Team Reflection would like to reveal another deck that we started working on back in November of 2003. This deck is based around a card which has been a pet card for many, been scoffed at by most, but mostly ignored by all. I'm talking about Zur's Weirding. It is not degenerate by any means. However, if set up and resolved it can break backs. Sometimes Weirding just lets you win games that the archetype just normally shouldn’t. Not nearly as extensive as a normal primer, we will touch upon some history, evolution, the deck, and the whys and why-nots of certain card choices. Following will be a brief match up analysis of this fully powered budget deck. I will go out on a limb and call it budget as it doesn't run Drains, Workshops, Bazaars, or Masks.
Zur's Weirding is one of the most interesting and game altering sleepers to come out of the Ice Age block set. Much like it's bastard cousin, Necropotence, it uses your life total as a resource, except it goes for both players. When the Weirding resolves and hits the board, both players then must decide how they are going to play out the rest of the game. In many cases, it is easy to determine the outcome. You must decide then what you should deny and what should be allowed. This decision really is based on board position, resources available, your life total, and disruption, be it proactive or reactive control.
The best time to play Zur's Weirding is when you have the advantage or when you can obtain it. Playing a Weirding 'blind' is a fine art made easier by packing your deck full of countermeasures that also grant you an advantage, be it life gain or a damage source. Given the swingy nature of type one, this can be rather difficult.
Looking back into the history of Zur's Weirding is somewhat limited. It goes back a long way, yet has never been seriously considered by the Magic community. Printed first in Ice Age, then reprinted in 5th, 6th, and now current in 8th edition, it seems that Wizards of the Coast wants players to use this card. This seems logical as it affects both players, can work in Limited and Constructed, and is easy to understand. (for a replacement effect). So why play the Weirding? Because the card acts very much like a blue Nether Void or Chalice of the Void or other devastating effect that seals a lead and thus a victory. That is what Weirding is designed to do.
One of Zur's Weirding's biggest promoters was George Baxter, as seen in Dominating Dominia, published by Wordware Publishing, Inc., circa 1996. Mr. Baxter used a number of different archetypes to exploit this card. Now, while Baxter's articles should be taken with a grain of salt because of the general card choices, they serve a useful purpose as showing how to create synergy with the card. The decks he listed were type 2 at the time but were, in fact, similar to some modern day type 1 decks in their driving goal. The first example, much like Keeper today, used massive control elements like counterspells, creature removal, Blinking Spirit, (Morphling's weak uncle) The Rack, Disrupting Scepters, and life gain. Another theme, like today's Nether Void decks abused black/red aggro discard. It also utilized graveyard recursion that works around the Weirding via Nether Shadow and Ashen Ghoul. Yet another Red/Green build incorporated Elkin Bottle, Sylvan Library, burn, tactical weenies, and monsters like Lhurgoyf. Mr. Baxter went on to develop a deck he coined "The Engine." The foundations of "The Engine" were identical to modern day keeper and founded on Zur's Weirding.
Fast forward to present day. We had first discussed building a suicide-esque build that included acceleration and blue power. We liked the effect that Nether Void has in it's ability to seal the deal and let your creatures ride home to victory, but Nether Void and Solomoxen were found to be sub-optimal together. We pressed on to find a replacement. Weirding was brought up, the mana was right at 3 colorless and 1 blue and it provided the seal. The theory was to apply early beatdown and disruption, drop the Weirdness, and ride the threat out. Great in theory, but unrealistic in testing. This experiment taught us an important lesson: utility dorks are better than brutes with Weirding. Instead of beating down, the goal was to force them into submission via card advantage. So why not just use Weirding in Keeper? Because of the lack of actual threats in Keeper. The opponent will simply deny your win conditions if you drop Weirding early. Building the deck to drop it late is counter intuitive to creating the lock that Weirding provides. The build we came up with is remarkably similar to Nick's (a.k.a. Bill the Duck on TheManaDrain) Eon Blue Apocalypse deck. A good mixture of threats, answers to threats, and brokenness seems to be the ideal configuration for Weirding.dec.
Maindeck ChoicesWhile there are cards that are no-brainers, there are cards that look like no-brainers but in fact, they are poor choices. The following section will list many that didn't make the cut as well as ones that just have to go in.
Zur's WeirdingPlayers play with their hands revealed. If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws the card.
Zur's Weirding decks in general have the most problem with aggro decks because they pack the most amount of threat cards in a deck. With Weirding, you have to look at the amount of threats and not the potential size of the threat. Look at the EBA decks. Once they got out of the random.dec tables, they have a better shot at winning. Knowing how to read an opponent is very helpful in determining when to play Zur's Weirding. If the deck could run 2.5 Weirdings, it would probably do that, but since it has Force of Will, the suggestion is three.
Stifle, Strips, and mana denialMana denial is huge with Zur's Weirding. If you can get the early edge and drop a Weirding, sometimes you can just deny a certain color and ride that plan out to victory as you will have to deny less cards than your opponent. Stifle becomes even stronger as a pseudo sinkhole. Catching an opponent who is mana screwed and laying down Weirding ends games even if you have no threats. As long as you have enough mana to cast threats that are revealed via Zur's, you should be able to outrace them.
Meddling Mage and OphidianThese cards make it into the deck because they perform multiple functions very well. Meddling Mage is a virtual counterspell, Ophidian is a draw engine. This is clearly obvious, but remember that all you need is a slight advantage (a creature with power greater than zero) to take advantage of Weirding.
Phyrexian NegatorHe is really bad in this deck. Negator deserves mention because it was used in EBA often. It was good against Keeper when Keeper wasn't using Decree of Justice. Even then, it was poor against the rest of the field. Not only is it bad due to the current metagame trend, but it is bad because it taxes your already fragile manabase. Negator, 3 colors, and no Dark Rituals is horrible.
Exalted AngelShe is Negator's replacement. She also hard locks your opponent out of drawing cards with Zur's Weirding. Exalted is great versus aggro, which is the deck's worst matchup.
Mana DrainOne of the downsides to playing the must have Duress is the need to go with the 3 color mana base. This is but one reason to
cut Mana Drain. The deciding factor on Mana Drain is that this is an Aggro-Prison deck, and holding back mana for Drains slows the deck. It turns the deck from a proactive threat machine into a reactive deck. Intuition tells us that Mana Drain and Weirding have decent synergy together. Reality and playtesting shows us that you must decide
when to play a Zur's Weirding. You do not want to play a Weirding based on whether or not you have Drain mana.
ImpulseImpulse should be considered as a maindeck card. At first sight, one may wonder why Impulse is used over Brainstorm. Brainstorm may be better on it's own, but with Weirding, the opposite is true. The right choice is splendidly simple. Brainstorm is draw and Impulse is search. The smart player will deny an Impulse and allow a Brainstorm under a Weirding. If you Brainstorm under a replacement effect, you still have to put 2 cards back on top of your library. So, if your three draws are denied, you end up losing 2 in hand. That's a poor bargain. Impulse is grand for finding answers and setting up the board before Weirding comes down. An Impulse in hand when Weirding comes down is incredibly strong, letting you find the best solution, now that you can see your opponent's hand.
Fact or FictionThe casting cost can be daunting, but it's ability to pseudo-search around Weirding is too good to pass up. Keep it maindeck for the control and rogue matchups for sure. Matchups such as small aggro, ponza, Workshop prison and others that either deny you mana or are built to win in the first couple of turns warrants sideboarding it out in place of quick answers.
BalanceIt is painful to not have such a broken card in the deck. This deck aims to create the smallest advantage then seal it with Weirding. Balance just undoes all the work. This is why it is not listed in the standard build below.
Disenchant, Seal of CleansingDeserving of mention, this card has been put in and taken out so many times. Blood Moon and Workshop decks can really be a problem. If you have chosen to play this deck, then most likely you will see both.
Zurs.dec
3 Zur's Weirding
3 Exalted Angel
4 Meddling Mage
4 Ophidian
4 Force of Will
4 Duress
4 Swords to Plowshares
2 Seal of Cleansing
1 Ancestral Recall
1 Fact or Fiction
1 Demonic Tutor
1 Time Walk
1 Yawgmoth's Will
7 Solomoxen
1 Strip Mine
4 Wasteland
4 Flooded Strand
4 Tundra
3 Scrubland
2 Underground Sea
1 Island
1 Plains
Suggested sideboard choicesBlue Elemental Blast
Seal of Cleansing
Coffin Purge
Perish
Stifle
Chalice of the Void
Damping Matrix
Skeletal Scrying
Vindicate
Various MatchupsKeeperNot much to side here. If the Keeper deck runs a high amount of resource denial, you will have more problems. Mana Drain is almost always the first choice to name with Meddling Mage before a Weirding would come down. Siding in Chalice and setting it to 1 is a strong play with this deck. The deck tends to split matches fairly evenly with most Keeper decks. Isochron based Keeper is the more difficult of the Keeper matchups before sideboarding.
Tog/GroThese are tough, I'm not going to lie. They are damn good decks. All you have to do is look at the last TMD open to look at the match up here. Perhaps Weirding would have taken the tournament if it was in the EBA cardlist. Team Reflection would like to think so anyway. Again, not much sideboarding here. If you have Chalices, then use them at x=1 and x=2
Workshop decksGo Turbo-Weirding and take out the Goblin Welders. This is key. Welders work around Weirding and are a fundamental part of running the deck. Trinisphere is also brutal. Side out Duress first, then Ophidians if you have to. Exalteds if it is not versus TNT. BEBs, Seals, and rarely Purge will come in vs Anger and TnT. You have Duress, Force of Will, and strips but your best bet is to go first against the monster known as Trinistax.
DragonAs if Dragon wasn't already hated. This deck and sideboard is jam-packed with WDragon hate. Go turbo-Weirding. Side out Angels then 'Phids.
GoblinsGoblins are tough. So many threats in one deck hurts your strategy. Plus, your mana base is fairly fragile, so this is going to be a tough row to hoe. Take out the Weirdings for BEBs, Duress can come out nowadays vs gobbos. Chalice of the Void is good if you have them in the side.
MadnessNot only is Madness a tough matchup because it is a fast tempo deck, it packs cards like Roar and Deep Analysis to get around the Weirding. Sideboarding suggestion is to take out Weirdings, Seals, then Duress. If versus O. Stompy, then side out Weirdings and Seals, Duress can still hit crucial things like Survival and Hidden Gibbons. Side in your grave hate and creature hate here.
Long, TPS, other comboCombo is a favorable match up for you, not as much as Dragon, but you should still be siding in Crypts for relatively dead cards like Ophidian.
MaskThere are various iterations of this archetype being played, but your playstyle here is essentially the same. Naming Mask with Meddling Mage and protecting him over all other creatures should be the most obvious answer. Attack the combo with Weirding after Duress has shown you that it is safe. Mask decks can always just go broken on you. As always Mulligan aggressively against Mask. Damping Matrix is one of a few options that can save you if your metagame warrants putting it in your sideboard.
GaynessFish, Gay/R, and Landstill are tough. You may be able to go 50% here. Against Gay/R you could side in BEBs. Fundamental deck design shows that these decks are very much like Zurs.dec
There you have it. This deck is a blast to play. One of the strongest arguments for playing Zurs.dec is that it is a solid choice for a player with little power in a 5 proxy environment. If so, we suggest proxying the 3 on color Moxen, Lotus, and Ancestral. One of the most enjoyable aspects of this deck is the fact that it is a rare breed of AGGRO-PRISON. Play the deck aggressively and practice reading your opponent to know when to play Weirding and the deck will reward you.
by Brad Granberry and Jeff Rieck
Thanks must go out to the other Team Reflection members for testing and input.
Al Dubuc (wuaffiliate)
Matt Hargis (matt)
Andrew Lambe (Hyperion)
Josh Silvestri (Vegeta2711)
Very special thanks must go out to:
Nick, (Bill the Duck) for insight on his personal creation, EBA, which is so fundamentally similar.