Home / Magic: The Gathering / Ice Age / Zur's Weirding
Zur's Weirding
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment

Zur's Weirding

rare · Enchantment · Ice Age
$1.05
Low
$1.24
Market
$1.55
High

Oracle Text

Players play with their hands revealed.
If a player would draw a card, they reveal 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 a card.

Card Details

-/-Power / Toughness
{3}{U}Mana Cost
1Prints

Character Background

Zur’s Weirding is a delightfully cruel Ice Age enchantment that turns card draw into public execution, fitting neatly into a slow, resource-denial control plan. Once it resolves, every hand becomes open information and every draw step becomes a political choice: spend 2 life to strip the card away, or let it live. That makes it especially potent in attrition decks that can protect a low-life total or otherwise pressure opponents into awkward decisions. The best shells are hard control and prison strategies, ideally paired with effects that limit life gain or punish life payments; landing it alongside Howling Mine-style draw engines can create a lock if you can pay the life to eliminate each extra card. It also rewards cheap countermagic and discard, since once the Weirding is active, the table can’t hide blowout plays. Used well, it doesn’t just slow the game—it rewrites who gets to have cards at all.

Generated using gpt-5.4-mini

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Suggested Pricing
$1.05 - $1.55
At the current market price of $1.24.
Average Time to Sell
3 days
At the current market price of $1.24.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Zur’s Weirding is a delightfully cruel Ice Age enchantment that turns card draw into public execution, fitting neatly into a slow, resource-denial control plan. Once it resolves, every hand becomes open information and every draw step becomes a political choice: spend 2 life to strip the card away, or let it live. That makes it especially potent in attrition decks that can protect a low-life total or otherwise pressure opponents into awkward decisions. The best shells are hard control and prison strategies, ideally paired with effects that limit life gain or punish life payments; landing it alongside Howling Mine-style draw engines can create a lock if you can pay the life to eliminate each extra card. It also rewards cheap countermagic and discard, since once the Weirding is active, the table can’t hide blowout plays. Used well, it doesn’t just slow the game—it rewrites who gets to have cards at all.

Generated using gpt-5.4-mini · Updated at 2026-08-11 22:40:42 UTC

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