, I'd start with a cheap base of 4 Arcane Sanctum, 3 Jwar-Isle Refuge, 3 Sejiri Refuge, 3 Orzhov Guildgate, and basics to make up 24, then add a few Prophetic Prism's to get the colours you need.  If you have more cash, I'm sure you'll be right.Wink
But I'd wanna decide what angle you're going with first.
Do you want a deck that solely relies on Zur and supports it?  Or a deck that can run easy without it?  
Enchantments or Aura's? 
Problem is, the best enchantment (i think) for protecting Zur is green, ie. Dense Foliage

I'd try something like 4 Mesa Enchantress for card draw, and depending on how many Aura's you end up with, maybe Kor Spiritdancer as well.  Nomad Mythmaker can help here too. If you do end up with lots of Aura's in there, Winds of Rath helps.
Mystic Remora or Rhystic Study too.

As far as stuff to fetch with Zur?
I'd wanna keep the deck stuffed with things that actually help you regardless of Zur.... 
Propaganda, Island Sanctuary, Ghostly Prison, Crackdown, Energy Flux, Pendrell Mists, Solitary Confinement, Supression Field....there are heaps of Taxing effects here. I wouldn't go crazy on taxing effects though.
Alexi's Cloak, Cloak of Mists/Cover of Darkness, Daybreak Coronet, Temporal Isolation for protection? 
Flickering Ward (think card draw with enchantress), Standstill
Oblivion Ring, Aura of Silence, Karmic Justice
Wheel of Sun and Moon (maybe...), Soul Link
, False DemiseAngelic Renewel to get Zur back.
Aegis of Honor, Greater Auramancy, Sarcomancy, Second Chance, Sleeper's Robe
Luminarch Ascension, Zombie Infestation
...ha ha maybe a few too many options here, but the ones in bold you should have a really good look at.
I think you shouldn't focus entirely on Zur. Imagine a 5 player ffa, and you're only attacking with Zur once per round, which fetches a single 3-or-less enchantment for free: not too exciting. I think you can effectively use Zur as a toolbox for your less-needed enchantments. You can have 4x of your important stuff, and 1x of any situational enchantment of your choosing.

You could use planar void and web of inertia for a lock.

You could use a lot of enchantment fetching tech so you can use necrogen mists and bottomless pit to make all players' hands irrelevent.

Just throwing around ideas!
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
And, uh, Writ of Passage so he can attack safely? There must be something better than that.

Unquestioned Authority is unconditional and cantrips.

Vanishing is good protection from mass removal spells. Phasing Zur out does not cause all auras he's wearing to fall off. 

Mystic Remora, Rhystic Study, Phyrexian Arena, and Necropotence are all great draw engines.

Solitary Confinement + Greater Auramancy could be a good pair of enchantments to hold off the opponents once they all turn against you. 

Because Zur needs no mana to keep bringing enchantments into play, you could go for a mana denial strategy. Mana Breach, Mana Vortex, Desolation, and Limited Resources all work towards that end. If you're willing to sacrifice friendships, this can be a very effective strategy to win games. Your call.