One of the better Zur's Weirding combos I've played is to lock your opponent out of the game with Weirding and Words of Worship. You replace your draws with the gain 5 life effect of Words and deny your opponent's draws with Weirding. You gain more life per card than it costs to deny them a draw, so you can draw cards every other time. For example, if you have Howling Mine out, you can gain 5 off the first card, draw the second one, and prevent both draws your opponent would get.
The list I played had such amazing cards as Howling Mine, Words of Wisdom, and Arcane Denial as well. You could accelerate into Weirding and Worship with Drains. It was fairly powerful in the non-proxy metagame it was built for; you might have some luck putting something together now.
That sounds really cool. Could you post a list?
Uhh, sure.
3x Zur's Weirding
4x Words of Worship
1x Enlightened Tutor
4x Howling Mine
1x Ancestral Recall
1x Time Walk
1x Brainstorm
4x Mana Drain
4x Force of Will
4x Arcane Denial
3x Misdirection
3x Stifle
6x Islands
1x Plains
4x Tundra
4x Flooded Strand
3x Mishra's Factory
1x Library of Alexandria
5x Moxen
1x Black Lotus
1x Sol Ring
I think that's pretty much it, updated for a proxy game. There wasn't any combo to speak of when this was played, so Howling Mines weren't as terrible to play. And, yes, the only win condition was Mishra's Factory. Extirpate hadn't been printed, and most people just scooped once you got the Words of Weirding combo into play. The biggest problem with the deck (okay, not the "biggest," but a significant problem nonetheless) was that you have to play the Words of Worship before the Zur's Weirding, otherwise your opponent will just keep you from drawing Words of Worship.
Your best opener is probably turn one land, accelerant, Howling Mine; turn two Words of Worship; turn three Zur's Weirding. But, of course, you have to survive that long.
Good luck!